The lowest I have gone before noticing issues was 32.Īs far as I know, the setDSPBufferSize() of older FMOD 4 relied on the hardware, and I personally experienced crashes when the wrong value was set.īut FMOD 5’s setDSPBufferSize() only sets the buffer size settings for the FMOD software mixing engine.ĭoes this mean I can use any lower value if the CPU is powerful enough? Set a smaller buffer size using System::setDSPBufferSize.I also heard the news somewhere last year, but can’t remember, and the official page doesn’t say anything about it. Last month, we changed it to Android 11 and up, and fewer people complained.Īnd recently we changed again to use AAudio on Android 12 and up with a “FEATURE_AUDIO_PRO” flag.īy the way, can you provide the link about the deprecation? In retrospect, it might have been the AAudio issue.įor a long time, we used AAudio as a default setting for Android 10 and up, and we had a lot of complaints. They couldn’t find any way to detect the best API for a device.Ī long time ago, some of our users who had multiple devices told us their newer devices experienced high latency, while older models worked without any problem.Īnd a few of them said the issue was gone after tinkering with the settings in our app. For your information, the company has supported Android since the early days of Android and they were always proud of their low latency audio API.Īnyway, as for AAudio, they said they made it to the same conclusion as me, and OpenSL is their default. Out of curiosity, I also asked Superpowered. The only model we know that had the issue is Samsung Galaxy A52 5G (Android 11). We don’t know the models that had the issue, because most of them just complained via mail not giving any information.īut after we told them to try OpenSL instead of AAudio, most of them answered it was solved. I noticed the difference between AAudio and OpenSL on our test devices. Of course, AAudio is a better choice if the device supports it properly. I had no idea why some users with recent devices complain about the latency, but now I get it. So, I think FMOD should use OpenSL as a default one on all Android versions and explain the reason in the FMOD API user manual. They had a high expectation of AAudio so used it as a default setting but soon switched back to OpenSL due to high latency on some devices. I make a small modifications and work, but with this specifically I try with many ways and nothing.Thanks for the info but I already read them all and studied enough about the Android audio system.Īfter writing this question, I asked a few other audio app developers for Android who implemented the audio engine themselves, and they said they had the same issue. I'm newbie with markdown, sorry for any mistakes and my English grammar.Įdit: I'm using the example project that they have on GitHub for testing purposes, specifically the simpleusb project. When I find a solution, I will put it as soon as I can. The problem that always crash, and I can't debug or get the error for the reason that I use the mobile with otg to replicate the error. SuperpoweredUSBMIDI::send(deviceID, reinterpret_cast(0x80 - 0x48 - 0x00), 1001nnnn0kkkkkkk0kkkkkkk) The raw midi could be 0x80 - 0x48 - 0x00(start of C4 note, pitch= 72, See values)Īnd the bytes 1001nnnn0kkkkkkk0kkkkkkk(note on event See values) for example? I don't know the values that I need put exactly on data and bytes to work. The problem is that I saw a function send(int deviceID, unsigned char *data, int bytes) I use superpowered, I need send midi note to a controller midi.
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