Best practices for Android Audio (Google I/O '17)
Why Stack Overflow recommends it
Stack Overflow users link it when answering or asking about Android audio latency, native audio APIs like AAudio, and playback timing problems.
Recommended by 1 people across 1 different months, 2018 to 2018.
What it is
A Google I/O 2017 talk from the Android Developers channel on getting low-latency, high-performance audio on Android. It covers practical tips, demo apps, and the then-new native AAudio API arriving with Android O, plus strategies that also work on older Android versions.
What people said
Recommends Elvis Xia - MSFT · 2018-04 · Stack Overflow · on “Send the data as-is to the audio device in Xamarin.Forms”
I don't need to resample my generated data in bytes or mix them with system sounds and sounds from other apps. Is it possible to reach my goal for mobile devices? If your goal is to send audio data to your DAC device without resample and mix. The answer is no for android. I don't know if there is any third party library for automatically convert your audio data. But officially, you need to use native lib like AAudio [LINK] to conduct your audio data. You can also refer to Best Practices for Android Audio [this video] .
Cites Nerdy Bunz · 2018-05 · Stack Overflow · on “Android AudioTrack.onPlaybackPositionUpdateListener not always firing on time”
I have noticed that AudioTrack.setPlaybackPositionUpdateListener() sometimes does not seem to work as intended (at least in Android Studio emulators from API 19-22). I've made a little test program that has a button that when pressed, starts feeding an AudioTrack with one-second-long buffers of audio. The AudioTrack is supposed to call back using onPeriodicNotification() which in turn flips the background color of the Activity and makes a Log. Expected behavior: The notification is sent and received more-or-less exactly every one second after having pressed the start button. This does happen most of the time, but sometimes (seems to be mostly on API 19-22): The first (after one-second) notif
Cites 2hamed · 2018-10 · Stack Overflow · on “Superpowered: can't get TimeStretching to work correctly, the output sound is distorted”
I'm trying to use the Superpowered SDK [LINK] to apply a real-time Time Stretching and Pitch Shifting on an mp3 file which is being played and also recorded at the same time. The problem is that no matter what I do the output sound quality is terrible (to the point of it being distorted). I suspect that it's due to the conflicting samples per frame number. Here is the complete source code of my cpp file: static SuperpoweredAndroidAudioIO *audioIO; static SuperpoweredTimeStretching *stretching; static SuperpoweredAudiopointerList *outputBuffers; static SuperpoweredDecoder *decoder; static SuperpoweredRecorder *recorder; const char *outFilePath; const char *tempFilePath; static short int *intB