[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Chris Stratton

it might be interesting to slowly sweep a sine wave across the audio
range while plotting variation in the accelerometer reading...

On Aug 28, 9:40 pm, Robert Green  wrote:
> And that's almost exactly what I see.  I notice extra bad numbers
> coming through on certain frequencies of sound.  I know I've
> complained about one or two things in the past but this really is a
> pretty bad flaw.  Let's hope future devices don't have the same
> problems.
>
> On Aug 28, 7:56 pm, Chris Stratton  wrote:
>
>
>
> > On Aug 28, 7:39 pm, Robert Green  wrote:
>
> > > It's no secret that both the HTC Dream and HTC Magic have problems
> > > with sound from the built-in speaker interfering with the
> > > accelerometer.  I'm currently having the problem with my new game and
> > > am not sure how I'm supposed to work around it.  Quite frankly, the
> > > sound is a big part of the game and most people prefer to play with it
> > > on.  I found a great way to use tilt-view control and it works really
> > > well until I turn sound on, then it all goes to crap.
>
> > > Sure, I could crank the sample rate up to highest and take a running
> > > average of the past 5 or so samples and pull out the outliers but it's
> > > still not very accurate.
>
> > Ugh, if your observation is accurate this sounds like a system design
> > bug.   Average actually won't fully work, because the sensor needs to
> > be low pass filtered before the analog to digital conversion, in order
> > to keep any frequency components above its nyquist limit out of the
> > digitizer.   Otherwise you will get really odd effects if you have an
> > audio frequency that's near a multiple of the sample rate... they can
> > alias back to near zero frequency and look like very slow variations
> > in reading, which would go right through your averaging.
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[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Robert Green

And that's almost exactly what I see.  I notice extra bad numbers
coming through on certain frequencies of sound.  I know I've
complained about one or two things in the past but this really is a
pretty bad flaw.  Let's hope future devices don't have the same
problems.

On Aug 28, 7:56 pm, Chris Stratton  wrote:
> On Aug 28, 7:39 pm, Robert Green  wrote:
>
> > It's no secret that both the HTC Dream and HTC Magic have problems
> > with sound from the built-in speaker interfering with the
> > accelerometer.  I'm currently having the problem with my new game and
> > am not sure how I'm supposed to work around it.  Quite frankly, the
> > sound is a big part of the game and most people prefer to play with it
> > on.  I found a great way to use tilt-view control and it works really
> > well until I turn sound on, then it all goes to crap.
>
> > Sure, I could crank the sample rate up to highest and take a running
> > average of the past 5 or so samples and pull out the outliers but it's
> > still not very accurate.
>
> Ugh, if your observation is accurate this sounds like a system design
> bug.   Average actually won't fully work, because the sensor needs to
> be low pass filtered before the analog to digital conversion, in order
> to keep any frequency components above its nyquist limit out of the
> digitizer.   Otherwise you will get really odd effects if you have an
> audio frequency that's near a multiple of the sample rate... they can
> alias back to near zero frequency and look like very slow variations
> in reading, which would go right through your averaging.
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[android-developers] Re: Accelerometer Speaker Interference Workarounds?

2009-08-28 Thread Chris Stratton

On Aug 28, 7:39 pm, Robert Green  wrote:

> It's no secret that both the HTC Dream and HTC Magic have problems
> with sound from the built-in speaker interfering with the
> accelerometer.  I'm currently having the problem with my new game and
> am not sure how I'm supposed to work around it.  Quite frankly, the
> sound is a big part of the game and most people prefer to play with it
> on.  I found a great way to use tilt-view control and it works really
> well until I turn sound on, then it all goes to crap.
>
> Sure, I could crank the sample rate up to highest and take a running
> average of the past 5 or so samples and pull out the outliers but it's
> still not very accurate.

Ugh, if your observation is accurate this sounds like a system design
bug.   Average actually won't fully work, because the sensor needs to
be low pass filtered before the analog to digital conversion, in order
to keep any frequency components above its nyquist limit out of the
digitizer.   Otherwise you will get really odd effects if you have an
audio frequency that's near a multiple of the sample rate... they can
alias back to near zero frequency and look like very slow variations
in reading, which would go right through your averaging.
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