Despite everything I have read about the difficulty of making low
latency audio apps in Android, I am giving it a shot.  To start, I
loaded each note in an octave into a SoundPool, and then looped
through each note that was to be played on that beat and called
play().  This didn't even come close to being accurate enough for me,
and got especially bad if a lot of notes were being played at once.

>From what I read, the only way to do something like this is to mix the
audio yourself, though I am not entirely sure how to go about this.
My initial thought is that for each beat, I could precompute the sound
the sound that is to be played (i.e., combine the wav's), and then
pass that stream to an AudioTrack when it is time to be played.

Are there any good examples out there for how to mix audio like this,
or libraries I could use to do this for me?  How have coders of other
music apps dealt with this?

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