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. -- -- unsubscribe: android-porting+unsubscr...@googlegroups.com website: http://groups.google.com/group/android-porting --- You received this message because you are subscribed to the Google Groups "android-porting" group. To unsubscribe from this group and stop receiving emails from it, send an email to android-porting+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.