I've tinkered a bit more, optimized some of the code that was
optimizable (enhanced for loops instead of hard coded for loops, use
System.arrayCopy to copy arrays instead of hard coded array copy's),
and I've found that another problem I had got solved. But besides
that, this issue still stands.
Could anyone share their insights on this one?
On 22 mrt, 13:00, ThaMe90 theprophes...@gmail.com wrote:
On a side note, I am developing for Android 2.2 minimum. And I use a
real device to test everything. I've stopped using the Emulator for
sound related topics, as I never got the sound
how can I prevent (or at least minimize) the delay
When AudioTrack object is created, buffer size is passed into a
constructor among other parameters.
AudioTrack won't start playing until you write at least that amount of
data into it.
I presume that in your case chosen buffer size is
Hmm, I'd rather solve it, as it is the only viable explanation left
for why I have delays in playing...
As I've said in my first post, I've tried playing with the buffersize
of the AudioTrack, but to no avail.
The only lead to a solution I have atm. is the warning, so I can't
ignore it...
On 22
On a side note, I am developing for Android 2.2 minimum. And I use a
real device to test everything. I've stopped using the Emulator for
sound related topics, as I never got the sound working in the Emulator
at all...
See a previous post on this:
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