I'm trying to find out how the number of playback threads grows under 
different usage conditions.

I've been following AudioFlinger code, but some things are less apparent 
than others. So far, Glenn Kasten has been very helpful with his responses, 
so thanks a ton!

>From some debugging messages I've inserted into AudioFlinger, I see that 
one thread gets created when I play audio using a browser or a media 
player. This one persists, and I believe never gets destroyed even if I 
don't play any audio for a while. Then there are other threads that get 
created and destroyed pretty frequently. Those threads are responsible for 
system sounds, e.g. button clicks. I believe I've also seen another thread 
created when I turn on navigation (is this true?). Navigation audio lives 
alongside media playback and uses "ducking" whenever it needs to play 
something back. So far, I haven't seen more than three PlaybackThread 
instances actively processing audio at a given time.

Is there a theoretical or practical limit to how many playback threads can 
be actively processing audio at once? I'm inserting some audio processing 
into playback before audio goes out to hardware, and I'd like to know how 
much processing power my algorithms may need in reality.


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