If you are worried about delay, you could probably use a small data chunk size and a large buffer size.
(In my examples, I always used zero for the offset, but you could have a large buffer and process the data in small chunks. You would process the chunk at offset=0 first, then process the chunk with offset = "chunk size", then "chunk size times 2", etc. Eventually you have to wrap around back to the beginning of the buffer. I have no idea if the API methods handle any of that for you automatically or not.) Anyway, that's makes sense in my head, but I don't have that much experience with high-performant audio processing. Maybe some experts can correct me and/or elaborate on what the proper solution is. -- PJ On Nov 10, 11:23 pm, Bytes <toyvenu.t...@gmail.com> wrote: > Hi, > > Thanks for your mails. > > I pressume you did in Java. > > Ofcourse, we can do the same thing in C++ also. > > But the problem is... > > "Buffer Overflow "......... > > By simply increasing the buffer size won't solve the whole issue. > > It may apparently solve buffer overflow, but it will add delay in > playing.... > > By the way do you know any good documentation about Android Audio > internals. > > I'm also waiting for Android OS/Audio Expert feedback about this > implementation. > > Sometimeback, I've posted my audio experiences on another thread > > http://groups.google.com/group/android-platform/browse_thread/thread/... > > Hopefully this time I can have success. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en