Fixed
Status Update
Comments
th...@gmail.com <th...@gmail.com> #2
[Comment deleted]
th...@gmail.com <th...@gmail.com> #3
Yes! I was looking to code something like the Korg DS-10 for Google Android.
People are wanting good music applications. I will be satisfied for the moment if
there is a low-latency event-based API allowing us to pass small packets of PCM audio
to the hardware without going through the software mixer. Something like Steinberg
ASIO or JACK. The current music apps in the Android Market are suffering latency
issues due to the lack of such an interface.
People are wanting good music applications. I will be satisfied for the moment if
there is a low-latency event-based API allowing us to pass small packets of PCM audio
to the hardware without going through the software mixer. Something like Steinberg
ASIO or JACK. The current music apps in the Android Market are suffering latency
issues due to the lack of such an interface.
pa...@gmail.com <pa...@gmail.com> #4
Nothing happening with this problem. I wonder if someone from the Open Embedded
Software Foundation would lead the push; perhaps by defining a standard and very
simple API.
http://www.oesf.org
Software Foundation would lead the push; perhaps by defining a standard and very
simple API.
hu...@gmail.com <hu...@gmail.com> #5
Here Here painter! Look at this article from 2007, its been available on iphone 4EVA!
http://www.tuaw.com/2007/08/06/iphone-coding-recording-audio/
My recomendation for a fix is simply to allow /dev/msm_pcm_out) to move away from its permission of:
AID_SYSTEM,AID_AUDIO so that applications can actually record the pcm stream. Let's catch up to iphone 2007
Shall we??
My recomendation for a fix is simply to allow /dev/msm_pcm_out) to move away from its permission of:
AID_SYSTEM,AID_AUDIO so that applications can actually record the pcm stream. Let's catch up to iphone 2007
Shall we??
pa...@gmail.com <pa...@gmail.com> #6
Hi hunterp,
Thanks for the input. That is something to look into, but I don´t think your
suggestion alone makes Android competitive. Please see the requirements list in this
Bug Report.
Thanks for the input. That is something to look into, but I don´t think your
suggestion alone makes Android competitive. Please see the requirements list in this
Bug Report.
hu...@gmail.com <hu...@gmail.com> #7
Have you seen the AudioRecord in the android API? It gives you control down to the byte-level. But the problem
is that it records from the MIC, not from the raw PCM buffer. So, with a music making app like my: What's Shakin'
app, a user-generated music sample can only be captured via microphone, and the difference in sound quality is
night and day.
is that it records from the MIC, not from the raw PCM buffer. So, with a music making app like my: What's Shakin'
app, a user-generated music sample can only be captured via microphone, and the difference in sound quality is
night and day.
dj...@gmail.com <dj...@gmail.com> #8
Playback speed using any implementation would be greatly desired as well. This should
be possible by finely changing the sample rate.
be possible by finely changing the sample rate.
mc...@gmail.com <mc...@gmail.com> #9
I find it strange that the original poster felt that JACK was not low-latency enough.
I had understood that that was it's number 1 goal. I am not disputing the claim, but
in order to better understand the requirement, I want to understand the details.
@hunterp, can you explain what you mean by from the raw PCM buffer vs MIC.
I had understood that that was it's number 1 goal. I am not disputing the claim, but
in order to better understand the requirement, I want to understand the details.
@hunterp, can you explain what you mean by from the raw PCM buffer vs MIC.
hu...@gmail.com <hu...@gmail.com> #10
[Comment deleted]
hu...@gmail.com <hu...@gmail.com> #11
[Comment deleted]
hu...@gmail.com <hu...@gmail.com> #12
@mcharlesr What I mean is that we can currently record the audio of a phone call, or the audio from the
microphone, but I cannot directly record the audio from my android application What's Shakin' for example. My
application is a musical app, where the users create their own music. Or the ADC2 winner Rhythm guitar. In
order for apps like these to record audio, only the microphone is available, and the sound quality of this is very
low compared to directly capturing the audio off the PCM buffer eg /dev/msm_pcm_out for example.
microphone, but I cannot directly record the audio from my android application What's Shakin' for example. My
application is a musical app, where the users create their own music. Or the ADC2 winner Rhythm guitar. In
order for apps like these to record audio, only the microphone is available, and the sound quality of this is very
low compared to directly capturing the audio off the PCM buffer eg /dev/msm_pcm_out for example.
pa...@gmail.com <pa...@gmail.com> #13
pa...@gmail.com <pa...@gmail.com> #14
If the android team could add the audio ndk support that I think is important for
marketplace applications, then perhaps it would connect to the AudioFlinger, or to
the AudioHardwareInterface.
http://www.kandroid.org/android_pdk/audio_sub_system.html
But can the requirements listed in this bug report be implemented with connection to
these software layers?
marketplace applications, then perhaps it would connect to the AudioFlinger, or to
the AudioHardwareInterface.
But can the requirements listed in this bug report be implemented with connection to
these software layers?
pd...@gmail.com <pd...@gmail.com> #15
We've been running Pd (http://puredata.info ) realtime audio on embedded Linux for
years, and on much weaker hardware than Android will ever target (1st Gen iPod,
anyone? 80MHz armv4!). The Linux kernel has two good APIs for this, OSS and ALSA.
While they are not as good as JACK, one of them is already in place in Android itself
(I'm guessing ALSA is used by Android). Google just needs to give us access. The
100+ ms latency of the JNI interface is not good enough. It needs to be < 20ms.
The audio apps are huge on the iPhone, why not let us do the same and better for Android?
years, and on much weaker hardware than Android will ever target (1st Gen iPod,
anyone? 80MHz armv4!). The Linux kernel has two good APIs for this, OSS and ALSA.
While they are not as good as JACK, one of them is already in place in Android itself
(I'm guessing ALSA is used by Android). Google just needs to give us access. The
100+ ms latency of the JNI interface is not good enough. It needs to be < 20ms.
The audio apps are huge on the iPhone, why not let us do the same and better for Android?
pa...@gmail.com <pa...@gmail.com> #16
From reading some of the comments, I think another requirement needs to be added.
h) Register for Callback function to indicate when real-time is missed. Perhaps, then
a restart procedure needs to be defined.
h) Register for Callback function to indicate when real-time is missed. Perhaps, then
a restart procedure needs to be defined.
sh...@gmail.com <sh...@gmail.com> #17
Yeah, this is one of the largest faults of the Android and should be at the top of
the Google teams fix list. Its an absolute show-stopper for anyone who wants to deal
with either complex DSP (like codecs for instance) or wants to port any of the
excelent libraries out there.
It suck to have to tell a client that "Yes, this will work on the Symbian, WinCE
phones and iPhone, but your stiff out of luck on the Android because porting your lib
isnt actually possible because of the high latency and lacklustre performance of
going through the android java stack for low level audio
the Google teams fix list. Its an absolute show-stopper for anyone who wants to deal
with either complex DSP (like codecs for instance) or wants to port any of the
excelent libraries out there.
It suck to have to tell a client that "Yes, this will work on the Symbian, WinCE
phones and iPhone, but your stiff out of luck on the Android because porting your lib
isnt actually possible because of the high latency and lacklustre performance of
going through the android java stack for low level audio
ar...@gmail.com <ar...@gmail.com> #18
Another vote for this issue because of synchronous play and record. My application is
a shot timer that rings a buzzer and starts recording the time (by counting audio
samples) from the buzzer when shots are recorded. For this to be usable in a
competitive environment I have to know exactly how the stream of input audio relates
to when the buzzer is actually rendered to the output device (starting
recording/playback synchronously ala Java sound) in order to ensure fair and
consistent timing.
a shot timer that rings a buzzer and starts recording the time (by counting audio
samples) from the buzzer when shots are recorded. For this to be usable in a
competitive environment I have to know exactly how the stream of input audio relates
to when the buzzer is actually rendered to the output device (starting
recording/playback synchronously ala Java sound) in order to ensure fair and
consistent timing.
ja...@gmail.com <ja...@gmail.com> #19
I'd like this ability too. Look at all the music apps available on the iPhone.
pe...@gmail.com <pe...@gmail.com> #20
The issue as I understand it from conversations on the NDK list has been concern that
there's not a standard API for audio support as provided by Android device makers.
Specifically, if you look at the PDK description:
http://www.kandroid.org/android_pdk/audio_sub_system.html
ALSA actually is specified as the "standard" API but as a "partner-specific
proprietary blocks." It seems to me that the devices are not being specified clearly
enough for this support to be standard. At the same time, has any device manufacturer
used kernel drivers *other than* ALSA?
I believe that specifically ALSA-based support would address this defect.
there's not a standard API for audio support as provided by Android device makers.
Specifically, if you look at the PDK description:
ALSA actually is specified as the "standard" API but as a "partner-specific
proprietary blocks." It seems to me that the devices are not being specified clearly
enough for this support to be standard. At the same time, has any device manufacturer
used kernel drivers *other than* ALSA?
I believe that specifically ALSA-based support would address this defect.
wi...@gmail.com <wi...@gmail.com> #21
For me, it all comes down to this:
The camera capture API uses message passing for entire YUV frames - this is crazy,
shared memory and eventfd or something should be used instead.
And for contrast, the audio uses message passing, but doesn't queue more than one!
You have to eat it damn fast, and often - through no fault of your own - you miss it.
What a lot of people want is for AudioRecord, but with small buffers that queue up
of GSM or AMR audio.
I'm using AudioRecord because I can do AMR in my user thread at substantially lower
CPU than asking for AMR from the media stack. Ask MediaRecorder for an AMR stream,
and it takes like 40% CPU on all the 500Mhz phones. Completely crazy. Go figure?!?!?!
Also, the lifetime of real resources in java is ineffective. If you forget to
release a camera or mic... ouch. Its not robust and can make the phone unusable
until the next reboot (try taking a call if someone hasn't released the mic).
The camera capture API uses message passing for entire YUV frames - this is crazy,
shared memory and eventfd or something should be used instead.
And for contrast, the audio uses message passing, but doesn't queue more than one!
You have to eat it damn fast, and often - through no fault of your own - you miss it.
What a lot of people want is for AudioRecord, but with small buffers that queue up
of GSM or AMR audio.
I'm using AudioRecord because I can do AMR in my user thread at substantially lower
CPU than asking for AMR from the media stack. Ask MediaRecorder for an AMR stream,
and it takes like 40% CPU on all the 500Mhz phones. Completely crazy. Go figure?!?!?!
Also, the lifetime of real resources in java is ineffective. If you forget to
release a camera or mic... ouch. Its not robust and can make the phone unusable
until the next reboot (try taking a call if someone hasn't released the mic).
pa...@gmail.com <pa...@gmail.com> #22
I believe there needs to be standardization in at least two places.
i) a new audio hardware adaptation layer, which connects the Linux kernel to the
audio interface chip
ii) audio APIs for the NDK, perhaps connecting to the AudioHardwareInterface
The design of i) and ii) should support the requirements listed in this bug report,
a) through h).
I believe that porting PC code like ALSA is not good enough. Android will never be a
strong audio PLATFORM without a good standardized solution to this bug report.
i) a new audio hardware adaptation layer, which connects the Linux kernel to the
audio interface chip
ii) audio APIs for the NDK, perhaps connecting to the AudioHardwareInterface
The design of i) and ii) should support the requirements listed in this bug report,
a) through h).
I believe that porting PC code like ALSA is not good enough. Android will never be a
strong audio PLATFORM without a good standardized solution to this bug report.
pe...@gmail.com <pe...@gmail.com> #23
No, you don't need to replace ALSA. ALSA works on mobile devices with a lot less
power than the current lowest-end Android device. If the Android Project thinks they
have to replace ALSA, we'll never get workable audio -- never, ever. Worse, device
vendors would have to write new drivers.
This is a defect report for missing functionality. Android is based on the Linux
kernel in order to take advantage of standards on the Linux kernel.
You could provide NDK support *today* that connects into the ALSA API. It'll do what
you're asking.
In the meantime, the current status quo is unacceptable for providing all but the
most basic audio input and output functionality.
power than the current lowest-end Android device. If the Android Project thinks they
have to replace ALSA, we'll never get workable audio -- never, ever. Worse, device
vendors would have to write new drivers.
This is a defect report for missing functionality. Android is based on the Linux
kernel in order to take advantage of standards on the Linux kernel.
You could provide NDK support *today* that connects into the ALSA API. It'll do what
you're asking.
In the meantime, the current status quo is unacceptable for providing all but the
most basic audio input and output functionality.
sp...@gmail.com <sp...@gmail.com> #24
Agreed with painter, but what about threading/real time priority? Audio processes
should ideally be isolated from delays/cpu spikes incurred by Dalvik maintenance
activities, e.g. GC, JIT. Ideally it would be possible to spawn an entire new native
process/thread with higher priority, which could talk directly to the Audio APIs. I'm
not sure how this would work with the ANI/JNI.
should ideally be isolated from delays/cpu spikes incurred by Dalvik maintenance
activities, e.g. GC, JIT. Ideally it would be possible to spawn an entire new native
process/thread with higher priority, which could talk directly to the Audio APIs. I'm
not sure how this would work with the ANI/JNI.
co...@gmail.com <co...@gmail.com> #25
I agree with Peter - there doesn't seem to be any reason to replace ALSA. Having NDK
ALSA support would provide the desired low-latency audio services to Android and it
exists.
But what does it mean that ALSA is specified as a "partner-specific proprietary block"?
ALSA support would provide the desired low-latency audio services to Android and it
exists.
But what does it mean that ALSA is specified as a "partner-specific proprietary block"?
sp...@gmail.com <sp...@gmail.com> #26
Yeah, I should have read painter's post more carefully. ALSA is fine, but we need NDK
access.
access.
pa...@gmail.com <pa...@gmail.com> #27
The problem with ALSA, is i don't think it supports all the listed requirements of a)
through h). Instead of just porting PC code, the requirements must be considered.
From spacestation9, yes threading is very important. This is discussed in
requirements g) and h).
through h). Instead of just porting PC code, the requirements must be considered.
From spacestation9, yes threading is very important. This is discussed in
requirements g) and h).
pe...@gmail.com <pe...@gmail.com> #28
I'm not sure the above list is realistic as "requirements" for a defect report. ALSA
is a very full-functioning API, though; you're going to get most of what you need.
Asking Android for real-time kernel support is neither feasible nor necessary for the
majority of usage cases.
What we're really asking for is NDK audio input and audio output support for ALSA.
This will cover most of these bases. You can schedule a native JNI thread; that's a
separate process. That's how the support works now. The problem is, using messaging
to pass data from Java to native threads or being limited exclusively to Google's
provided Java APIs is insufficient for many applications.
is a very full-functioning API, though; you're going to get most of what you need.
Asking Android for real-time kernel support is neither feasible nor necessary for the
majority of usage cases.
What we're really asking for is NDK audio input and audio output support for ALSA.
This will cover most of these bases. You can schedule a native JNI thread; that's a
separate process. That's how the support works now. The problem is, using messaging
to pass data from Java to native threads or being limited exclusively to Google's
provided Java APIs is insufficient for many applications.
pa...@gmail.com <pa...@gmail.com> #29
Peterkirn has good points, but in addition to adding NDK audio input and audio output
support, I am hoping for performance that is competitive. This is the reason for the
requirements list.
support, I am hoping for performance that is competitive. This is the reason for the
requirements list.
pa...@gmail.com <pa...@gmail.com> #30
If there is anyone from the Google Android team listening, I am Mountain View local.
I would be happy to demonstrate my app on a competitor's PLATFORM and then explain
why it is impossible on Google Android.
Then it should be clear why the points of this bug are important, and porting linux
PC audio drivers is not sufficient.
I would be happy to demonstrate my app on a competitor's PLATFORM and then explain
why it is impossible on Google Android.
Then it should be clear why the points of this bug are important, and porting linux
PC audio drivers is not sufficient.
pe...@gmail.com <pe...@gmail.com> #31
I'm sorry, painter, I think you're ignorant of the quality and functionality of the
ALSA API. They're drivers for the Linux kernel, not "Linux PC." ALSA can give you
what you want. Performance is competitive; I don't know what the basis for your
complaint is. And incidentally, if by competitor you mean Apple, they're using "PC"
drivers, too -- it's still the Core Audio output stack. ALSA is also widely used on
other embedded devices that need high-quality, low-latency audio.
The only thing that's ideally needed is direct access to the ALSA driver from the
NDK. In the meantime, there are workarounds, but it does make sense as a feature
request for the NDK.
ALSA API. They're drivers for the Linux kernel, not "Linux PC." ALSA can give you
what you want. Performance is competitive; I don't know what the basis for your
complaint is. And incidentally, if by competitor you mean Apple, they're using "PC"
drivers, too -- it's still the Core Audio output stack. ALSA is also widely used on
other embedded devices that need high-quality, low-latency audio.
The only thing that's ideally needed is direct access to the ALSA driver from the
NDK. In the meantime, there are workarounds, but it does make sense as a feature
request for the NDK.
pa...@gmail.com <pa...@gmail.com> #32
Peterkirn,
Thanks for the input. If ALSA supplies the functions a) through h), that would be great!
Thanks for the input. If ALSA supplies the functions a) through h), that would be great!
jb...@gmail.com <jb...@gmail.com> #33
Strictly speaking, this isn't a defect. It's an enhancement. If possible, you may
want to reclassify it as such as that may help it get attention.
want to reclassify it as such as that may help it get attention.
pa...@gmail.com <pa...@gmail.com> #34
I created the bug, but someone else assigned the Type, Priority, and Component.
I agree its an enhancement, but I don't know how to change that.
I agree its an enhancement, but I don't know how to change that.
dr...@gmail.com <dr...@gmail.com> #35
+1 would love access to the media libraries with the NDK and in particular the audio
se...@gmail.com <se...@gmail.com> #36
I want OpenAL!
em...@gmail.com <em...@gmail.com> #37
[Comment deleted]
em...@gmail.com <em...@gmail.com> #38
Now with the ipad A LOT of companies are building realtime low latency audio
applications for the iPhone OS.
(a few examples by a leading magazine:
http://futuremusic.com/blog/2010/04/05/music-audio-apps-debut-with-apple-ipad/
)
The bigger multitouchscreens are like heaven for music producers or djs.
Now that android devices with bigger multitouchscreens are coming out, we really
really need this so very very much.
PLZ
applications for the iPhone OS.
(a few examples by a leading magazine:
)
The bigger multitouchscreens are like heaven for music producers or djs.
Now that android devices with bigger multitouchscreens are coming out, we really
really need this so very very much.
PLZ
jo...@gmail.com <jo...@gmail.com> #39
I am sad to announce that I have switched my development platform to the
iPod/iPhone/iPad. I have a strong preference for Android, but the minimal round-trip
delay for audio processing in my Nexus One is 350ms while I can get 15ms with Apple
hardware.
Sorry.
If the terrible Android audio support improves some day, I'll be back.
Joachim
iPod/iPhone/iPad. I have a strong preference for Android, but the minimal round-trip
delay for audio processing in my Nexus One is 350ms while I can get 15ms with Apple
hardware.
Sorry.
If the terrible Android audio support improves some day, I'll be back.
Joachim
rm...@gmail.com <rm...@gmail.com> #40
I have also hit a brick wall in trying to develop a real time audio application of a kind that is already available and
enjoyed by many on the iPhone. The varying and excessive latency, the lack of information about hardware
latency, and the resulting inability to synchronize have made this app virtually impossible.
I don't want to develop for Apple's platform, but as of right now there are absolutely no other options.
enjoyed by many on the iPhone. The varying and excessive latency, the lack of information about hardware
latency, and the resulting inability to synchronize have made this app virtually impossible.
I don't want to develop for Apple's platform, but as of right now there are absolutely no other options.
pa...@gmail.com <pa...@gmail.com> #41
I have not heard of any progress on issues a)-i) in this report.
But, it seems we need to add a new issue based on recent developments here:
http://createdigitalmusic.com/2010/04/14/apple-ipad-may-support-usb-audio-interfaces-via-camera-accessory-kit/
j) USB digital audio input/audio support
But, it seems we need to add a new issue based on recent developments here:
j) USB digital audio input/audio support
te...@gmail.com <te...@gmail.com> #42
Wish i had found out about this issue before i started soldering an custom guitar
passthrough headset plug. I guess the only effect i'd be able to achieve is and "echo"
if add a few more wires... -_-
passthrough headset plug. I guess the only effect i'd be able to achieve is and "echo"
if add a few more wires... -_-
p1...@gmail.com <p1...@gmail.com> #43
According to notes taken at IO's "Advanced Android audio techniques" session, the plan to provide an OpenSL ES
API for this purpose. Too bad it didn't make it into Froyo.
https://wave.google.com/wave/#restored:wave:googlewave.com!w%252B3kgmObZwQ
API for this purpose. Too bad it didn't make it into Froyo.
pa...@gmail.com <pa...@gmail.com> #44
Thanks p155off for documenting this important development.
I browsed the OpenSL ES spec and I don't see any specification for real-time low latency audio with synchronous
play and record. Did I miss something?
I browsed the OpenSL ES spec and I don't see any specification for real-time low latency audio with synchronous
play and record. Did I miss something?
ol...@gmail.com <ol...@gmail.com> #45
Same here, I did look at this 569 pages OpenSL spec. I'm really confused.
Why can't there be a simple callback based api? One would simply register a callback
of the kind:
void process(short *input, short *output, int nframes);
Why can't there be a simple callback based api? One would simply register a callback
of the kind:
void process(short *input, short *output, int nframes);
pa...@gmail.com <pa...@gmail.com> #46
Hi Olivier,
I agree with you. A simple synchronous play and record callback would be great.
Separate play/record callbacks would also be OK, as long as the spec is clear about
synchronization, and performance.
My feeling is this Bug can not be solved now because there is no leadership pushing
low latency real-time audio performance for Marketplace Apps; in the mix of Google,
Linux, Android, chip companies, and ODMs. What we have now is what ever was lying
around during this mash-up.
I agree with you. A simple synchronous play and record callback would be great.
Separate play/record callbacks would also be OK, as long as the spec is clear about
synchronization, and performance.
My feeling is this Bug can not be solved now because there is no leadership pushing
low latency real-time audio performance for Marketplace Apps; in the mix of Google,
Linux, Android, chip companies, and ODMs. What we have now is what ever was lying
around during this mash-up.
da...@gmail.com <da...@gmail.com> #47
Although you can go through libmedia (unsupported from native though) with AudioTrack and AudioRecord, a simple loopback test has shown me that the best you get is about 150 ms latency (108 ms for playback and 46 ms for recording, on a G2 dev phone) which was unfortunate.
jo...@gmail.com <jo...@gmail.com> #48
Hi Daniel.akerud,
could you tell me how you measured the loopback delay and what a G2 is?
I have measured the loopback delay on a Nexus One as follows:
knocking on the table -> ear-phone-mic in -> fetching the samples with minimal buffer size -> out to earphone speakers.
I then recoded both the original knock and the output of the earphones on a computer. The earphone microphone, the earphone speaker and the computer microphone were taped quite close together (<1 cm).
With this setup, I measured 350 ms.
Joachim
could you tell me how you measured the loopback delay and what a G2 is?
I have measured the loopback delay on a Nexus One as follows:
knocking on the table -> ear-phone-mic in -> fetching the samples with minimal buffer size -> out to earphone speakers.
I then recoded both the original knock and the output of the earphones on a computer. The earphone microphone, the earphone speaker and the computer microphone were taped quite close together (<1 cm).
With this setup, I measured 350 ms.
Joachim
da...@gmail.com <da...@gmail.com> #49
Oh, I just called the ->latency() methods on AudioTrack and AudioRecord C++ interfaces, and just assumed they were telling the truth =)
ma...@gmail.com <ma...@gmail.com> #50
Very disturbed that this issue has been open so long given the importance of low latency audio to gaming. The removal of javax.sound from the platform has made many things tricky that should be trivial.
pe...@gmail.com <pe...@gmail.com> #51
Mark (and others) - my read is that this "issue" describes a symptom, not a cause. "Low latency audio" isn't something that can just happen. It's an interaction of the platform and handset-specific firmware drivers.
In fact, if this issue were ever *not* open, there would be a problem. ;) It's an ongoing issue, trying to do low-latency audio.
If someone wants to break this issue into more descriptive, specific, actionable issues, I'd absolutely be game. javax.sound has problems (and platform inconsistencies) of its own, and I certainly wouldn't gripe about that.
In fact, if this issue were ever *not* open, there would be a problem. ;) It's an ongoing issue, trying to do low-latency audio.
If someone wants to break this issue into more descriptive, specific, actionable issues, I'd absolutely be game. javax.sound has problems (and platform inconsistencies) of its own, and I certainly wouldn't gripe about that.
ti...@gmail.com <ti...@gmail.com> #52
Descriptive, specific, actionable issues. OK. I'm a game developer, and I was trying to get low latency audio working for a music-focused game, but these points are critical for really a good game user experience as well.
1. Provide an API to disable most background processes on Android: Anything that isn't an alarm that needs to fire or a phone call that needs to come in should simply not happen until our app says it's OK. And alarms and phone calls should also be able to be explicitly disabled, for that matter; if I'm recording something with my phone, callers can go to voice mail. It is completely and totally unacceptable to be playing a game and have it hiccup because some email program has decided it's time to download messages--and if you're recording audio, it's even worse. Games should expect to be interrupted by phone calls or alarms, though.
If task switching is fast enough on ARM processors, then simply allowing us to create threads with high priority to handle sound and game updates might be sufficient on the game side, though to really be clean on the sound side you potentially need a low enough latency that sharing the processor is pretty much not reasonable.
2. Provide (at a minimum) very low-level access to the sound API, directly from C++. The entire application should be able to run without even waking up a Java thread. Java is great for some things, but if you want clean speed, you need to get it out of the way.
Currently the application can run until it needs to present the screen or receive input from the keyboard/screen, and that MIGHT be close enough, as long as we can guarantee that the GC never, ever runs during critical periods. And with code that simply presents the screen and sleeps, that might be reasonable. A simple NDK-available "present" call and some low-level keyboard/screen event access APIs would prevent the JVM from ever needing to wake up, and that would be even better.
#2 obviously needs details (what do the APIs look like?), but it sounds like Google is already planning on adding OpenSL with NDK access, so at least that part of the decision seems to have been made. If it's not carved in stone, though, I'd say it looks like vast overkill. That said, I haven't seen anyone come up with a strong argument against OpenSL (other than the fact that, by being complicated, it will take longer for it to be in our hands).
For the audio toys I can imagine, I'd want to be able to run fast enough that I could use no more than 40ms of buffer (about 3500 samples in stereo), whereas AudioTrack seems to require 4000-8000 samples as a minimum buffer size, depending on hardware. And filling that AudioTrack minimum buffer (decompressing from OGG using Tremor) in a tight loop with basically nothing else happening but a few calls from Java to native still hiccups. And above the requests are down to 5ms of buffer (256 samples). I don't see how you could achieve the latter at all without keeping the entire thread native and shutting down almost everything else.
Is this what you're looking for? Or do you need more details? On a related note, has the decision to use OpenSL already been made, or should people potentially be lobbying for specific other APIs?
I think if we had the ability to 1. Request most of Android's computing resources, and 2. Eliminate as much of Java from the picture as possible, then this wouldn't be an open, ongoing issue, because it would just work. It's only an ongoing issue because it doesn't work, and it's nowhere close to working at present.
1. Provide an API to disable most background processes on Android: Anything that isn't an alarm that needs to fire or a phone call that needs to come in should simply not happen until our app says it's OK. And alarms and phone calls should also be able to be explicitly disabled, for that matter; if I'm recording something with my phone, callers can go to voice mail. It is completely and totally unacceptable to be playing a game and have it hiccup because some email program has decided it's time to download messages--and if you're recording audio, it's even worse. Games should expect to be interrupted by phone calls or alarms, though.
If task switching is fast enough on ARM processors, then simply allowing us to create threads with high priority to handle sound and game updates might be sufficient on the game side, though to really be clean on the sound side you potentially need a low enough latency that sharing the processor is pretty much not reasonable.
2. Provide (at a minimum) very low-level access to the sound API, directly from C++. The entire application should be able to run without even waking up a Java thread. Java is great for some things, but if you want clean speed, you need to get it out of the way.
Currently the application can run until it needs to present the screen or receive input from the keyboard/screen, and that MIGHT be close enough, as long as we can guarantee that the GC never, ever runs during critical periods. And with code that simply presents the screen and sleeps, that might be reasonable. A simple NDK-available "present" call and some low-level keyboard/screen event access APIs would prevent the JVM from ever needing to wake up, and that would be even better.
#2 obviously needs details (what do the APIs look like?), but it sounds like Google is already planning on adding OpenSL with NDK access, so at least that part of the decision seems to have been made. If it's not carved in stone, though, I'd say it looks like vast overkill. That said, I haven't seen anyone come up with a strong argument against OpenSL (other than the fact that, by being complicated, it will take longer for it to be in our hands).
For the audio toys I can imagine, I'd want to be able to run fast enough that I could use no more than 40ms of buffer (about 3500 samples in stereo), whereas AudioTrack seems to require 4000-8000 samples as a minimum buffer size, depending on hardware. And filling that AudioTrack minimum buffer (decompressing from OGG using Tremor) in a tight loop with basically nothing else happening but a few calls from Java to native still hiccups. And above the requests are down to 5ms of buffer (256 samples). I don't see how you could achieve the latter at all without keeping the entire thread native and shutting down almost everything else.
Is this what you're looking for? Or do you need more details? On a related note, has the decision to use OpenSL already been made, or should people potentially be lobbying for specific other APIs?
I think if we had the ability to 1. Request most of Android's computing resources, and 2. Eliminate as much of Java from the picture as possible, then this wouldn't be an open, ongoing issue, because it would just work. It's only an ongoing issue because it doesn't work, and it's nowhere close to working at present.
hu...@gmail.com <hu...@gmail.com> #53
Not sure if this feature request is going anywhere, but....I've made a small feature request that is part of the direction that the android audio platform should be going:
http://code.google.com/p/android/issues/detail?id=9913
mb...@gmail.com <mb...@gmail.com> #54
As the developer of a leading iPhone music making app, I also feel that the high audio latency is a show stopper for any useful audio application on the Android platform. My application is cross platform and ready to port over, but regrettably until this situation is improved it's not worth doing.
A hard realtime callback which may be set to fire on every 5 or 10ms of audio would be great. If it allowed synchronous audio input capture as well as output, that would be even better.
A hard realtime callback which may be set to fire on every 5 or 10ms of audio would be great. If it allowed synchronous audio input capture as well as output, that would be even better.
c....@googlemail.com <c....@googlemail.com> #55
As a developer of music sequencing software ( MUSICtm / MTV Music Generator / eJay ) this is the ONLY thing stopping a move onto Android. We NEED some priority action on this... :O/
ni...@gmail.com <ni...@gmail.com> #56
Sequencers can easily be written even with the high latency - the real problem of the latency is that if you ask AudioTrack for its min buffer size at 44100Khz Stereo, you will get 16384 samples. That's about 371ms delay.
If we could just lower this min buffer size to something better (10ms :) ) you could perform much better. I'm not sure why it's so high right now anyway. I'm sure the hardware could do better than this.
I've got one of the top selling music apps on Android and it would be nice though if you go ahead and make an app with pads or with keyboard that it can actually respond quickly instead of such a large buffer (even STATIC mode AudioTracks have too much buffer it feels like )
If we could just lower this min buffer size to something better (10ms :) ) you could perform much better. I'm not sure why it's so high right now anyway. I'm sure the hardware could do better than this.
I've got one of the top selling music apps on Android and it would be nice though if you go ahead and make an app with pads or with keyboard that it can actually respond quickly instead of such a large buffer (even STATIC mode AudioTracks have too much buffer it feels like )
ma...@gmail.com <ma...@gmail.com> #57
I agree with nikolatesla20, if AudioTrack could use small buffers and provide low latency, a lot could be achieved while comprehensive solutions like OpenSL are being contemplated. I'd like to see this addressed in the next release, and bundled with a couple of example programs. If good example programs were provided for AudioTrack usage, I'm betting that the developers would have discovered how difficult it is to do some things that should be very simple. You would think that you could read a wav file, and play it via AudioTrack, with not more than a few lines of code. Not the case, when we lost javax.sound, we lost all the library routines that understood how to decode .wav, .mp3, etc files into sample buffers.
Something like a two pad drum machine would be a good vehicle for shaking out audio latency issues in a compelling way.
Something like a two pad drum machine would be a good vehicle for shaking out audio latency issues in a compelling way.
dj...@gmail.com <dj...@gmail.com> #58
This is a real issue on my HTC Desire aswell! The music app I have paid for has latency issues aswell! what the heck? hopefully changes are on their way!
wi...@gmail.com <wi...@gmail.com> #59
seriously, nobody in a position to actually do something about audio
latency and API completeness is going to be reading this...
latency and API completeness is going to be reading this...
ig...@gmail.com <ig...@gmail.com> #60
apart from latency, I think there also needs to be a way to cancel out audio feedback so that the sound from the speakers don't loop back into the mic resulting in a nasty sounding screech, this happens to me especially when sample rates are high.
ma...@gmail.com <ma...@gmail.com> #61
Seems to me that as far as feedback between phone mic and speakers goes, that you need to address this the standard way by changing the relative geometry of mic and speakers. Probably by using the miniplug audio out on the phone to drive external speakers. Also, I would think that feedback is more affected by bit depth than sampling rate. Otherwise, there are feedback canceling devices used in PA systems, but I'm not sure how effectively real-time such algorithms would run on a phone.
td...@gmail.com <td...@gmail.com> #62
Bit depth won't affect feedback; why would it? Sampling rate probably will - if the Nyquist frequency is below the feedback frequency then of course you won't get any.
Some kind of adaptive notch filter should be able to stop feedback, or you can do something fancy like measuring the impulse response of the system and subtracting the feedback part of the signal. I don't think it should be part of Android though.
Some kind of adaptive notch filter should be able to stop feedback, or you can do something fancy like measuring the impulse response of the system and subtracting the feedback part of the signal. I don't think it should be part of Android though.
to...@gmail.com <to...@gmail.com> #63
I wonder what this means:
google "Android 2.2 Compatibility Definition". Section "6.3 Audio Latency".
In the end of the section:
"Note: while the requirements outlined above are stated as "SHOULD" for Android 2.2, the Compatibility Definition for a future version is planned to
change these to "MUST". That is, these requirements are optional in Android 2.2 but will be required by a future version. Existing and new devices
that run Android 2.2 Android are very strongly encouraged to meet these requirements in Android 2.2, or they will not be able to attain Android
compatibility when upgraded to the future version."
google "Android 2.2 Compatibility Definition". Section "6.3 Audio Latency".
In the end of the section:
"Note: while the requirements outlined above are stated as "SHOULD" for Android 2.2, the Compatibility Definition for a future version is planned to
change these to "MUST". That is, these requirements are optional in Android 2.2 but will be required by a future version. Existing and new devices
that run Android 2.2 Android are very strongly encouraged to meet these requirements in Android 2.2, or they will not be able to attain Android
compatibility when upgraded to the future version."
pa...@gmail.com <pa...@gmail.com> #64
That is an interesting spec;
http://static.googleusercontent.com/external_content/untrusted_dlcp/source.android.com/en/us/compatibility/android-2.2-cdd.pdf
I strongly encourage the designers to improve the spec, because they describe; "Many classes of applications rely on short latencies, to achieve real-time effects such sound effects or VOIP communication".
But, the listed specs of 45 ms continuous output latency and 50 ms continuous input latency are not good enough for they applications they have described!
These performance specs are not competitive with other platforms.
Even a 20 MHz micro-controller can do better.
The continuous input latency absolutely must be less than 10 ms, and the continuous output latency absolutely must be less than 10ms.
I strongly encourage the designers to improve the spec, because they describe; "Many classes of applications rely on short latencies, to achieve real-time effects such sound effects or VOIP communication".
But, the listed specs of 45 ms continuous output latency and 50 ms continuous input latency are not good enough for they applications they have described!
These performance specs are not competitive with other platforms.
Even a 20 MHz micro-controller can do better.
The continuous input latency absolutely must be less than 10 ms, and the continuous output latency absolutely must be less than 10ms.
de...@gmail.com <de...@gmail.com> #65
painter...@g No one can hear my voice during calls. Droid has been flashed to cricket with gettho web. (free). Works great. Mic is not working o suPpose. Installed your mic app. Same problem exist qith ot enabled. This is a commpn probplem with criccket service but is usually an easy fix . Bu restarting and pulling battery. I am sure you. Can explain how to fix. And o lpve learning aboit the android codes. It is fascinating to me.altho it mostly Greek. If u will, please send me a quick fix file ,app or download. Goin nuts. I have to put down my tools to type constantly. Cant get sheiyt dun like this. Thanks for the time. Sincerely , Joel.( deadbreed1212@yahoo.com) or ( deadbreed1212@gm
ga...@gmail.com <ga...@gmail.com> #66
Apologies for the noise all, Joel's off-topic post here is most likely my fault. I put a link to this bug in the about page of my microphone app, explaining that this is the reason for the delay.
I'll remove it in the next release and be more careful about where I link from in future *sigh*
I'll remove it in the next release and be more careful about where I link from in future *sigh*
to...@gmail.com <to...@gmail.com> #67
As a sequencer dev, I feel I should voice my disagreement with the statement that ~300ms latencies are acceptable for a sequencer. A quick search found this page for your reference: http://www.pdmusic.org/text/017.txt . Particularly if one's sequencer includes some kind of audio synthesis, even a timely note sequence would be rendered useless by the synth.
Regardless, as a musician and supporter of Open Source, I'd very much like to see this issue fixed.
Regardless, as a musician and supporter of Open Source, I'd very much like to see this issue fixed.
ol...@gmail.com <ol...@gmail.com> #68
Guys we need more stars here. If you have an app on the market, please tell your users to come and star this issue whenever they ask for a new feature that needs low latency.
ti...@gmail.com <ti...@gmail.com> #69
@oliver: It's the applications that don't exist on Android that need this feature the most. People simply won't release the app if it sucks with bad latency.
That's where I am -- I wanted to do a music rhythm game, and when I determined that it simply wouldn't be possible to even have a reliable KNOWN latency, much less a consistent latency over the course of a 4 minute song (it seems to lose about 10-20ms every few seconds -- by the end of a song, it would be WAY off!).
The Guitar Hero app on Android sucks, for example -- it doesn't even get the latency correct even at the start of the song.
And more serious music apps like sequencers would be a joke with any more than 10-20ms of constant, predictable latency. I'd love to have something like that on Android, but there's no way I'm going to even consider writing an app in that category until we have reliable, low latency on a large number of devices.
What I'd ask for, from Google, is more transparency on issues like this. We have 200+ developers (as of this writing) who need this feature, and yet we haven't heard from Google in months -- possibly over a year now? There's no bug owner; as far as we can tell it's being completely ignored, and that feels very, very frustrating. Especially knowing that any fix that DOES come out at this point will likely be in (at best) Android 3.0, which means another 1-2 years of propagation delay before any new features exist on enough handsets to be relevant.
There are rumors of work being done on OpenAL, but I haven't seen that verified. Please can we get an update of some kind?
That's where I am -- I wanted to do a music rhythm game, and when I determined that it simply wouldn't be possible to even have a reliable KNOWN latency, much less a consistent latency over the course of a 4 minute song (it seems to lose about 10-20ms every few seconds -- by the end of a song, it would be WAY off!).
The Guitar Hero app on Android sucks, for example -- it doesn't even get the latency correct even at the start of the song.
And more serious music apps like sequencers would be a joke with any more than 10-20ms of constant, predictable latency. I'd love to have something like that on Android, but there's no way I'm going to even consider writing an app in that category until we have reliable, low latency on a large number of devices.
What I'd ask for, from Google, is more transparency on issues like this. We have 200+ developers (as of this writing) who need this feature, and yet we haven't heard from Google in months -- possibly over a year now? There's no bug owner; as far as we can tell it's being completely ignored, and that feels very, very frustrating. Especially knowing that any fix that DOES come out at this point will likely be in (at best) Android 3.0, which means another 1-2 years of propagation delay before any new features exist on enough handsets to be relevant.
There are rumors of work being done on OpenAL, but I haven't seen that verified. Please can we get an update of some kind?
pa...@gmail.com <pa...@gmail.com> #70
I echo the sentiments. Also note; even after the spec mentioned in comment 65 is fixed, it will still be several years before developers could release low latency audio apps because of all the devices out there will poor firmware performance.
he...@gmail.com <he...@gmail.com> #71
Any news on this?
st...@gmail.com <st...@gmail.com> #72
No news is bad news when it comes to issues that need to be looked at...
ce...@gmail.com <ce...@gmail.com> #73
GOOGLE SUCK. HOW CAN THE IPHONE BE A BETTER DEV PLATFORM THAN ANDROID?
ka...@gmail.com <ka...@gmail.com> #74
Come on, Google! Get the ball rolling on updating Android to address this issue! I'm a music producer and would love to use my phone on the road for music creation! Please get this fixed ASAP! I was saddened to see how horrible the music apps perform on Android. It almost makes me want to switch over to the iPhone. I don't want to because Android is an awesome platform, but I might have no choice if this issue isn't addressed. Music is my life, and I'm going to where I can create lag and stress free music!
Please, Google. Do something about this soon. Just look at how many posts are in this thread! Don't sleep on us!
Please, Google. Do something about this soon. Just look at how many posts are in this thread! Don't sleep on us!
ho...@gmail.com <ho...@gmail.com> #75
Im shocked about the latency, we should all complain at HTC and other manufacturers about that, they have a bigger lobby. I have a six year old HTC himalaya with wm2003 that has faster audio!
bl...@gmail.com <bl...@gmail.com> #76
Google, we need much better audio latency for running audio applications. There exists too much latency to make audio applications worth using.
gr...@gmail.com <gr...@gmail.com> #77
The most worrying bit about this bug is that there's a major lack of
official recognition or direction w.r.t to this bug when this does
affect users and developers in a most decisive way.
official recognition or direction w.r.t to this bug when this does
affect users and developers in a most decisive way.
jo...@gmail.com <jo...@gmail.com> #78
I don't know what you're talking about. The word is currently that OpenSL support will fill this need. It's disappointing that such support is unlikely to be backported to existing handsets given that nobody's suggested it will be, but such is life.
Until support arrives I'm going to keep my star on this bug, but don't say there's no plan... there certainly is one.
Until support arrives I'm going to keep my star on this bug, but don't say there's no plan... there certainly is one.
ti...@gmail.com <ti...@gmail.com> #79
OpenSL is planned, which gives us an native API (at least that's what it SEEMS like it will give us).
But there are no latency guarantees in OpenSL according to the above message, and according to my own (somewhat limited) research. So getting an assurance that OpenSL will actually fill the need as outlined above would be nice. We can already get spooling audio with terrible latency; if OpenSL comes along and gives us the same thing with a few more bells and whistles bolted on, that won't help at all.
But there are no latency guarantees in OpenSL according to the above message, and according to my own (somewhat limited) research. So getting an assurance that OpenSL will actually fill the need as outlined above would be nice. We can already get spooling audio with terrible latency; if OpenSL comes along and gives us the same thing with a few more bells and whistles bolted on, that won't help at all.
ba...@gmail.com <ba...@gmail.com> #80
The OpenSL specs looks neat but it sounds more like a huge do-it-all multimedia subsystem. In the diagrams at the OpenSL site there is no direct connection from the application to the driver or the to hardware and when I see how Phonon, PulseAudio, gstreamer, ESD, aRts etc handle low latency audio on desktop linux then I fear that realtime audio will not have any priority for OpenSL. I hope that I'm wrong, though.
What is so wrong with a simple please_fill_this_buffer() callback?
What is so wrong with a simple please_fill_this_buffer() callback?
ni...@gmail.com <ni...@gmail.com> #81
@ToddMWorth
Yes latency is acceptable is the sequencer is entirely programmable. It only becomes a negative factor if the user is trying to play "live" in some way. Once you push "Play" on the sequencer, the initial latency is only the time it takes to start playing - after that it just keeps the buffer full.
For now I would suggest that those who want to build sequencers and programmable music apps can entirely do so without problems, my apps both work fine and have perfect timing even with the latency - but they are both "program" only (drum machine and loop sequencer). There isn't any real "live" playing involved.
For live play we need to get down into the 10-20msec latency range. This is only needed for users who want to play the drums live or manipulate parameters in real time. But I think a large range of audio apps are still possible even now - don't wait to write it! Just try it out.
-niko
Yes latency is acceptable is the sequencer is entirely programmable. It only becomes a negative factor if the user is trying to play "live" in some way. Once you push "Play" on the sequencer, the initial latency is only the time it takes to start playing - after that it just keeps the buffer full.
For now I would suggest that those who want to build sequencers and programmable music apps can entirely do so without problems, my apps both work fine and have perfect timing even with the latency - but they are both "program" only (drum machine and loop sequencer). There isn't any real "live" playing involved.
For live play we need to get down into the 10-20msec latency range. This is only needed for users who want to play the drums live or manipulate parameters in real time. But I think a large range of audio apps are still possible even now - don't wait to write it! Just try it out.
-niko
mq...@gmail.com <mq...@gmail.com> #82
@nikolatesla20
While it's great that there are sequencer apps out there already, the limitation of not being able to play live along side of the sequencer is such a hindrance; When I produce I like to be able to play a riff/pattern/etc. live alongside what's already tracked/sequenced. If that functionality isn't there, then it makes sequencing much more cumbersome and it takes away from the whole creative process.
Needless to say, low-latency is such a must-have IMHO... why this issue hasn't even gained much traction is such a boggle to me.
While it's great that there are sequencer apps out there already, the limitation of not being able to play live along side of the sequencer is such a hindrance; When I produce I like to be able to play a riff/pattern/etc. live alongside what's already tracked/sequenced. If that functionality isn't there, then it makes sequencing much more cumbersome and it takes away from the whole creative process.
Needless to say, low-latency is such a must-have IMHO... why this issue hasn't even gained much traction is such a boggle to me.
ze...@gmail.com <ze...@gmail.com> #83
Hey Google.
http://gizmodo.com/5681868/ipads-and-iphones-to-get-midi-support-with-ios-42
I'm still holding out, but it would be nice to do things like this (yes, I relize tablet != phone, but the point stands).
I'm still holding out, but it would be nice to do things like this (yes, I relize tablet != phone, but the point stands).
do...@gmail.com <do...@gmail.com> #84
Well, if Android-phones in general would enable the USB host hardware a lot
of cool addon-hardware would be enabled, or possible... (Like USB attached
soundcards that wouid kick the built in crap's A**..)
of cool addon-hardware would be enabled, or possible... (Like USB attached
soundcards that wouid kick the built in crap's A**..)
aa...@gmail.com <aa...@gmail.com> #85
I agree with you don.juanton. You all probably have seen these:
http://www.youtube.com/watch?v=3-bLOc1qnMM
http://sven.killig.de/android/N1/2.2/usb_host/
I'm going to experiment with these as soon as I have time for it :p
Hopefully that stuff will get in to the Android release soon.
I'm going to experiment with these as soon as I have time for it :p
Hopefully that stuff will get in to the Android release soon.
dc...@gmail.com <dc...@gmail.com> #86
This really needs to be addressed. Why is the status still set to "New"? People have been commenting on this since 2009!
Make sure to star this issue so it will gain support.
Make sure to star this issue so it will gain support.
mb...@gmail.com <mb...@gmail.com> #87
We really need to spread the word on this one. I don't think Android users realise what they are missing out on. There is so much lost potential.
he...@gmail.com <he...@gmail.com> #88
Maybe some bloggers should be informed about it? AndroidTapp, androidcentral, Chrome OS site... and if not those, then maybe apple insider or some other enemy camp site ;)
aa...@gmail.com <aa...@gmail.com> #89
Not yet knowing quite enough about the issue could it be that the feature is difficult or impossible to implement in the way that the phone / data sync features are not affected (due to a high real time requirement for the quality audio recording / processing)
If so for me it would be enough to enable these features in aeroplane mode only (I would not like to get interrupted by a phone call while for example recording a track anyway)
If so for me it would be enough to enable these features in aeroplane mode only (I would not like to get interrupted by a phone call while for example recording a track anyway)
mb...@gmail.com <mb...@gmail.com> #90
Yes it does appear to be too difficult (for Google :p). Seems easy enough for Apple though!
do...@gmail.com <do...@gmail.com> #91
The problem seems more to be that Google can not respond to this issue. If
it's difficult or impossible (under current circumstances), why not
acknowledge that?
it's difficult or impossible (under current circumstances), why not
acknowledge that?
ba...@gmail.com <ba...@gmail.com> #92
How does the new Windows Phone7 compete in this area?
The XNA environment is fine for games (at least on XBox and Win) but can it handle reliable low latency audio on a mobile device?
The XNA environment is fine for games (at least on XBox and Win) but can it handle reliable low latency audio on a mobile device?
aa...@gmail.com <aa...@gmail.com> #93
Ofcourse what one might do to get this thing going on would be to send a patch against the current public Android branch and see if it gets to the new release
http://source.android.com/source/submit-patches.html
td...@gmail.com <td...@gmail.com> #94
aapo: In theory, yes. In practice, no-one is going to spend time working on this feature when the probable outcome is that Google will reject it because they either don't agree with the design or because they have have secretly started their own implementation.
Google would need to say "We aren't working on this feature, and won't be for the next 6 months. If you implement it like <this>, and have good quality code then we will accept it." But Google never talk about their plans so that's not going to happen.
Google would need to say "We aren't working on this feature, and won't be for the next 6 months. If you implement it like <this>, and have good quality code then we will accept it." But Google never talk about their plans so that's not going to happen.
pa...@gmail.com <pa...@gmail.com> #95
There is lots of good discussion here. I would like to summarize.
A) The Android hardware and firmware has very poor real-time audio performance, making the android platform non-competitive for music and VoIP apps.
B) The current spec list suggested performance, which is still not good enough (as per comment 65)
http://static.googleusercontent.com/external_content/untrusted_dlcp/source.android.com/en/us/compatibility/android-2.2-cdd.pdf
C) The vendor mashup makes this problem hard to solve by open source developers; we need Google leadership
D) There are some interesting related bugs developers should star, regarding USB audio; Bug 36905235 , and Bug 36922874
A) The Android hardware and firmware has very poor real-time audio performance, making the android platform non-competitive for music and VoIP apps.
B) The current spec list suggested performance, which is still not good enough (as per comment 65)
C) The vendor mashup makes this problem hard to solve by open source developers; we need Google leadership
D) There are some interesting related bugs developers should star, regarding USB audio;
my...@gmail.com <my...@gmail.com> #96
Low latency audio support is a must for comsumer focused devices like Android. Games, interactive apps, music apps are a big part of todays phone use.
Let's get this fixed or at least give us an idea when to expect low level audio api's.
Let's get this fixed or at least give us an idea when to expect low level audio api's.
pn...@gmail.com <pn...@gmail.com> #97
Android specs should recommend <25ms and REQUIRE <100ms audio latency. This isn't just for music apps or games (although it's unforgiveable that you can't even make a decently satisfying bubble-wrap-popping garbage-app on a device with a 1GHz CPU); if you tap a button and the click sound plays half a second later, it makes the whole platform and device seem shoddy.
aa...@gmail.com <aa...@gmail.com> #98
Painter... thanks for a great info about the issue. Starred and commented on both. There was a great comment on the http://code.google.com/p/android/issues/detail?id=738 stating that the USB host support would make Android a iPhone killer.
na...@gmail.com <na...@gmail.com> #99
Would give a limb for some solid, low-latency audio support. Am deeply frustrated by how excellent Android is in basically every area, but completely useless when it comes to aiding or enhancing my music possibilities, when compared to the iPhone I sometimes wish I had...
pn...@gmail.com <pn...@gmail.com> #100
Hi there, John Carmack. If you're reading this, you must have started "taking a stab". Why not leave a comment.. or, just say something in public about it, it'll be on all the tech blogs and this issue might finally get some exposure (and attention, or at least acknowledgment, from google)
pr...@gmail.com <pr...@gmail.com> #101
I'm also a developer of a sequencing/remixing app for iOS, Symbian, and Linux (myRMX). I was asked by our investors to look at an Android port and was surprised to find the same old Java audio latency problems still in Android 2.2.
1) What do the media codecs/players use on Android? I'm sure none of the codecs run in the VM and there doesn't seem to be huge audio sync issues with movie playback. (Assuming players aren't shunting video through the VM, which would be terribly inefficient.)
2) ALSA in NDK would be a good start. Our app uses ALSA on Linux and latency was very low on old 206MHz ARM-based Motorola handsets - lower than on the latest Symbian or iOS devices.
3) 350ms in not acceptable for a real-time sequencer. Poster must have been thinking 35ms. At 88 BMP, 350ms is more than an 8th note.
Java/VMs aren't designed for low-latency real-time code execution but for user-input-constrained code execution. The NDK is a nice piece to allow real-time media-rich Android apps (like games) to compete with native platforms like Apple, Nokia, Samsung, and Windows. Audio is as important as graphics and OpenGL certainly isn't running inside the VM.
1) What do the media codecs/players use on Android? I'm sure none of the codecs run in the VM and there doesn't seem to be huge audio sync issues with movie playback. (Assuming players aren't shunting video through the VM, which would be terribly inefficient.)
2) ALSA in NDK would be a good start. Our app uses ALSA on Linux and latency was very low on old 206MHz ARM-based Motorola handsets - lower than on the latest Symbian or iOS devices.
3) 350ms in not acceptable for a real-time sequencer. Poster must have been thinking 35ms. At 88 BMP, 350ms is more than an 8th note.
Java/VMs aren't designed for low-latency real-time code execution but for user-input-constrained code execution. The NDK is a nice piece to allow real-time media-rich Android apps (like games) to compete with native platforms like Apple, Nokia, Samsung, and Windows. Audio is as important as graphics and OpenGL certainly isn't running inside the VM.
ga...@gmail.com <ga...@gmail.com> #102
Today Dan Galpin at GDD2010 in Moscow said that OpenSL support coming
an...@crudebyte.com <an...@crudebyte.com> #103
Until that suggested OpenSL solution finally arrives, what is currently the best solution to achieve the lowest audio latancy? Accessing libmedia.so directly, or would a package using this approach be rejected from being published on the Android market? Is there some appropriate header file for accessing limedia.so somewhere? Because I cant fine one in the NDK.
tr...@gmail.com <tr...@gmail.com> #104
YES. The req specs listed overlap those for basic signals apps;
sampling oscilloscope app, electronics signal analyzer app, etc...
sampling oscilloscope app, electronics signal analyzer app, etc...
ur...@gmail.com <ur...@gmail.com> #105
Any idea if there is a support for low latency audio in 2.3???
he...@gmail.com <he...@gmail.com> #106
ka...@gmail.com <ka...@gmail.com> #107
Looks like we might finally get what we have been wanting for so long! Android 2.3 appears to have low-latency audio support! Let's hope it's at least < or = to 12ms, which is the most acceptable, for me anyways
ka...@gmail.com <ka...@gmail.com> #108
[Comment deleted]
mo...@gmail.com <mo...@gmail.com> #109
Open API for native audio
The platform provides a software implementation of Khronos OpenSL ES, a standard API that gives applications access to powerful audio controls and effects from native code. Applications can use the API to manage audio devices and control audio input, output, and processing directly from native code
pn...@gmail.com <pn...@gmail.com> #110
From the OpenSL docs in the new NDK:
"As OpenSL ES is a native C API, non-Dalvik application threads which call OpenSL ES have no Dalvik-related overhead such as garbage collection pauses. However, there is no additional performance benefit to the use of OpenSL ES other than this. In particular, use of OpenSL ES does not result in lower audio latency, higher scheduling priority, etc. than what the platform generally provides."
So, waiting to hear from anyone testing on a 2.3 device, but sounds like OpenSL on Android doesn't attempt to address this issue. What does it address, anyway? If latency is the same, we're kind of in the same boat, unless it was JNI causing all the issues to begin with, which seems unlikely
"As OpenSL ES is a native C API, non-Dalvik application threads which call OpenSL ES have no Dalvik-related overhead such as garbage collection pauses. However, there is no additional performance benefit to the use of OpenSL ES other than this. In particular, use of OpenSL ES does not result in lower audio latency, higher scheduling priority, etc. than what the platform generally provides."
So, waiting to hear from anyone testing on a 2.3 device, but sounds like OpenSL on Android doesn't attempt to address this issue. What does it address, anyway? If latency is the same, we're kind of in the same boat, unless it was JNI causing all the issues to begin with, which seems unlikely
he...@gmail.com <he...@gmail.com> #111
Under "Target applications" in (http://www.khronos.org/opensles/ ):
"-Multimedia interactive applications (Mixers, composers, DJ apps)"
Seems like on the API side things are OK? Now if I only knew if my Nexus One has the required low latency HW?! I'm not sure but seems to me that this should bring the latency down at least _some_ from the horrid 200-500ms range...
"-Multimedia interactive applications (Mixers, composers, DJ apps)"
Seems like on the API side things are OK? Now if I only knew if my Nexus One has the required low latency HW?! I'm not sure but seems to me that this should bring the latency down at least _some_ from the horrid 200-500ms range...
an...@gmail.com <an...@gmail.com> #112
Is there a test app that a non-dev could run to report on audio latency? If someone could wrap something up as an APK then we should be able to get this tested by someone with 2.3 pretty soon.
aa...@gmail.com <aa...@gmail.com> #113
I'm not sure if the ndk sample app native-audio could be used for that (probably not)
Anyway I'm trying to wrap something up to get some idea of the round trip audio latency (recording -> output)
I almost have first version ready but I'm unable to get the audio input when executing my native code in emulator (actually the native-audio sample app has the same problem)
Anyway I'm trying to wrap something up to get some idea of the round trip audio latency (recording -> output)
I almost have first version ready but I'm unable to get the audio input when executing my native code in emulator (actually the native-audio sample app has the same problem)
ol...@gmail.com <ol...@gmail.com> #114
Hello Guys,
don't get impressed by Gingerbread. As noted above, the docs mention that OpenSL doesn't bring any performance improvement.
But most importantly, the current Compatibility Definition Document (CDD, section 5.3) defines low latency as 45ms:
http://source.android.com/compatibility/android-2.3-cdd.pdf
I don't know how they ended up saying "high latency" = "low latency", but they did.
There is currently a thread on android-ndk where this is being discussed:
http://groups.google.com/group/android-ndk/browse_frm/thread/1744088af0924ed9
Please come on share your thoughts on this thread.
don't get impressed by Gingerbread. As noted above, the docs mention that OpenSL doesn't bring any performance improvement.
But most importantly, the current Compatibility Definition Document (CDD, section 5.3) defines low latency as 45ms:
I don't know how they ended up saying "high latency" = "low latency", but they did.
There is currently a thread on android-ndk where this is being discussed:
Please come on share your thoughts on this thread.
[Deleted User] <[Deleted User]> #115
as a pro music production company in hollywood, i just came back from the NAMM show and there were a hundreds of I-os apps shown and few for android. and every software designer says that the sdk and latency issue with android is holding them back from porting their apps. what is the status of google fixing this.
ph...@gmail.com <ph...@gmail.com> #116
I would say that low latency in real terms should be really stated at 7 or 8ms and not over. I know we are on mobile platform but in pro sound env (e.g. computing and sound engineering) "low latency" is a latency that shouldn't be heard... 7ms is a good one I think.
Of course you need a good audio chip, system, driver and... NDK.
Of course you need a good audio chip, system, driver and... NDK.
ch...@gmail.com <ch...@gmail.com> #117
I develop music production apps for iOS. If I were selfish, I would want Google to keep egregiously floundering as they have been with low latency audio. It is MUCH easier to focus on one platform and I feel comfortable to develop for iOS exclusively thanks to this colossal lack of foresight. The CoreAudio team at Apple knows what they are doing and soon Google will be 3 or more years behind. It is entirely possible that the Android team just doesn't understand this issue at all -- this is sad -- it doesn't just effect the music production market, it has an adverse effect on the obviously larger gaming market as well. I won't speak about VoiP markets, as Android carriers probably would like to see them fail.
pr...@gmail.com <pr...@gmail.com> #119
Looks like "low-latency" 45ms audio support is "optional" for 2.3 devices. CCD says at some point the requirements will change from "SHOULD" to "MUST", possibly Android Honeycomb/3.0. Rumor is Android 3.0 will require a minimum 1GHz dual-core CPU (and probably a car battery).
fa...@gmail.com <fa...@gmail.com> #120
I don't always want to have to carry around my tascam dp-004. It would be cool if Android would fix this latency problem to increase utility of the phone.
vi...@gmail.com <vi...@gmail.com> #121
[Comment deleted]
si...@gmail.com <si...@gmail.com> #122
Hi, I own a Samsung Galaxy S that seems to perform terribly when it comes to low latency capabilities, but I tried out a guitar-hero-like application called "rock band" on that same device, and surprisingly the latency problem wasn't noticeable anymore. On the contrary, the touch response was very accurate.
I don't know if this information will be usefull to developers, I'm just a "average" Android user ;).
I don't know if this information will be usefull to developers, I'm just a "average" Android user ;).
cr...@gmail.com <cr...@gmail.com> #123
Modern smart-phones are full of sensors. The microphone is one, and many apps could use it real time, or combine it into sensor fusion.
Android should support real time audio processing inbound and outbound.
Android should support real time audio processing inbound and outbound.
er...@gmail.com <er...@gmail.com> #124
I was about to get a Galaxy S until I decided to look into audio apps vs. an iphone. Looks like I'm getting an iphone. Audio trumps the awesome gmail integration in my books.
85...@gmail.com <85...@gmail.com> #125
I'm a dedicated Android guy, but with things like this I will be FORCED like a gun to my head to end up buying an Ipad for all the great audio software from the likes of IK multimedias amplitube, etc..
All the developers I talk with tell me they would love to start porting but there hands are tied.
All the developers I talk with tell me they would love to start porting but there hands are tied.
kn...@gmail.com <kn...@gmail.com> #126
As an android user, musician, and developer, I would love to have low latency audio, but I have to agree with comment 125 for now.
ka...@gmail.com <ka...@gmail.com> #127
Until audio latency is fixed buying an Android tablet is a waste of money. I decided I'm getting an iPad 2 instead
jo...@gmail.com <jo...@gmail.com> #128
Ridiculous how long this is taking, I doubt it will ever happen though if I am honest
us...@gmail.com <us...@gmail.com> #129
I am a musician, and was on the fence with Android until I found out about this issue. An official response is needed from Google such that developers can make an educated decision on whether or not they will port/design applications for android or potentially submit a patch. My own adoption of the platform is pending on the resolution of this issue.
se...@gmail.com <se...@gmail.com> #130
Can't believe that we are still talking about this. I hate iOS, but they have this nailed. I also believe that Google is wrong to assume that this is just a bunch of music and game weenies getting cranky. I believe the whole system speed and responsiveness of Android is affected. Played with a xoom today. Not even close to a gen-1 ipad in scrolling, interface speed and pinch-to-zoom. Again, I HATE the whole Apple thing.
I am beginning to think that Android might have some built-in weakness here. If so, it is very sad.
I am beginning to think that Android might have some built-in weakness here. If so, it is very sad.
id...@gmail.com <id...@gmail.com> #131
If Google ever want Android to be widely seen as anything but a cheap second place to "cool guys", they need to fix this. It doesn't just affect you audio types, it wrecks the whole perception of the platform. A mistake always made by techie types is that this is a niche market, most people don't care. What they are missing is that artists and musicians (even wanna-be musicians) are the tastemakers in modern society. What they use is seen as 'cool', and when they complain about stuff, even if it's only effecting them, the rest of us listen and perceive it as a weakness.
te...@gmail.com <te...@gmail.com> #132
We are developing a training application for reading a foreign language that requires us to synchronize the highlighting of text with sound playback. We have mp3 files to work with. We are having a devil of a time getting this to work. In addition to latency problems, there are severe discrepancies (multiple seconds) between the actual sound playback and the reported position of the playback in MediaPlayer, with value returned from getCurrentPosition() always lagging the actual sound. The problem seems to be worse the larger the mp3 file.
mi...@gmail.com <mi...@gmail.com> #133
Without proper sound support...
Wait, everything's been said. +1 to everything above.
Wait, everything's been said. +1 to everything above.
bj...@gmail.com <bj...@gmail.com> #134
Android needs beter audio support, plain and simple, if it ever wants to compete with Apple.
st...@gmail.com <st...@gmail.com> #135
I have been trying to get some of the (more well known) Android sites to take a look at this issue, but I haven't received any replies from them. I was hoping that they would be able to lend a bigger voice to all of our frustrations with the latency issue. I also produce music and would love to use my Android phone as another means to be creative. I'm afraid that my patience has reached its end. I will be looking at WP7 as my next phone unless they have the same issue. I really dont want an iPhone...
ib...@gmail.com <ib...@gmail.com> #136
I don't understand much about devs requests or audio latency and stuff like that.
But if you have been able to do this app in iOs, and people on Android are able to do thishttp://bit.ly/glppUm and this http://bit.ly/hcJbms , well then I'm pretty sure you could make something very good on Android as well... It could be not as good as iOs version, but it would be the best app on Android Market, you would make people happy, and yourself with with profits...
But if you have been able to do this app in iOs, and people on Android are able to do this
ca...@gmail.com <ca...@gmail.com> #137
yeAH please make this fixed for Android
al...@gmail.com <al...@gmail.com> #138
Im switching from android to iOs because of this, and im shure im not the first.
su...@gmail.com <su...@gmail.com> #139
ibelieveinoneworld,
Please see what Comment 70 said.
I am developing a free music game similar to the one in arcade for players in the forum of that game, and suffering the same problem. Even SoundPool is used the latency is at least 300ms, which is unacceptable for most of the players.
To all the marketing people,
Making a bad quality game or app just make negative effect to the product or even its team or company, or even Android phones. Selling a broken game which can not be fixed due to such issue does not satisfy the customers, because music game players are usually sensitive to the latency. This negative image may even turn the production team/constomers to iOS. So please fix the issue. Sorry for my poor English.
Please see what Comment 70 said.
I am developing a free music game similar to the one in arcade for players in the forum of that game, and suffering the same problem. Even SoundPool is used the latency is at least 300ms, which is unacceptable for most of the players.
To all the marketing people,
Making a bad quality game or app just make negative effect to the product or even its team or company, or even Android phones. Selling a broken game which can not be fixed due to such issue does not satisfy the customers, because music game players are usually sensitive to the latency. This negative image may even turn the production team/constomers to iOS. So please fix the issue. Sorry for my poor English.
jt...@gmail.com <jt...@gmail.com> #140
As many of the other posters I'm in the process of benchmarking my app that uses input and output simultaneously just to find out that the delay is too big compared to other platforms where similar apps are possible.. Too bad, have to start a blog to post about this..
se...@gmail.com <se...@gmail.com> #141
Here is a link to an article in Computer Music delving into the glaring audio issues with Android: http://www.magarena.com/Will-Android-Ever-Become-Viable-for-Music-Making-9712/ . So there is some press...
ru...@gmail.com <ru...@gmail.com> #142
There's a huge anti-Apple movement, hence the big shift over to Android. Sadly, the latency issues are preventing music makers from getting the most out phones that are easily on par with the iPhone. Please fix this issue!
jo...@gmail.com <jo...@gmail.com> #143
As someone who wants to deploy studio-grade sound processing on Android, and who does this stuff all the time in my studio, I have to say that the 12ms "acceptable latency" target is *way* too high. On Android-class hardware, the appropriate low-latency goal for direct-connected hardware is more like 1ms or 2ms.
For comparison, PC- and Mac-based systems presently see 3ms audio latencies routinely for firewire-connected devices. Roughly 2ms of that delay is down in the firewire link layer. On the same systems, PCI audio solutions from people like RME and Motu routinely provided 0.7ms to 1ms delay for somewhere around 48 simultaneous 96Khz audio channels. Yes, 96Khz, not 48Khz or 44.1Khz. The newer PCIe-based solutions can do more.
So if we are talking about Mic-to-speaker delays of 30-45ms in Gingerbread-class handsets, that's *ridiculous*. Even at 10ms, we're talking about readily user-noticeable delays.
For within-system (i.e. software-only) channels, the limiting factors here are bad software interfaces, high kernel-imposed interrupt latency, and low-performance context switching.
BTW, the firewire latency figures I mention aren't just on *modern* PCs. They were achievable on the original Core 2 Duos - devices with comparable processing power and considerably higher interrupt latencies than Gingerbread-class machines today - and they were achievable on Windows XP, where the real-time scheduling capabilities weren't that great. Win Vista was a low-latency disaster, but Win7 is adequate from my experience. Linux with suitable low-latency patches is noticeably better than any of these.
Now some might argue - perhaps correctly - that these issues are why the forthcoming Korg Kronos adopted a linux-on-realtime-microkernel design. It's an open question whether the linux low-latency patches might have been enough.
And it's also fair to note that Google already faces an overwhelming kernel patch management problem, so there are engineering challenges in anything that needs further kernel digressions.
But in the end it doesn't matter. If good audio can't be done on Android - including both reasonable latency and reasonable coordination of game sound to game video - that's a significant disadvantage in the market.
Now if only we could reliably obtain decent floating-point performance out of the ARM family...
For comparison, PC- and Mac-based systems presently see 3ms audio latencies routinely for firewire-connected devices. Roughly 2ms of that delay is down in the firewire link layer. On the same systems, PCI audio solutions from people like RME and Motu routinely provided 0.7ms to 1ms delay for somewhere around 48 simultaneous 96Khz audio channels. Yes, 96Khz, not 48Khz or 44.1Khz. The newer PCIe-based solutions can do more.
So if we are talking about Mic-to-speaker delays of 30-45ms in Gingerbread-class handsets, that's *ridiculous*. Even at 10ms, we're talking about readily user-noticeable delays.
For within-system (i.e. software-only) channels, the limiting factors here are bad software interfaces, high kernel-imposed interrupt latency, and low-performance context switching.
BTW, the firewire latency figures I mention aren't just on *modern* PCs. They were achievable on the original Core 2 Duos - devices with comparable processing power and considerably higher interrupt latencies than Gingerbread-class machines today - and they were achievable on Windows XP, where the real-time scheduling capabilities weren't that great. Win Vista was a low-latency disaster, but Win7 is adequate from my experience. Linux with suitable low-latency patches is noticeably better than any of these.
Now some might argue - perhaps correctly - that these issues are why the forthcoming Korg Kronos adopted a linux-on-realtime-microkernel design. It's an open question whether the linux low-latency patches might have been enough.
And it's also fair to note that Google already faces an overwhelming kernel patch management problem, so there are engineering challenges in anything that needs further kernel digressions.
But in the end it doesn't matter. If good audio can't be done on Android - including both reasonable latency and reasonable coordination of game sound to game video - that's a significant disadvantage in the market.
Now if only we could reliably obtain decent floating-point performance out of the ARM family...
mi...@gmail.com <mi...@gmail.com> #144
Just want to echo the above statement and mention that providing for the option of a delay as low as possible is important particularly for music production applications. Even a sub 2ms latency can be noticeable depending on the situation. Consider a singer wearing headphones, and you want an app to add real-time reverb to him so he can hear his own singing with reverb added. Even at around 1.45ms of delay (64 sample buffer at 44.1kHz sampling rate), he might notice overlapping sound and a metallic/robotic effect.
jb...@gmail.com <jb...@gmail.com> #145
One of the most compelling applications for me in the tablet environment is music production. The lack of acceptable low-latency audio support (with no comment from Google on the future of this) is making it pretty likely that I'll return my Xoom and get an iPad. Which sucks, because I otherwise prefer the Android ecosystem.
We should start using the #issue3434 hash tag on Twitter.
We should start using the #issue3434 hash tag on Twitter.
sh...@gmail.com <sh...@gmail.com> #146
I recently started on a project work. I can't give details but step one was proof of concept, low latency audio on android device. As the last 145 comments have explained everything I will just reiterate. A very small lapse by Google which has pigeon holed a small portion of the market into Apple's domain. In my case it prevents us from moving forward on this project which would have netted them a small 10+ tablet sales (meh right) and a few software engineers loving the Android platform (the real loss).
I think if Google wants to be the future they need to start listening to all the nit picking. This issue as many others should have some attention by now, nearing the two year old mark I see.
I think if Google wants to be the future they need to start listening to all the nit picking. This issue as many others should have some attention by now, nearing the two year old mark I see.
[Deleted User] <[Deleted User]> #147
I must say I'm somewhat disappointed that this hasn't been addressed yet. We're looking to develop a music analysis application for tablets and are currently looking at minimum buffers for recording of at least 90msecs from HoneyComb tablets.
Anyone looking at hitting ALSA directly (going around the current NDK/SDK)?
Anyone looking at hitting ALSA directly (going around the current NDK/SDK)?
th...@gmail.com <th...@gmail.com> #148
I agree with just about everything posted here. Audio apps on Android are stymied by this problem. Come on Google, sort it out. Not everyone is interested in pointless 3D maps and speech conversion technology.
ba...@gmail.com <ba...@gmail.com> #149
Is this thread monitored by google? My assumptiion is that yes it is?
If not, as a community, how do we get more focus on this? Less individuals and more larger group !?
I've got an iphone, I've got a galaxy tab, I'm going to have to get an ipad.
If not, as a community, how do we get more focus on this? Less individuals and more larger group !?
I've got an iphone, I've got a galaxy tab, I'm going to have to get an ipad.
ba...@gmail.com <ba...@gmail.com> #150
Is this thread monitored by google? My assumptiion is that yes it is?
If not, as a community, how do we get more focus on this? Less individuals and more larger group !?
I've got an iphone, I've got a galaxy tab, I'm going to have to get an ipad.
If not, as a community, how do we get more focus on this? Less individuals and more larger group !?
I've got an iphone, I've got a galaxy tab, I'm going to have to get an ipad.
ad...@gmail.com <ad...@gmail.com> #151
One lost android sale here. I have to buy an Ipad2 as the Android tabs are better in every way apart from Music apps. I want to play with music apps in my downtime on my Tablet and only Apple lets me do that properly. I hate Apple. I hate giving them money and yet here I am buying an Ipad
ba...@gmail.com <ba...@gmail.com> #152
The OpenSL ES web site states:
Target Applications:
- Gaming
- Multimedia interactive applications (Mixers, composers, DJ apps)
- Interactive audio
- 3D audio
- [...]
Well, looking at the current state of Android even on higher ended devices I'd say: Target failed completely.
Why is the priority of this defect only 'medium' when it should have be 'critical' right from the beginning and why has it been this way for almost two years since this issue was started?
Target Applications:
- Gaming
- Multimedia interactive applications (Mixers, composers, DJ apps)
- Interactive audio
- 3D audio
- [...]
Well, looking at the current state of Android even on higher ended devices I'd say: Target failed completely.
Why is the priority of this defect only 'medium' when it should have be 'critical' right from the beginning and why has it been this way for almost two years since this issue was started?
ma...@gmail.com <ma...@gmail.com> #153
I agree with all of these comments, and Adam (#152) you summed it up perfectly :) - exactly where i am at...
Interesting to note that this thread is still marked as 'New' and not 'Reviewed' even after 2 years - Anyone know how to push the priority of this issue and get it reviewed and raise its visibility with Google?
There is a little 'Vote' star next to this thread and the more people that click it, the higher its rating goes... How about an effort from everyone on here to try and drive clicks (and hence the number of Votes) up ?! Maybe that will help ?!
Interesting to note that this thread is still marked as 'New' and not 'Reviewed' even after 2 years - Anyone know how to push the priority of this issue and get it reviewed and raise its visibility with Google?
There is a little 'Vote' star next to this thread and the more people that click it, the higher its rating goes... How about an effort from everyone on here to try and drive clicks (and hence the number of Votes) up ?! Maybe that will help ?!
da...@gmail.com <da...@gmail.com> #154
I am developing mobile audio applications and I have to say have been thoroughly turned off Android with this latency issue. The only things I can release on Android are non-realtime post-processing tools.
I'll be (sadly) Apple only for now.
Please sort this out, Google. I look at the latency I get under Linux with el-cheapo intel cards (<5 ms) under Alsa or Jack and wonder where this huge latency is coming from.
I'll be (sadly) Apple only for now.
Please sort this out, Google. I look at the latency I get under Linux with el-cheapo intel cards (<5 ms) under Alsa or Jack and wonder where this huge latency is coming from.
cs...@gmail.com <cs...@gmail.com> #155
Has anyone tried to experimental improve performance in a modified build of android? That would be of limited deployment utility, but it might be a way to nudge the issue along.
pa...@gmail.com <pa...@gmail.com> #156
The EE Times Issue 36906447 May 16 2011 discusses the audio latency problem in Android.
Google "aims to rewrite parts of the core scheduler to improve audio latency, which it admits is not up to the level of Apple's iOS".
According to David Sparks technical lead for media frameworks; "We hope to do something in Ice Cream Sandwich to address the audio latency problem. Some drivers and chip sets can add a hundred miliseconds of latency today. But we know we also have problems in how we schedule low-latency audio tasks; that's our biggest issue."
With Ice Cream Sandwich scheduled for 4Q, maybe Android Market Apps can use real time audio some time next year.
Google "aims to rewrite parts of the core scheduler to improve audio latency, which it admits is not up to the level of Apple's iOS".
According to David Sparks technical lead for media frameworks; "We hope to do something in Ice Cream Sandwich to address the audio latency problem. Some drivers and chip sets can add a hundred miliseconds of latency today. But we know we also have problems in how we schedule low-latency audio tasks; that's our biggest issue."
With Ice Cream Sandwich scheduled for 4Q, maybe Android Market Apps can use real time audio some time next year.
go...@gmail.com <go...@gmail.com> #157
I've been itching to release a music app that I originally developed on the 2008 iPod Touch (min iDevice audio buffer is 6ms). 4 years is a long time to wait, but better late than never.
ma...@gmail.com <ma...@gmail.com> #158
Two years after this issue was first started, my DesireHD still need 54.4ms of latency @44.1kHz/16bits/2ch for continuous playing, this is plain ridiculous.
I also own an Acer n50 Premium PDA and there are 7/8ms latency @22050Hz/16bits/2ch, Android should at least catch up to that, no excuses.
It's ignoble for Google to define 45ms as low-latency, but being this issue still in the "New" state it's quite acknowledging they never addressed the REAL issue, that is, simulated intervention at its finest as per the "Open API for low latency audio" video-scam in comment #107 .
And really, if according to David Sparks "Some drivers and chip sets can add a hundred miliseconds of latency today" then the CDD shall specify to adopt some exotic alien-based technology, the same we can usually find in iPhones and iPods *today*.
I want to believe.
I also own an Acer n50 Premium PDA and there are 7/8ms latency @22050Hz/16bits/2ch, Android should at least catch up to that, no excuses.
It's ignoble for Google to define 45ms as low-latency, but being this issue still in the "New" state it's quite acknowledging they never addressed the REAL issue, that is, simulated intervention at its finest as per the "Open API for low latency audio" video-scam in
And really, if according to David Sparks "Some drivers and chip sets can add a hundred miliseconds of latency today" then the CDD shall specify to adopt some exotic alien-based technology, the same we can usually find in iPhones and iPods *today*.
I want to believe.
jp...@gmail.com <jp...@gmail.com> #159
Like a lot of commenters, I wanted to develop a real time audio app but was put off by the latency problem. Unlike the above commenters, I actually did it anyway. Whether that a smart long term investment or stupid decision is an open question. Latency really is a big problem for my app, which does real-time pitch correction and vocoding. One positive thing I did learn is that you can do heavy DSP in Java on the better phones. Vocoding requires at least four FFTs per frame (if you do spectral envelope computation via the cepstral domain), and the better models can handle that.
I wrote up my experience developing the app in a blog post athttp://jazarimusic.com/2011/06/audio-on-android-a-developers-perspective/ . I also write about the atrociously bad frequency response of the built-in mic on the N1, which is something every audio dev should be aware of.
If you want to try the app, it's called Voloco and it's free (since I'm making almost nothing on it, consider this a warning as much as a plug).
I wrote up my experience developing the app in a blog post at
If you want to try the app, it's called Voloco and it's free (since I'm making almost nothing on it, consider this a warning as much as a plug).
ml...@gmail.com <ml...@gmail.com> #160
I agree this issue is vital (as a user and developer on the Android platform). The current state (or lack of) low latency audio support also makes me (strongly) consider buying an iPad instead of an Android device. I am fond of Anroid, its platform, strategy, openness and Android development, but in the music production app section there are litteraly no Android apps that even mimic the functionality of low latency iOS apps. They say it is 'addressed' in Ice Cream Sandwich, but I hope they do more than that. Real high performance <7ms audio latency and simultaneous playback and recording is a must considering the many successful music/audio applications sold on 'the other platform'. This also means making strong(er) demands towards tablet (and phone) manufacturers/designers in terms of reducing hardware latency to meet real-time standards and implementing good quality audio inputs/outputs. Or making the possibility of real-time audio extension devices (via USB) possible.
da...@gmail.com <da...@gmail.com> #161
My next phone will probably be an iPhone mainly due to this issue. Nuff said?!?!
ai...@gmail.com <ai...@gmail.com> #162
[Comment deleted]
en...@gmail.com <en...@gmail.com> #163
Gentlemen,
To put this is to some kind of perspective on what and what cant be done.
I've been programming about 35 years, been there done that to such a point that I became disenfranchised knowing that computers over the years could be doing much more than they do. I usually point to my knees where I felt the current state of computer technology was and then my shoulders in where it should be. To give you a an aha moment... your computer doesnt do anything unless you push a key or push that mouse around. Email is about the only thing that is set to be automatic at a user level. Why?
I gave up programming about 12 years ago after serving a long stint writing high and low level audio programs for the broadcast radio industry. I developed a satellite automation system that allowed the station to be unmanned and DJ to be who knows where. Interestingly I bowed out when Clear Channel started buying stations.
The applications I developed where run in a DOS based environment with 200mhz machines as the minimum when I started. The programs were written multi-threaded, which a lot of tedious programming was created. With DOS , a 200mhz machine I was able to switch audio streams (start and stop) based on various inputs always less than 6ms. It meant no matter what the user or the program was doing I had to check the status often enough to respond and get that new audio playing in less than 6ms.
So its not a matter of hardware speed obviously. This was 20 years ago when I finished that application.
Android and its marketing have gotten me excited once again as I realize the implications for computing. In fact I have told many people I haven't been this excited since I brought home a C-64 and sat with it on my bed programming financial software realizing that computers are going to be everywhere. This of course was many decades ago. I am now inspired enough to dedicate the rest of my life to drag computing a little higher than where I think it should be.
As one of the early adopters of C programming(the language I programmed in the longest), didnt know a lick of JAVA and I dove right into the Android OS and a handful Android devices and tablets. Having changed OS's 9 times and calling the Android Java my thirteenth "language" in my lifetime I knew the grind ahead of me which was made easier (somewhat) by the years of learning new OS and languages. Computers themselves arnt doing anything much different than they done all my life. Still got to push them around to make them do anything. My first app of course is going to be audio related seeing that I could build on my nearest experience in the radio industry.
It has been a horrible frustrating experience finding no example code snippets to make an API go in the google reference area. The API themselves dont have when they where first implemented. For example getSessionID is a 2.3 and my target is 2.2 as shown by Google chart on which version is currently the most popular. Took me a couple of hours to find that snippet out. I noticed right away the audio delay start up problem. Under 2.2 I dont have a sessionId when I use audioTrack() which is the only one I can use because of precise dynamically generated sound waves and soundsample greater than 1 meg.
No I havent been at programming to long under Android and lot of frustration comes from that and that I have to spend hours searching on the internet for some example that is only a few lines useful. Finding this thread that dates back almost two years begging for a very basic "play now /record now" feature is disheartening. I am sure the problem will eventually be addressed but seeing the IDE and the excitement at the recent google gathering of the UI click a drag feature added to eclipse leads me to believe that the System Programmers at Google are missing the point somewhere. I told my wife I can create a input form and connect it to a database or play a video off the web with less than 10 minutes 'coding'. But to get the battery voltage (which should be a system variable) or do any manipulation of all the various peripheral attributes becomes a search on how do I get or do regular application programming that isnt video playback, or filing out forms? I strongly feel that Google themselves have been caught short sighted when releasing Android and as such has problems coming to grips in prioritization. Look how tablets are handled on the Android Market... what a device without a phone number? There are some of us who can see the great potential in Android and have and will devote considerable amount of time from our lives to nudge the ball along.
Google please dont get caught up in believing that watching video or "social media" are new. I spent some time recently discussing with my son that Facebook/twitter and social media is no different than what was available in the telephone BBS days. Instead of checking who replied to your comment 3 or 4 times a day we now can do it 50 times a day. Isnt twitter slow speed IRC? Sorry for the "old grey programmer ranting" but Android has me excited and lets pay attention to the getting the audio part of Android correct quick. It is our second most important sense we have - hearing. I hope the Google team is hearing me. Audio now.
rr
To put this is to some kind of perspective on what and what cant be done.
I've been programming about 35 years, been there done that to such a point that I became disenfranchised knowing that computers over the years could be doing much more than they do. I usually point to my knees where I felt the current state of computer technology was and then my shoulders in where it should be. To give you a an aha moment... your computer doesnt do anything unless you push a key or push that mouse around. Email is about the only thing that is set to be automatic at a user level. Why?
I gave up programming about 12 years ago after serving a long stint writing high and low level audio programs for the broadcast radio industry. I developed a satellite automation system that allowed the station to be unmanned and DJ to be who knows where. Interestingly I bowed out when Clear Channel started buying stations.
The applications I developed where run in a DOS based environment with 200mhz machines as the minimum when I started. The programs were written multi-threaded, which a lot of tedious programming was created. With DOS , a 200mhz machine I was able to switch audio streams (start and stop) based on various inputs always less than 6ms. It meant no matter what the user or the program was doing I had to check the status often enough to respond and get that new audio playing in less than 6ms.
So its not a matter of hardware speed obviously. This was 20 years ago when I finished that application.
Android and its marketing have gotten me excited once again as I realize the implications for computing. In fact I have told many people I haven't been this excited since I brought home a C-64 and sat with it on my bed programming financial software realizing that computers are going to be everywhere. This of course was many decades ago. I am now inspired enough to dedicate the rest of my life to drag computing a little higher than where I think it should be.
As one of the early adopters of C programming(the language I programmed in the longest), didnt know a lick of JAVA and I dove right into the Android OS and a handful Android devices and tablets. Having changed OS's 9 times and calling the Android Java my thirteenth "language" in my lifetime I knew the grind ahead of me which was made easier (somewhat) by the years of learning new OS and languages. Computers themselves arnt doing anything much different than they done all my life. Still got to push them around to make them do anything. My first app of course is going to be audio related seeing that I could build on my nearest experience in the radio industry.
It has been a horrible frustrating experience finding no example code snippets to make an API go in the google reference area. The API themselves dont have when they where first implemented. For example getSessionID is a 2.3 and my target is 2.2 as shown by Google chart on which version is currently the most popular. Took me a couple of hours to find that snippet out. I noticed right away the audio delay start up problem. Under 2.2 I dont have a sessionId when I use audioTrack() which is the only one I can use because of precise dynamically generated sound waves and soundsample greater than 1 meg.
No I havent been at programming to long under Android and lot of frustration comes from that and that I have to spend hours searching on the internet for some example that is only a few lines useful. Finding this thread that dates back almost two years begging for a very basic "play now /record now" feature is disheartening. I am sure the problem will eventually be addressed but seeing the IDE and the excitement at the recent google gathering of the UI click a drag feature added to eclipse leads me to believe that the System Programmers at Google are missing the point somewhere. I told my wife I can create a input form and connect it to a database or play a video off the web with less than 10 minutes 'coding'. But to get the battery voltage (which should be a system variable) or do any manipulation of all the various peripheral attributes becomes a search on how do I get or do regular application programming that isnt video playback, or filing out forms? I strongly feel that Google themselves have been caught short sighted when releasing Android and as such has problems coming to grips in prioritization. Look how tablets are handled on the Android Market... what a device without a phone number? There are some of us who can see the great potential in Android and have and will devote considerable amount of time from our lives to nudge the ball along.
Google please dont get caught up in believing that watching video or "social media" are new. I spent some time recently discussing with my son that Facebook/twitter and social media is no different than what was available in the telephone BBS days. Instead of checking who replied to your comment 3 or 4 times a day we now can do it 50 times a day. Isnt twitter slow speed IRC? Sorry for the "old grey programmer ranting" but Android has me excited and lets pay attention to the getting the audio part of Android correct quick. It is our second most important sense we have - hearing. I hope the Google team is hearing me. Audio now.
rr
jo...@gmail.com <jo...@gmail.com> #164
I am another frustated musician, owner of a GalaxyS2 for one week. This is a brilliant platform, using Audio specs much worse than my Nokia N73 using Symbian. It's simply ridiculous... Please Google! please...
ml...@gmail.com <ml...@gmail.com> #165
Bought an iPad 2 and am so disappointed by the idea of having a device which is so restricted and crippled. Even no GPS in the Wifi version (without any clear notes of that anywhere while buying), not even a possibility to use a bluetooth GPS module, because the O/S is crippled. And go on and on... It's a shame, and that only for simple fact that Android cannot keep up with the audio latency and developers are afraid to support the hardware fragmentation. Come on Google, fix this, make sure hardware manufacturers implement this correctly, win back the developers and you will have your winner system back in business (and me as a happy 'customer').
be...@gmail.com <be...@gmail.com> #166
I am also one of the many who wrote a real time audio app but can't release it due to the *huge* latency. I just can't seem to find a good excuse for it. If the hardware is up to it then the software should as well. Is there any chance for this to get fixed faster?
mi...@gmail.com <mi...@gmail.com> #167
What are acceptable latencies for realtime audio? Not in specific use cases, but in average?
And what needs to happen on the Android platform to get realtime audio?
Android 2.3 now supports native access to audio APIs (via OpenSL) for low latency applications. With this feature: android.hardware.audio.low_latency
How low on latencies can you go now with OpenSL?
For the developers developing on Realtime audio in Android. Come with suggestions on what you think there needs to happen in the API.
It could work great for the quality of the Android platform to intergrate realtime audio. Those apps are popular on iOS as well. But it has also high potential.
And what needs to happen on the Android platform to get realtime audio?
Android 2.3 now supports native access to audio APIs (via OpenSL) for low latency applications. With this feature: android.hardware.audio.low_latency
How low on latencies can you go now with OpenSL?
For the developers developing on Realtime audio in Android. Come with suggestions on what you think there needs to happen in the API.
It could work great for the quality of the Android platform to intergrate realtime audio. Those apps are popular on iOS as well. But it has also high potential.
nc...@gmail.com <nc...@gmail.com> #168
replay gain PLEASE!!!
ko...@gmail.com <ko...@gmail.com> #169
[Comment deleted]
al...@gmail.com <al...@gmail.com> #170
I'm waiting to buy shitloads of music apps for Android (I really don't want apple's products), so here's one more screen to google: Please fix this latency problem!
ko...@gmail.com <ko...@gmail.com> #171
Has anyone been able to get anything low-latency out of Android on any device? We've been trying for some time, but none of us at the company are Android experts. If you have, we're looking to contract, so contact me.
ka...@gmail.com <ka...@gmail.com> #172
I decided that my next phone is going to be an iPhone 5 unless Google surprises us and fixes the latency issue Android is notorious for on Ice Cream Sandwich.
gb...@gmail.com <gb...@gmail.com> #173
I am an almost fanatical anti Apple amateur musician, and for the reasons above I am thinking about getting an ipad2. I hate that.
ne...@gmail.com <ne...@gmail.com> #174
Has there been any feedback on the issue? I was an Android fan but I'm moving on to the Apple products and like many others loathing the move.
ar...@gmail.com <ar...@gmail.com> #175
I'm really annoyed by this issue now, so here are my 2 cents:
The WHOLE audio architecture is a joke.
http://www.netmite.com/android/mydroid/development/pdk/docs/audio_sub_system.html
It's one of the worst over-engineered pieces of software i have ever seen in my life. I believe that most people who had the unpleasant experience to look at the sources will agree: the amount of layers and complexity added above the linux sound system is ridicolous. Whats the point? You don't gain any extra functionality. Security? Priority handling (Phone calls)??? If that is Googles concern then the solution is at best amateurish and doesn't really work (i have killed/locked the audio system several times - by accident - with my audio tests).
The "standard" way to do audio I/O would be to use interrupts which access ring buffers in a locking-free way - this idea is at least 20 years old.
What makes this even more worse is that Google:
- doesn't care/understand the problem
- doesn't respond to this issue
- ignores a huge market (games, music apps, ...)
- provides wrong solutions
- a configuration option (android.hardware.audio.low_latency) is not enough. <sarcasm>I'm impressed about this great achievement - i bet the best Google engineers sat down for two years to invent it</sarcasm>
- defining 45ms as low latency? are you serious? shows again lack of knowledge. 5-10ms would be low-latency.
- OpenSL ES !? Again, a new (very complex) layer above AudioTrack without solving fundamental issues - great :( you only get rid of the Java layer.
@michiele: i hope this answers some of your questions :)
BTW: some latency values returned by different phones (not real latency):
HTC Desire: 69ms
Samsung Galaxy S2: 93ms
Motorola Xoom: 46ms
The real latency is, in all cases, most of the time above 350ms.
Sorry for this rant but as a long-time embedded systems developer it makes me really frustrated and sad seeing all the hardware possibilities but having to deal with software which is designed by "PC-Programmers" who don't have a clue about efficient ressource usage (CPU time, memory, ...) and ignore decade old solutions.
Shame on you Google.
The WHOLE audio architecture is a joke.
It's one of the worst over-engineered pieces of software i have ever seen in my life. I believe that most people who had the unpleasant experience to look at the sources will agree: the amount of layers and complexity added above the linux sound system is ridicolous. Whats the point? You don't gain any extra functionality. Security? Priority handling (Phone calls)??? If that is Googles concern then the solution is at best amateurish and doesn't really work (i have killed/locked the audio system several times - by accident - with my audio tests).
The "standard" way to do audio I/O would be to use interrupts which access ring buffers in a locking-free way - this idea is at least 20 years old.
What makes this even more worse is that Google:
- doesn't care/understand the problem
- doesn't respond to this issue
- ignores a huge market (games, music apps, ...)
- provides wrong solutions
- a configuration option (android.hardware.audio.low_latency) is not enough. <sarcasm>I'm impressed about this great achievement - i bet the best Google engineers sat down for two years to invent it</sarcasm>
- defining 45ms as low latency? are you serious? shows again lack of knowledge. 5-10ms would be low-latency.
- OpenSL ES !? Again, a new (very complex) layer above AudioTrack without solving fundamental issues - great :( you only get rid of the Java layer.
@michiele: i hope this answers some of your questions :)
BTW: some latency values returned by different phones (not real latency):
HTC Desire: 69ms
Samsung Galaxy S2: 93ms
Motorola Xoom: 46ms
The real latency is, in all cases, most of the time above 350ms.
Sorry for this rant but as a long-time embedded systems developer it makes me really frustrated and sad seeing all the hardware possibilities but having to deal with software which is designed by "PC-Programmers" who don't have a clue about efficient ressource usage (CPU time, memory, ...) and ignore decade old solutions.
Shame on you Google.
li...@googlemail.com <li...@googlemail.com> #176
I have stuck with Android long enough now, Google you are shocking! Your unbelievable ignorance to anything other then making a quik buck is beyond all your loyal customers me included. Your CEO needs a good slap if he thinks this is anything other then priority number one. Can you not see this is the last step in making your OS a true competitor ? You would steal a fair few developers from the Apple fanbook in just addressing your feeble attempt at low latency audio. Please Google make the effort as we all love open source software and Android OS but are preparing to go to ios to get what we need, I may ditch my HTC bandwagon and buy an iPhone all due to your silly approach to an issue you could fix in a matter of weeks. The fact you may have lost just one HTC Android based sale over this should be more then enough of a kick in the balls to do something. Hurry up Google before you loose the market hold you have
ns...@hotmail.com <ns...@hotmail.com> #177
Question for you guys: Does all these issues also tie into the piss-poor audio levels I keep finding on Android products? I have an LG phone and just recently a Toshiba Thrive tablet and the volume levels on both are woefully inadequate to say the least. Is this a software driver issue or something? I have an older HP mini netbook from 2009 and it simply kills in volume levels compared to my Android products. Several, several times louder. No latency issues fixed are going to matter to me if I can't hear the music anyways. It's almost like they used a canine with a hearing aid to test these Android products.
jo...@gmail.com <jo...@gmail.com> #178
This is a joke! What the hell are you doing Google?!? Can't you see the huge gap in the market you are creating?
dy...@gmail.com <dy...@gmail.com> #179
[Comment deleted]
dy...@gmail.com <dy...@gmail.com> #180
If you look at this thread a supposed IK developer claims:
"We've actually begun an initial foray into Android development recently, completing some successful tests of low-latency audio. It will still be several months away, but we should present some Android offerings in the future."
Considering the type of software IK offers on iOS (realtime amplifier emulation, vocal processing), their definition of "low-latency" would have to mean closer to 20ms right? But this isn't possible in Android's current state, right? Is it possible IK knows something we don't?
ri...@gmail.com <ri...@gmail.com> #181
OpenAL OpenAL OpenAL!!!!! This is a no-brainer given the # of apps that already leverage it.
If no OpenAL support, then I'll just avoid porting to Android. Don't be a Microsoft (you MUST use OUR apis so we can lock you in). Just freakin' do the OpenAL port. You can always do your own thing to if you must. They aren't incompatible.
If no OpenAL support, then I'll just avoid porting to Android. Don't be a Microsoft (you MUST use OUR apis so we can lock you in). Just freakin' do the OpenAL port. You can always do your own thing to if you must. They aren't incompatible.
cl...@gmail.com <cl...@gmail.com> #182
I am an android programmer/musician too. I have found an easy solution for everyone frustrated by this issue. Change your needs. Stop believing that you MUST carry only one device; choosing only one like some sort of fundamentalist. One device will NEVER do everything we can imagine because imagination always outstrips what is available NOW. That was true 100 years ago and will be true 100 years from now.
Get a cheap pre-paid android phone from Virgin Mobile for $35/mo and carry it in the same pocket as an iPod Touch. Your pockets are big. There is room for both in there. Ultimately, its about the music & games, not possessing one ultimate convergence device. High Latency audio in android doesn't stop real musicians from making music... on other platforms.
Get a cheap pre-paid android phone from Virgin Mobile for $35/mo and carry it in the same pocket as an iPod Touch. Your pockets are big. There is room for both in there. Ultimately, its about the music & games, not possessing one ultimate convergence device. High Latency audio in android doesn't stop real musicians from making music... on other platforms.
jo...@gmail.com <jo...@gmail.com> #183
I don't get it -- if there are alsa drivers, why doesn't Android address them in low-latency mode? This is a significant bug, and should be a high priority for Google. ios is kicking Android's bootie in this regard. As a musician, this much latency is just not acceptable. Is this the nineties? I love my EVO in about every other way.
ma...@gmail.com <ma...@gmail.com> #184
The latency problem is not a fault of the Android itself, it's the kernel and the audio drivers the various manufacturers of "Android devices" (mobiles, tablets etc.) base their Android integration. To start with Alsa is NOT used in every Android device.
To guarantee the low-latency audio the manufacturers should use only RT (patched) kernel with Alsa module, set the priorities high enough for all audio processes including Audioflinger (the native audio server process accessed via JNI from Dalvik), and let the applications use as low buffer settings as possible.
Additional requirement for all of the above is that the security of Android system itself is not compromised (meaning that the audio susystem won't break the system) while the audio is getting higher than usual priorities.
To guarantee the low-latency audio the manufacturers should use only RT (patched) kernel with Alsa module, set the priorities high enough for all audio processes including Audioflinger (the native audio server process accessed via JNI from Dalvik), and let the applications use as low buffer settings as possible.
Additional requirement for all of the above is that the security of Android system itself is not compromised (meaning that the audio susystem won't break the system) while the audio is getting higher than usual priorities.
ma...@gmail.com <ma...@gmail.com> #185
Regarding Comment 183 (which is a good suggestion) I would like to see only single Linux-based (not necessary Android) hardware platform with standardized hardware and open kernel (most manufacturer's don't publish kernel sources so that they could be modified for low-latency). I might though prefer some other variant of Linux than Android, Meego could be one (don't know if it's open enough though), depending on Google though (the patent issues and fight with Apple is bad).
ma...@gmail.com <ma...@gmail.com> #186
BTW. Check Indamixx, it's like what Android music making tablet would look like, it's running Meego:
http://indamixx.com/indamixx2-tablet.html
ma...@gmail.com <ma...@gmail.com> #187
In addition the hardware buffers on some devices (afaik Qualcomm at least) are huge and are required to filled before any audio output can be started. This prevents low-latency audio on some devices. Finally the scheduling frequency (20 ms or so) of Android further limits the minimum size of any buffers. So in theory the only way for low-latency audio is a modified kernel on some selected devices, there is no way all Android devices could be made low-latency devices. Actually Android contains (from 2.3) a feature named android.hardware.audio.low_latency, but it has a meaning of "continuous output latency of 45 milliseconds or less".
Let's hope that some OEM will bring a low-latency tuned Android device (tablet or phone) to market.
Let's hope that some OEM will bring a low-latency tuned Android device (tablet or phone) to market.
lo...@gmail.com <lo...@gmail.com> #188
I'm an end user, meaning I do not know iota about technical stuff, but I do support your efforts to compete with the Evil A-Empire....
to...@gmail.com <to...@gmail.com> #189
does anyone know if ccertain custom roms manage to alleviate issue?
rf...@gmail.com <rf...@gmail.com> #190
I don't think so. The API is wrong.
cl...@gmail.com <cl...@gmail.com> #191
I just raised this issue at the Verizon Developer Conference and got some interesting contacts at Qualcomm who took interest in the issue. Perhaps the Snapdragon S3 or S4 will offer a low level end run around android that will provide the latency we desire. I'll let everyone know what they respond, if they dont respond here themselves.
mi...@gmail.com <mi...@gmail.com> #192
I finally gave up on Google and went to the dark side. I now own an iPad 2. I haven't given up on this issue however since I still own an Android phone. If Google can't fix this issue soon enough I might also have to get an iPhone and say sayonara to Android for good.
aa...@gmail.com <aa...@gmail.com> #193
Okay, i followed this thread for a while and i'm starting to be quite disapointed about the lack of reactivity from google devs. Seriously, issue spotted on Jul 31, 2009, and no evolution.
FourTrack, FLStudio, Everyday Looper, ishred, amplitube/irig and so much more cool apps that can't be found on android market because of this problem.
Your Bug reporting tool is even begining to be flooded with end users like me who doesn't even know about android programming but know that issue.
So, Google musicians employees, are you not frustrated to see your devices can't even do 1% of what does i-Shit in the musical department ?
Or is there no musicians working for google ? (that would be pretty lame)
A little trolling there, but I see no good news comming from ICS and my apple-allergy could be cured for Iphone5, bye bye Nexus Prime :/
FourTrack, FLStudio, Everyday Looper, ishred, amplitube/irig and so much more cool apps that can't be found on android market because of this problem.
Your Bug reporting tool is even begining to be flooded with end users like me who doesn't even know about android programming but know that issue.
So, Google musicians employees, are you not frustrated to see your devices can't even do 1% of what does i-Shit in the musical department ?
Or is there no musicians working for google ? (that would be pretty lame)
A little trolling there, but I see no good news comming from ICS and my apple-allergy could be cured for Iphone5, bye bye Nexus Prime :/
rf...@gmail.com <rf...@gmail.com> #194
"""
So, Google musicians employees, are you not frustrated to see your devices can't even do 1% of what does i-Shit in the musical department ?
"""
Android devices can do 100% of what iDevice music apps can.
Just not in realtime.
So, Google musicians employees, are you not frustrated to see your devices can't even do 1% of what does i-Shit in the musical department ?
"""
Android devices can do 100% of what iDevice music apps can.
Just not in realtime.
di...@gmail.com <di...@gmail.com> #195
why no one from Google is not responding to this thread?
se...@gmail.com <se...@gmail.com> #196
Well, I've come to the conclusion that Google has simply dropped this as a priority. Problem is, I think this issues bleeds over into so many other facets of Android. I believe that the overall laggie-ness of the system on all devices, even dual core devices has something to do with this problem. Scrolling, touch input response, etc.
rt...@gmail.com <rt...@gmail.com> #197
I'm all set to get a new phone, and had my eye on the Samsung Galaxy S 2. However, as a musician, I use a lot of audio apps on IOS (on an ancient iPhone 2G). It's disheartening to see that google hasn't responded to this issue in two years. Despite my desire to switch over to android and get out of the IOS ecosystem, it looks like I might have to grab a new 4Gs.
an...@googlemail.com <an...@googlemail.com> #198
CAn`t believe this, thats why it is this hard to find iOS-comparable Music-Tools. And I was wondering why leading developers cannot be found on Android Marketplace...for now I `ve an iPad for controling DAW / playin ideas for fun, and record em..quite good :) and SGS for having an ordinary telephone with modern coloured GUI :( ...very sad...so maybe it`s offtopic, but let`s forgett everything about Crossplattform-Compatabilitys than either. From a little bit nerded Hobby-Elektro-Musician from Munich without any knowledge about programming apps ... but I understood essentially the core of this thread.
so...@googlemail.com <so...@googlemail.com> #199
Comment Nr. 200 (should be 200000000000 and more, though) - FIX THIS, PLEASE!
ha...@gmail.com <ha...@gmail.com> #200
As a musician and Android fan, I'm very sad there isn't any evolution on this, common Google, you have the resources to make the OS competitive with iPhone, and many people like me who don't want to spend the high prices for an iPhone or closed APPLE world would love to see developers do Android music apps. Just make it happen puleaaaazzzzeee!!
3m...@gmail.com <3m...@gmail.com> #201
Come on guys, it shouldn't take that long to implement some kind of realtime audio API
cl...@gmail.com <cl...@gmail.com> #202
Seriously Google, come on. You might look cute to the mainstream kiddies, but in terms of Musicians and Techies your product is Micky Mouse. Do you not want this population to take you seriously?? Get with the times, you are pushing people away.
br...@gmail.com <br...@gmail.com> #203
This issue's a dealbreaker for me, afraid I can't see past an iPad for music stuff (which is a shame because I prefer Android in every other way).
ba...@gmail.com <ba...@gmail.com> #204
Will Android ever grow? Why is it so inferior to iOS on things so important?
av...@gmail.com <av...@gmail.com> #205
IMHO.......
Andriod "engineers" at Google are not real-time embedded engineers.
Simple as that.
Andriod "engineers" at Google are not real-time embedded engineers.
Simple as that.
na...@gmail.com <na...@gmail.com> #206
No real time audio?
mmm....
someone wants to buy my TF android honeycomb pad?
mmm....
someone wants to buy my TF android honeycomb pad?
ps...@gmail.com <ps...@gmail.com> #207
ATTN: GOOGLE CEO(S) - GET ON THIS, IT'S YOUR LOSS IN THE END. <- notice the period
ad...@gmail.com <ad...@gmail.com> #208
I am absolutely amazed. My laptop is dying, and I am looking into options for replacement. One of the first things I investigated was whether certain audio synthesis programs that I've come to love in Linux (PureData, Csound, SuperCollider)
Could be compiled and run under android. Any user of these applications knows that low-latency / Realtime priority is CRITICAL to getting good performance. Android powered devices could be an INCREDIBLE platform for experimental / computer music. I for one go gaga at the prospect of being able to integrate a touch-screen+Accelerometer data+GPS data etc... into a PD patch. Not to mention the possability of composition driven by thousands of interconnected, handheld devices (for example NetPD on Android?www.netpd.org ). I believe that a viable RT/ LL audio system is an absolute requirement for android to realize its potential, and the lack thereof is crippling. . . .My $0.02
Could be compiled and run under android. Any user of these applications knows that low-latency / Realtime priority is CRITICAL to getting good performance. Android powered devices could be an INCREDIBLE platform for experimental / computer music. I for one go gaga at the prospect of being able to integrate a touch-screen+Accelerometer data+GPS data etc... into a PD patch. Not to mention the possability of composition driven by thousands of interconnected, handheld devices (for example NetPD on Android?
rj...@gmail.com <rj...@gmail.com> #209
Honestly, for what it's worth, people can still write Plenty of decent music apps on android using the existing APIs. Is it awesomely low-latency? No. If the Reactable people can port their software over to android, I think this is FAR less of a problem than people are making it.
ha...@gmail.com <ha...@gmail.com> #210
Does anyone know if this has been sorted in ICS?
pa...@gmail.com <pa...@gmail.com> #211
According to ICS Platform highlights: "Android 4.0 provides a direct, efficient path for low-level streaming multimedia.", "To support this low-level streaming, the platform introduces a new native API based on Khronos OpenMAX AL 1.0.1"
Though we have to wave for the next NDK and see if it solves the problem.
Though we have to wave for the next NDK and see if it solves the problem.
se...@gmail.com <se...@gmail.com> #212
rjmar, many of us need real time input for musical composition. Pushing squares around a slow-ass sequencer does not cut it. Android sucks for music, no way around that. I hate Apple, so you know. I also believe it affects over-all sloppiness in the os.
rf...@gmail.com <rf...@gmail.com> #213
I'm looking at the 4.0 API diffs now - I don't see any promising audio changes. You *can* hook into the remote control though. That's cool.
Maybe 5.0 in 2013.
Maybe 5.0 in 2013.
si...@gmail.com <si...@gmail.com> #214
This is deal breaker.. yet another plea to fix this issue.
sc...@gmail.com <sc...@gmail.com> #215
I'm holding out hope that ICS will at least improve this issue a little bit. I'm not a programmer or anything but it's plain to see that this is a big deal for music apps, games, and the overall experience of polish. You can figure this out Google!
ab...@gmail.com <ab...@gmail.com> #216
I doubt anyone but google actually knows, but one last appeal before I get an iphone 4s tomorrow! Does the updated Android ICS NDK support low latency audio? What do you think are the chances? Is this primarily an OS issue [eg. I can get the galaxy nexus now in hopes that it will support low latency audio later with a OS software update?] I really want an android but this is a deal killer for useful music apps.
va...@gmail.com <va...@gmail.com> #217
> Does the updated Android ICS NDK support low latency audio?
Nope. Go get that iPhone. Because I don't think we'll get low latency audio any time soon. NDK v7 just came out. They have OpenAL support but the same warning as for OpenSL applies:
"""
OpenMAX AL have no Dalvik-related overhead such as garbage collection pauses. However, there is no additional performance benefit to the use of OpenMAX AL other than this.
"""
So that is a big NO on the low latency. At least they are honest and obvious about it.
Nope. Go get that iPhone. Because I don't think we'll get low latency audio any time soon. NDK v7 just came out. They have OpenAL support but the same warning as for OpenSL applies:
"""
OpenMAX AL have no Dalvik-related overhead such as garbage collection pauses. However, there is no additional performance benefit to the use of OpenMAX AL other than this.
"""
So that is a big NO on the low latency. At least they are honest and obvious about it.
pn...@gmail.com <pn...@gmail.com> #218
Please google, won't you close this as "wont-fix"? now THAT would be honest and obvious. Because it's now obvious.
Honest, my ass. This is never going to be fixed. Done
Honest, my ass. This is never going to be fixed. Done
ec...@gmail.com <ec...@gmail.com> #219
This is a potential show-stopper for my present project - I'm trying to make a very musical instrument/tool that I hope to get musicians to actually perform with. Because everything has to be responsive to user-events, there is no way to synthesize wave forms in advance... even trying to generate them a few milliseconds in advance is not going to work as you can't predict what the attack-release-sustain-response curve is going to look like.
This would also be VERY useful for game development. If the API provided access to simple tone generation (think back to C64 days) in real-time it is far *far* easier to program and lets you change them programatically. This is a much easier approach than using preset OGG files. I need less API between me and the hardware, not more.
This would also be VERY useful for game development. If the API provided access to simple tone generation (think back to C64 days) in real-time it is far *far* easier to program and lets you change them programatically. This is a much easier approach than using preset OGG files. I need less API between me and the hardware, not more.
gb...@gmail.com <gb...@gmail.com> #220
Well, this issue made me sleep with the enemy. I have now ordered a Ipad2, with the inscription "Only because Android doesn't have real-time low latency audio." If we all do that, and also encourage others, maybe then will the idiots in Google do something about this extremely important issue. If not, the battle is lost and Android will never survive.
When the very Apple friendly media (arent they all?) get a whiff of this issue, they will have a party, and Android will loose territory.
I also have a HTC sensation, and it's supposed to be more powerful than my laptop... Still, it's lagginess and latency issues are making me want to stomp on it ! I'll never convert to Iphone though. Ipad yes, iwhatever else no. Maybe I'll get me an old Nokia :)
When the very Apple friendly media (arent they all?) get a whiff of this issue, they will have a party, and Android will loose territory.
I also have a HTC sensation, and it's supposed to be more powerful than my laptop... Still, it's lagginess and latency issues are making me want to stomp on it ! I'll never convert to Iphone though. Ipad yes, iwhatever else no. Maybe I'll get me an old Nokia :)
ro...@gmail.com <ro...@gmail.com> #221
well Steve J. was man behind those audio frendly OS ie ios, but here in android we don't have one like him! to take the issue seriously. This way we android user will loose the faith!
The hardware part on android have gone way far leaving Apple's one, why not to take full advantage of it? I had read Galaxy Prime have very less touch response time (10 micro second ) is that apply to audio latency as well?....
The hardware part on android have gone way far leaving Apple's one, why not to take full advantage of it? I had read Galaxy Prime have very less touch response time (10 micro second ) is that apply to audio latency as well?....
ro...@gmail.com <ro...@gmail.com> #222
well Steve J. was man behind those audio frendly OS ie ios, but here in android we don't have one like him! to take the issue seriously. This way we android user will loose the faith!
The hardware part on android have gone way far leaving Apple's one, why not to take full advantage of it? I had read Galaxy Prime have very less touch response time (10 micro second ) is that apply to audio latency as well?....
The hardware part on android have gone way far leaving Apple's one, why not to take full advantage of it? I had read Galaxy Prime have very less touch response time (10 micro second ) is that apply to audio latency as well?....
ga...@gmail.com <ga...@gmail.com> #223
Everybody is talking about all the android users. But the ones posting here are musicians and audiophils.
Apple was always a good choice for you. Almost every designer company uses Apple products. This helped Apple to 6 percent market share.
Guitar hero works proper with 50 ms latency.
Apple was always a good choice for you. Almost every designer company uses Apple products. This helped Apple to 6 percent market share.
Guitar hero works proper with 50 ms latency.
in...@gmail.com <in...@gmail.com> #224
I'm buiyng iPad for my guitar practicing. I would never have done this if there'd been an iRig for android. Which requires the low latency issue to be solved.
in...@gmail.com <in...@gmail.com> #225
[Comment deleted]
go...@gmail.com <go...@gmail.com> #226
Is it really that even with ICS it is unlikely to see music composing applications...? I would really like to see Nanostudio but they told they are not going to develop for android, but it was an old statement. I read that IK multimedia has done some succesful experiments with Android and is developing something.
http://www.ikmultimedia.com/forum/viewtopic.php?t=553&p=13728
sr...@gmail.com <sr...@gmail.com> #227
Calling 45 ms 'low_latency' suggests either disingenuity, or a lack of serious audio expertise in the google camp: I can not think of a single use case which stands to benefit from 'medium_latency' of this kind. As it stands, it's an albatross - vastly too slow for applications it is intended to support, and unnecessary for anything else.
[Deleted User] <[Deleted User]> #228
45ms is a joke.
st...@gmail.com <st...@gmail.com> #229
[Comment deleted]
ms...@gmail.com <ms...@gmail.com> #230
I just thought I would add my vote to the stinking 2-year old pile.
I've only recently been exposed to developing for the Android Platform, so after some initial time playing with the typical set of tutorials, I went on to make a simple game. I ported over a little Asteroids clone I wrote in Java some time ago, and rewrote it with OpenGL ES. The relative ease with which I set everything up had me excited-- that is, until I eventually got to the task of adding sound. These are the original sounds from the game-- they range from a few hundred bytes to about 10 kilobytes in size. The moment I added sound, I knew something was wrong-- the delay was notable even for the little beep that plays when you fire a missile! Of course, being an amateur at the moment, I began scouring the internet for solutions. It didn't take me long to find this report. Needless to say, as I read through this wall of text, I became incredibly disappointed.
I started developing for Android because the platform clearly has a lot of potential. With OpenGL ES available, as well as all the other tools Google provides, some pretty fancy stuff could be made. I'd truly hate it if I had to give up on Android as a platform for something so simple! You guys have everything else ready to go, what is taking so long to get the sound up to par? I hope this issue gets the attention it deserves some time soon.
I've only recently been exposed to developing for the Android Platform, so after some initial time playing with the typical set of tutorials, I went on to make a simple game. I ported over a little Asteroids clone I wrote in Java some time ago, and rewrote it with OpenGL ES. The relative ease with which I set everything up had me excited-- that is, until I eventually got to the task of adding sound. These are the original sounds from the game-- they range from a few hundred bytes to about 10 kilobytes in size. The moment I added sound, I knew something was wrong-- the delay was notable even for the little beep that plays when you fire a missile! Of course, being an amateur at the moment, I began scouring the internet for solutions. It didn't take me long to find this report. Needless to say, as I read through this wall of text, I became incredibly disappointed.
I started developing for Android because the platform clearly has a lot of potential. With OpenGL ES available, as well as all the other tools Google provides, some pretty fancy stuff could be made. I'd truly hate it if I had to give up on Android as a platform for something so simple! You guys have everything else ready to go, what is taking so long to get the sound up to par? I hope this issue gets the attention it deserves some time soon.
sb...@gmail.com <sb...@gmail.com> #231
Google has the resources to have a rep respond to threads like this. Disappointed.
dj...@gmail.com <dj...@gmail.com> #232
I am surprised this has been addressed for more than 2 years and still Google hasn't done anything.
I'm an active musician and producer and I would love to do music ON ANDROID. I won't buy an iPad 2 just because the audio latency but that's just because I trull believe in Google.
Please, address this issue now!
I'm an active musician and producer and I would love to do music ON ANDROID. I won't buy an iPad 2 just because the audio latency but that's just because I trull believe in Google.
Please, address this issue now!
sk...@gmail.com <sk...@gmail.com> #233
Guys, please star this issue. The comments are nice but the stars will send it upward through the system and get some interest. gogogo
yt...@gmail.com <yt...@gmail.com> #234
I also think this is a really big issue. I have a HTC, it's a great phone but compared to the iPhone the amount of cool music apps is awfull. And that is sad. I hope Google will fix this REALLY soon!
P.S. I also starred this issue, like the guy above me told to do. Others please do it too!!
P.S. I also starred this issue, like the guy above me told to do. Others please do it too!!
mo...@gmail.com <mo...@gmail.com> #235
This isn't really an Android issue, it is down the phone manufacturers not supplying high end audio hardware. What do you expect from sub £500 phones and tablets?
sa...@googlemail.com <sa...@googlemail.com> #236
Hi guys, does anyone know if there is, or it is possible to write a programme for a Real Time voice changer for smartphone - in particular iphone, where it is also possible to make a telephone call at the same time?
Please let me know.
Thanks
Please let me know.
Thanks
sc...@gmail.com <sc...@gmail.com> #237
I would like to be able to make music on my phone, and from what I've heard, programs to do so will not be available until this issue is fixed.
mi...@gmail.com <mi...@gmail.com> #238
I have always regarded Andriod as the superior OS until now. Had i known about this issue i would have purchased an Iphone. Music is far too important to me, and for a company like Google to be unresponsive for this long is unacceptable. You have lost a customer until this is fixed, its that simple.
bo...@gmail.com <bo...@gmail.com> #239
I have made electronic music for 20 years. I'm teetering on buying Apple but really want to support Android. This problem has been around long enough and deserves immediate resolution. Google is missing beat (literally) with a large and tech savvy fan base who could do wonders with audio and Android. I also develop apps, and would love to unleash if only the tools were solid. Please make me and everyone else who has commented here happy. We're here for you!
go...@gmail.com <go...@gmail.com> #240
If Android is still lacking low latency audio after 4.0, 3.1, 3.0, 2.3, 2.2, 2.1, 2.0, 1.6 and god knows how many iterations, there must be some fundamental reason why it is so. This topic has been here for 2.5 years and no change in view.
Those of you who know the internals of Android do you think that it is even possible that there will be a change? I mean if it has been this long like this it seems to me that there is something about the structure of android that prevents low latency audio.
Those of you who know the internals of Android do you think that it is even possible that there will be a change? I mean if it has been this long like this it seems to me that there is something about the structure of android that prevents low latency audio.
xg...@gmail.com <xg...@gmail.com> #241
[Comment deleted]
xg...@gmail.com <xg...@gmail.com> #242
If google doesn't fix it soonish i'll sell my Asus transformer TF101 tablet and buy a iPad3 when it's available. Even if FLstudio is ported to Android it's not worth waiting till Google finally fixes the huge problem, am getting more and more annoyed..no fix in sight..Bah..
jo...@gmail.com <jo...@gmail.com> #243
Come on google. Respond at least!
ph...@gmail.com <ph...@gmail.com> #244
ah...@endor.ag <ah...@endor.ag> #245
I was pretty disappointed when I received my Galaxy Nexus. The first thing I tried were some music apps showing me the well known lags which I suffer from since years already. Ok the apps are not yet optimized but as far as I do understand the posts of guys who are really inside the details I am not that optimistic :-(
va...@gmail.com <va...@gmail.com> #246
I'm going to be developing for iOS instead of Android. It's been well over two years since this issue was first posted, and NOTHING? I was expecting some changes in Ice Cream Sandwich but no, nothing! So I've given up hope for Android and music.
ah...@endor.ag <ah...@endor.ag> #247
Hi again,
I have written some german text to be spread in facebook which should/could be shared. Maybe someone else can write a proper English version to try getting the wave rolling. I think most people still think that apps are the root cause. Would be important to let them know the truth. Well, said enough. Here is the text to share in FaceBook (German):
"http://www.musiquetactile.fr/android-is-far-behind-ios/
Dieser Artikel erklärt warum Musik-Apps oder digitale Instrumente für Android kaum zu verwenden sind. Das Betriebssystem erzeugt deutlich zu hohe Latenzen welche eine solche Verwendung unmöglich machen. Bitte in folgendem Link ganz unten auf "Vote for this issue and get email change notifications " klicken, damit Google auf das Problem aufmerksam wird! Wäre toll wenn ihrs macht, auch wenn euch die Thematik nicht sonderlich interessiert DANKE!
http://code.google.com/p/android/issues/detail?id=3434 "
I have written some german text to be spread in facebook which should/could be shared. Maybe someone else can write a proper English version to try getting the wave rolling. I think most people still think that apps are the root cause. Would be important to let them know the truth. Well, said enough. Here is the text to share in FaceBook (German):
"
Dieser Artikel erklärt warum Musik-Apps oder digitale Instrumente für Android kaum zu verwenden sind. Das Betriebssystem erzeugt deutlich zu hohe Latenzen welche eine solche Verwendung unmöglich machen. Bitte in folgendem Link ganz unten auf "Vote for this issue and get email change notifications " klicken, damit Google auf das Problem aufmerksam wird! Wäre toll wenn ihrs macht, auch wenn euch die Thematik nicht sonderlich interessiert DANKE!
gd...@gmail.com <gd...@gmail.com> #248
...for people who searches for a real "on the go" way to create music there will never be a REAL competition between Android devices and iPad... it's really **sad** to see that the music market and musicians needings are not considered **at all** by Android OS developers
I hope I am wrong, but this thread started more than 2 years ago and not even a short answer by the team... really SAD!
I hope I am wrong, but this thread started more than 2 years ago and not even a short answer by the team... really SAD!
a....@gmail.com <a....@gmail.com> #249
Only 1200 people "signed this petition" :-( Right now it's no big deal ignoring the issue. We should continue (or some should start) spreading this information to get heard by Google.
th...@gmail.com <th...@gmail.com> #250
Do eeeeet
kv...@gmail.com <kv...@gmail.com> #251
We all want this change. We await your response ! 2 years, it's too long, you must take a stand
se...@gmail.com <se...@gmail.com> #252
So it's come to this: It will take Windows 8 Metro to provide any competition with IOS. Fine with me. I'll be glad to have this joke waiting game over. Android will never be a real tablet with this kind of latency. My old Pentium 3 crap unit has better latency. Good phone. Not a computer.
la...@gmail.com <la...@gmail.com> #253
Hi everybody,
A small video:http://www.image-line.com/documents/android.html
it seems they have a solution for a good latency.
A small video:
it seems they have a solution for a good latency.
ch...@gmail.com <ch...@gmail.com> #254
I have a xoom and I think it's time to transition over to ipad. The other day I just bought the ipad2 as a gift for someone close and I'll be jumping over to the other side as well. It's a shame...I like my xoom...but no ability to use it for audio production or performance.
ad...@gmail.com <ad...@gmail.com> #255
Wow. Just wow...I'm a guitar player, and I've wondered for a while why some of the great recording apps on iOS have never come over to android. Where are the priorities at Google? I've been reading up on alot of the basic technical issues in android for the past week thanks to Dianna Hackborn's series of terrifying articles and out of touch comments, and I'm just generally bummed out. Seems like android is more of a garage project than a professional quality product. Man Google, please restore my faith...for God's sake cover the basics on this platform.
a....@gmail.com <a....@gmail.com> #256
Hi Guys,
Please STOP bugging about the issue and start SPREADING it. Only 1200 people starred the issue which is the real shame. If it were 10.000 google would have "slightly more" interrest to work on it
Please STOP bugging about the issue and start SPREADING it. Only 1200 people starred the issue which is the real shame. If it were 10.000 google would have "slightly more" interrest to work on it
pu...@gmail.com <pu...@gmail.com> #257
This will probably never be fixed. Because there's so many audio chipset / kernel combinations in various state, while on iOS it is much more controlled. If you do not address this issue since day one, then it is too late when there are zillions devices in the field.
Providing ALSA access in the NDK would be a good first step but Google will never do it because not all drivers use ALSA. Hence another pile of abstracting layers like OpenSL.
Layers upon layers upon layers is what has plaggued linux audio since forever.
Expect low latency audio to still suck for years to come on Android.
Providing ALSA access in the NDK would be a good first step but Google will never do it because not all drivers use ALSA. Hence another pile of abstracting layers like OpenSL.
Layers upon layers upon layers is what has plaggued linux audio since forever.
Expect low latency audio to still suck for years to come on Android.
a....@gmail.com <a....@gmail.com> #258
@ pujos.mi...@gmail.com
What you describe is the same thing which was always said for Windows PCs vs. Macs in terms of audio production but as soon as the OSX86 scene started porting MacOS to Windows PCs everybody knew that these latency issues are not related to hardware and software can be adapted even by fans of the OS who are far from being professional.
What you describe is the same thing which was always said for Windows PCs vs. Macs in terms of audio production but as soon as the OSX86 scene started porting MacOS to Windows PCs everybody knew that these latency issues are not related to hardware and software can be adapted even by fans of the OS who are far from being professional.
se...@gmail.com <se...@gmail.com> #259
a.haberm: I understand your point. Just to be clear, I have been enjoying 5ms latency on Windows devices for almost a decade.
ah...@endor.ag <ah...@endor.ag> #260
@ Seanne
Thx for the support ;-) So no more farytales about hardware/software impossibilities :-D
@ Many who complain here
I am still a bit disappointed how low the interrest must be in terms of this issue as hardly anybody seems to spread the link to this "petition" properly. I know that I generated about 50 clicks to star the issue via facebook and google+ but I feel left alone doing that. Not only google should put some effort into solving that.
Thx for the support ;-) So no more farytales about hardware/software impossibilities :-D
@ Many who complain here
I am still a bit disappointed how low the interrest must be in terms of this issue as hardly anybody seems to spread the link to this "petition" properly. I know that I generated about 50 clicks to star the issue via facebook and google+ but I feel left alone doing that. Not only google should put some effort into solving that.
10...@gmail.com <10...@gmail.com> #261
Post this notorious issue to slashdot guys, I am sure it will gain much broader attention.
yt...@gmail.com <yt...@gmail.com> #262
Ok, everyone thumb up and comment on this article on slashdot: http://slashdot.org/submission/1883750/android-is-way-behind-on-audio to let it get the attention of many people! DO IT!
:)
:)
su...@googlemail.com <su...@googlemail.com> #263
please solve the issue. I am an android fan but hat to buy an iphone because of apps like nanistudio
mo...@gmail.com <mo...@gmail.com> #264
As many other people, I had to buy an iPhone to have decent audio applications. It's a shame Google is not fixing this low latency audio issue. Low-latency applications are paramount for Android devices to be targeted by music software companies, so they can be used by musicians.
k1...@gmail.com <k1...@gmail.com> #265
Really looking forward it being fixed, i know i'm not helping like this, but just 1 guy more who wants this fixed!
GOOGLE DO YOUR JOB PROPERLY... At once...
GOOGLE DO YOUR JOB PROPERLY... At once...
ma...@googlemail.com <ma...@googlemail.com> #266
Godamnit fix the issue !
ma...@gmail.com <ma...@gmail.com> #267
This is a major issue. PLEASE FIX.
an...@gmail.com <an...@gmail.com> #268
If Android is to compete with Apple, it MUST develop this. Please, for lovers of Android, add these features!
dr...@gmail.com <dr...@gmail.com> #269
This is very frustrating, as a musician and a programming student. I couldn't take the way android handles audio and how it would randomly skip with the screen off or while using an app. Unacceptable of your are trying to play along to a track. Used 3 android devices which all has this issue. Had to switch to the iPhone. Google really needs to look into this.
el...@gmail.com <el...@gmail.com> #270
The clout that google has should allow it to mandate certain capabilities in "blessed" devices. Given this, it should be possible to port something like JACK from linux into android and allow developers to interface with it. Why not just give the JACK guys a bunch of money to do it?
ch...@hotmail.com <ch...@hotmail.com> #271
What should I do to support this? I'm not a developer but I am a musician. Is there any petition to sign online or something?
x....@gmail.com <x....@gmail.com> #272
Ive been an Android user since '09 and have been following this thread since then. Bought an Optimus 2x this summer (on a great price admittedly) which i would have already smashed with a hammer if it wasnt for a massive community rewriting the LG's useless code. o2x owners have been continuously struggling with the lack of communication/collaboration between google/LG/nvidia and only recently i can say that the phone actually feels like a dual-core device. On top of all this i have been waiting for a solution to the HUGE issue mentioned here, 1st with GB and now with ICS, only to be disappointed once more. As much as i hate iOS retarded UI, its awful closeness and lack of proper google apps support (google maps for android trully buries the iOS version), im really tired with google stand on this, having 3GS's (and of course sub200E itouch's) performing tons better on any given sound/music real-time task than my tegra2 o2x. As much as android has evolved these couple of years, its kept back due to the basic principle of 'one-os-for-a-million-different-chipsets/devices' and also - and far more important for me - because of totally ignoring 1000s of musicians/sound tech people. I will be patient until Q3 2012 when iphone 5 is out and then get this all over with. Sorry google, ignoring the issue doesnt make it go away.. its your customers that do.
za...@gmail.com <za...@gmail.com> #273
I would just like to add my support to getting this issue fixed. 5ms latency is really a minimum requirement in being able to use Android for professional audio applications.
el...@gmail.com <el...@gmail.com> #274
This is the only real selling point of the ipad. FIX IT
10...@gmail.com <10...@gmail.com> #275
Just my 2 cents. I think the problem is a bit deeper and architectural. The main problem is that Android apps run on a virtual machine - the Dalvik VM. Although it has some kind of JIT compilation it does this in runtime, optimizing code that is most often used.
Now the big problem for the latency is that Android apps run in the interpreter loop in the Dalvik VM. There is dynamic translation of Dalvik VM instructions to the ARM/x86/(whatever real) instruction set - this creates a lot of latency. Although there maybe an NDK interface that theoretically may access hardware directly, the calls to it still pass through the VM. In fact the same way as Java is not suitable for real time audio apps - we have the same situation with the Dalvik VM. Only when there are microprocessor chips that can directly run the Dalvik VM instruction set - I can imagine a custom ARM chip with Dalvik VM instruction set support that can run Android apps directly on hardware - only then we may expect real time audio latency / app speed. So the short answer for this problem is : don't expect real time audio (<50ms) any time soon in the following 5 years. Bye.
Now the big problem for the latency is that Android apps run in the interpreter loop in the Dalvik VM. There is dynamic translation of Dalvik VM instructions to the ARM/x86/(whatever real) instruction set - this creates a lot of latency. Although there maybe an NDK interface that theoretically may access hardware directly, the calls to it still pass through the VM. In fact the same way as Java is not suitable for real time audio apps - we have the same situation with the Dalvik VM. Only when there are microprocessor chips that can directly run the Dalvik VM instruction set - I can imagine a custom ARM chip with Dalvik VM instruction set support that can run Android apps directly on hardware - only then we may expect real time audio latency / app speed. So the short answer for this problem is : don't expect real time audio (<50ms) any time soon in the following 5 years. Bye.
fu...@gmail.com <fu...@gmail.com> #276
That is why I bought iPad and spent 2 times more money for device. Google sleeps and nothing can change this ((((((((((((((((((((((
ma...@gmail.com <ma...@gmail.com> #277
va...@gmail.com <va...@gmail.com> #278
I was very dissapointed when I had heard about so stupid issue. I've got one of the top Android devices nowadays (Samsung Galaxy S2) but even this device cann't allow me to work properly with music stuff in realtime.
I agree with those who say they're gonna buy iPhone/iPad device ONLY for appropriate music apps. I think I'm gonna act this way too.
I agree with those who say they're gonna buy iPhone/iPad device ONLY for appropriate music apps. I think I'm gonna act this way too.
yt...@gmail.com <yt...@gmail.com> #279
@ mark...@gmail.com someone should tell HTC or Samsung about this PulseAudio thing!!
em...@gmail.com <em...@gmail.com> #280
Pulseaudio is well known in the linux world, so, any developers who would be able to do anything with the information already know about it.
However, before you get too excited, PA would need to add an effects API (http://lwn.net/Articles/475733/#Comments ), but even that might not mean anything since Google APPARENTLY doesn't want to use GPL/LGPL code in userspace (aside from webkit).
Too bad, since Arun points out the advantages that SoC vendors would have if they just concentrated upon Alsa, and the advantages we, as users, would get from running a sound server that used less power and had lower latency.
However, before you get too excited, PA would need to add an effects API (
Too bad, since Arun points out the advantages that SoC vendors would have if they just concentrated upon Alsa, and the advantages we, as users, would get from running a sound server that used less power and had lower latency.
ar...@gmail.com <ar...@gmail.com> #281
I already regret my decision to buy android tablet! What a waste of money.......
ba...@gmail.com <ba...@gmail.com> #282
So, NAMM is over and there were literally thousands of new musical applications and tools and hundreds of new music related add-on hardware things for iOS devices. There were a lot of great things happening over there.
And Android? Zero! Nothing! Come on Google!
The musical instrument market may be a niche from a sales point of view. But from a marketing point of view it is a disaster when all cool acts on every stage around the world are using Apple's devices exclusively. Even if these acts want to use something different but they can't - they just have no choice.
And Android? Zero! Nothing! Come on Google!
The musical instrument market may be a niche from a sales point of view. But from a marketing point of view it is a disaster when all cool acts on every stage around the world are using Apple's devices exclusively. Even if these acts want to use something different but they can't - they just have no choice.
ma...@gmail.com <ma...@gmail.com> #283
Google need to set a new hardware baseline for a future Android release. Forget about trying to retrofit this into existing devices as even if they sort out the software side all the different hardware configs may not support low latency. They need to say to the manufacturers something like "From version x the hardware must be capable of processing audio in less than 5ms"
10...@gmail.com <10...@gmail.com> #284
I think that what once Steve Jobs said about Microsoft "They don't bring enough culture into their products" is turning out to be valid for Google as well - to my greatest regret, because I am a long term Google supporter and fan.
Although Google tries to hire the best and the brightest engineers around the globe, they fail to bring culture into their new products, apart from their search engine and arguably youtube.
Google desperately needs not only technical but cultural engineers - people who know how to create communities and bring culture around products.
In each other segment they've tried (google+,android, etc )they start to look a lot like Microsoft - very technical, but still imitating and walking behind the steps of some other pioneer like Apple or Facebook - who hate them or not managed to raise culture around their products.
The continuous neglect that Google is showing about all things musical (android audio latency; google music,etc ) is really hurting a lot of people - me inclusive. And nothing is bringing more culture to the communities as providing them with the ability to be creative, to be artists.
If Google doesn't change their mindset about it ... they are going to miss the long term train. Like Digital (DEC) once did, like Microsoft, Nokia, HP are doing now ...
And one more thing:
I think it is now high time Android issue 36908622 lands in Wikipedia - there should be a textbook entry about how not to treat communities, especially supportive ones.
Although Google tries to hire the best and the brightest engineers around the globe, they fail to bring culture into their new products, apart from their search engine and arguably youtube.
Google desperately needs not only technical but cultural engineers - people who know how to create communities and bring culture around products.
In each other segment they've tried (google+,android, etc )they start to look a lot like Microsoft - very technical, but still imitating and walking behind the steps of some other pioneer like Apple or Facebook - who hate them or not managed to raise culture around their products.
The continuous neglect that Google is showing about all things musical (android audio latency; google music,etc ) is really hurting a lot of people - me inclusive. And nothing is bringing more culture to the communities as providing them with the ability to be creative, to be artists.
If Google doesn't change their mindset about it ... they are going to miss the long term train. Like Digital (DEC) once did, like Microsoft, Nokia, HP are doing now ...
And one more thing:
I think it is now high time Android
jo...@googlemail.com <jo...@googlemail.com> #285
Do it, please!
ga...@gmail.com <ga...@gmail.com> #287
My personal musical apps list begins to be long, and my personal choice of using Android seems to be an error, considering all the great musicians (Jordan Rudess...) who are involved into developing apps and new instruments only on iOs.
As a bassist, vocalist and guitarist myself, having just my transformer and my guitar when taking planes for two days out of my studio, so i can compose, train, record would into the "Pros" column...
As a bassist, vocalist and guitarist myself, having just my transformer and my guitar when taking planes for two days out of my studio, so i can compose, train, record would into the "Pros" column...
sl...@yahoo.com <sl...@yahoo.com> #288
PLZZZZ google fix the low latency audio problem cos even though i wanted apps like amplitube and garageband I bought a samsung galaxy s2 instead of an iphone. it's about time to fix the problem coz we all know apps for musicians suck on android........... ICS didn't fix the problem so hoping the fix will finally arrive on the jellybean ............... comn google don't let apple kick ur a**
ba...@gmail.com <ba...@gmail.com> #289
If you sort the defect list by number of stars then this issue is on position #2 of 13608 - Google, this is important!
da...@googlemail.com <da...@googlemail.com> #290
Kinda unbelievable that iPad has so many decent music apps and android hasn't got any.
Really beginning to regret getting an android tablet now. This situation is ridiculous.
Please Google give us some realtime audio. If it won't work on all devices, so be it. But you should open it up for people whose chipsets it will work on.
I fear google is more interested in pushing overpriced books and poor quality, overpriced z-movies through the market than improving the os.
Really beginning to regret getting an android tablet now. This situation is ridiculous.
Please Google give us some realtime audio. If it won't work on all devices, so be it. But you should open it up for people whose chipsets it will work on.
I fear google is more interested in pushing overpriced books and poor quality, overpriced z-movies through the market than improving the os.
to...@gmail.com <to...@gmail.com> #291
Come on and fix these Audio problems Google. Ridiculous that this is still not fixed in Version 4.
an...@gmail.com <an...@gmail.com> #292
I am a complete amateur, but I have got to say that my frustration has brought me to research why I can't get my hands on any decent android app for my guitar. This is the one area that I feel let down and I am considering getting an iphone because this is such a big oversight for me.
With mobiles phones capable of performing an ever increasing variety of everyday functions on the move, this is a MAJOR issue that needs to be resolved. Immediately.
With mobiles phones capable of performing an ever increasing variety of everyday functions on the move, this is a MAJOR issue that needs to be resolved. Immediately.
si...@gmail.com <si...@gmail.com> #293
I'm porting an iPhone game to Android and am very frustrated.
The lack of OpenAL, the lack of documentation on the NDK.
The only thing Google give us is API reference (this is good), but you should give us lots of guides, articles and examples.
Thinking about quitting, why bother?
The lack of OpenAL, the lack of documentation on the NDK.
The only thing Google give us is API reference (this is good), but you should give us lots of guides, articles and examples.
Thinking about quitting, why bother?
sv...@gmail.com <sv...@gmail.com> #294
please google integrate real low latency into android it's really annoying to see many people wanting this and there are still no real good music apps!
ja...@gmail.com <ja...@gmail.com> #295
The problem here, is that music creation that requires low-latency really is a niche market, though maybe not as niche as some think what with music/rhythm related games and apps. How many android based phones and tablets are out there? How many people have starred this...not quite 1500? Still, seeing this in the top 10 issues should hopefully get it some attention
As a musician/IT guy, and someone who got sick of Apple's proprietary BS, I went Android. We've got dual-core tablets, heck even quad-core with the Asus transformer prime tablet being released recently. The hardware capability is more than there, and the potential is increasing every day. The lack of low-latency really diminishes the market potential, as well as the potential to bring in new development. I mean, who wants to write music related apps/games/instruments/etc. if the audio processing isn't up to snuff? Much less who wants to actually use them. With low-latency in place, you'll likely start seeing some big name developers start bringing their products into the market. (Korg, IK Multimedia, Native Instruments, Akai etc.) Not to mention numerous smaller developers.
From what I've read, (bearing in mind I'm not a coder, though I understand the concepts) it seems the best solution is to allow developers to have direct access to ALSA. So what's the best way to allow that access? How should the concept be implemented?
I'm sincerely hoping something will be in the works, if not implemented by the time Android 5 rolls out. I really don't want an iPad 3 or 4. :/ (though I do want to upgrade to the Asus prime)
As a musician/IT guy, and someone who got sick of Apple's proprietary BS, I went Android. We've got dual-core tablets, heck even quad-core with the Asus transformer prime tablet being released recently. The hardware capability is more than there, and the potential is increasing every day. The lack of low-latency really diminishes the market potential, as well as the potential to bring in new development. I mean, who wants to write music related apps/games/instruments/etc. if the audio processing isn't up to snuff? Much less who wants to actually use them. With low-latency in place, you'll likely start seeing some big name developers start bringing their products into the market. (Korg, IK Multimedia, Native Instruments, Akai etc.) Not to mention numerous smaller developers.
From what I've read, (bearing in mind I'm not a coder, though I understand the concepts) it seems the best solution is to allow developers to have direct access to ALSA. So what's the best way to allow that access? How should the concept be implemented?
I'm sincerely hoping something will be in the works, if not implemented by the time Android 5 rolls out. I really don't want an iPad 3 or 4. :/ (though I do want to upgrade to the Asus prime)
ul...@googlemail.com <ul...@googlemail.com> #296
[Comment deleted]
ul...@googlemail.com <ul...@googlemail.com> #297
[Comment deleted]
ul...@googlemail.com <ul...@googlemail.com> #298
Theres been a lot of people on KVR talking about iphone/ipad audio apps etc. General concensus is that its no good for DAW work because there are no plugins and you have to multitask to try to make apps talk to one another, it works with up to 4 audio apps but badly. This wont change as IOS is locked and dosnt allow plugins. Great toys though. Seems best as a controller and we can do that on Android so Youre not missing much
he...@gmail.com <he...@gmail.com> #299
[Comment deleted]
he...@gmail.com <he...@gmail.com> #300
Does NDK r7 with 'Updated the native audio API based on the Khronos Group OpenSL ES 1.0.1â„¢ standard' helps in resolving this issue? on Android 4.0.3 platform?
OR does android.hardware.audio.low_latency user feature helps?
OR does android.hardware.audio.low_latency user feature helps?
ni...@gmail.com <ni...@gmail.com> #301
[Comment deleted]
ni...@gmail.com <ni...@gmail.com> #302
I love Android, but I reckon the touch version of Windows 8 will make a killing in the music area when it arrives at the end of 2012. Windows 8 will almost certainly have low audio latency - unlike Android, and will be a fully-fledged OS - unlike iOS. Many DAWs already run on Windows, and they only have to change the user interface for touch input. In fact, even if Google fix the audio latency on Android right now, it will be too little, too late to compete with Windows 8. If Apple make a touch version of OS X they could be in the running too, but it seems unlikely that they will do that any time soon.
mi...@gmail.com <mi...@gmail.com> #303
I've been waiting for this for ages, Google! Please, make it happen!
cm...@gmail.com <cm...@gmail.com> #304
At least 10 people are discussing about this issue on XDA since a week or more at http://forum.xda-developers.com/showpost.php?p=22822658&postcount=3361
We all are waiting for some method for real-time low latency audio from google. Hope google listens to its loyal androidians...
We all are waiting for some method for real-time low latency audio from google. Hope google listens to its loyal androidians...
ad...@gmail.com <ad...@gmail.com> #306
Having recently picked up a new Galaxy Nexus, and taking a moment to begin exploring the SDK. As a softsynth developer for Windows and OSX, a low latency audio API was the first thing I looked for. Very disappointed to see that this is the state of things.
Regardless of the capabilities of the hardware, there should be a callback based API for delivering new buffer content. Buffer size should be negotiable. If the device and/or process can't keep up to a given buffer size, that's fine, you should simply get dropouts in the audio just like you do on an overtaxed Mac or PC music production system.
I will be testing the performance of the Galaxy Nexus with the android.media.AudioTrack just as soon as I'm up and running with the SDK, and I'll report back with what latency performance I measure. Google, there's a HUGE market you're missing out on here. Making your phone into a drum machine, sampler, synthesizer, theremin, audio game, etc are SUCH obvious and fun applications. I'm sure the hardware is more than capable, PLEASE GIVE US AN API and/or access to the required objects.
- AQhttp://www.AdmiralQuality.com
Regardless of the capabilities of the hardware, there should be a callback based API for delivering new buffer content. Buffer size should be negotiable. If the device and/or process can't keep up to a given buffer size, that's fine, you should simply get dropouts in the audio just like you do on an overtaxed Mac or PC music production system.
I will be testing the performance of the Galaxy Nexus with the android.media.AudioTrack just as soon as I'm up and running with the SDK, and I'll report back with what latency performance I measure. Google, there's a HUGE market you're missing out on here. Making your phone into a drum machine, sampler, synthesizer, theremin, audio game, etc are SUCH obvious and fun applications. I'm sure the hardware is more than capable, PLEASE GIVE US AN API and/or access to the required objects.
- AQ
ad...@gmail.com <ad...@gmail.com> #307
By the way, here's what the KVR Audio folks (OS X and Windows audio production software users) are saying about this. They're DESPERATE for it!
http://www.kvraudio.com/forum/viewtopic.php?p=4844275#4844275
And the GearSlutz (predominantly OS X and ProTools users). Also chomping at the bit to buy apps that aren't there.
http://www.gearslutz.com/board/index.php
C'mon Google!
And the GearSlutz (predominantly OS X and ProTools users). Also chomping at the bit to buy apps that aren't there.
C'mon Google!
jo...@gmail.com <jo...@gmail.com> #308
I have a transformer prime with the latest build of ICS on it. Still getting 86ms, and that's probably because it's a QuadCore. You can't throw hardware to solve a software problem.
Please Google this is your #2 most starred defect on the list!
Please Google this is your #2 most starred defect on the list!
ha...@gmail.com <ha...@gmail.com> #309
There are so many great ios apps for music creation. Come on Google, get this fixed so I don't have to go to the Dark side
ni...@gmail.com <ni...@gmail.com> #310
Great apps getting bad reviews for pure fault of Google. This does need to be addressed.
mo...@gmail.com <mo...@gmail.com> #311
yes fix it!
ja...@gmail.com <ja...@gmail.com> #312
I'd do almost anything to not have to own an iPhone, except wait an eternity for google to fix audio on the android platform.
te...@gmail.com <te...@gmail.com> #313
The one reason I don't already own an Android device.
le...@gmail.com <le...@gmail.com> #314
I also have a quadcore Tablet (Asus Transformer Prime with Nvidia Tegra 3) and ICS 4.0.3 and the latency is still to bad to work with music in realtime! This is sad Google...
ad...@gmail.com <ad...@gmail.com> #315
Please fix latency issues :/ Android phones could be real killers for those stupid iphones.
ul...@googlemail.com <ul...@googlemail.com> #316
[Comment deleted]
ul...@googlemail.com <ul...@googlemail.com> #317
[Comment deleted]
je...@gmail.com <je...@gmail.com> #318
Please Google, Y U DON'T FIX IT ?
A lot of developers on iOS are waiting for you !! And a lot of producers/buyers like me too. That's a VERY bad thing who gives a reward to iOS for once...
PS : I'm honoured to see "Admiral Quality" here, I'm a big fan of your work.
A lot of developers on iOS are waiting for you !! And a lot of producers/buyers like me too. That's a VERY bad thing who gives a reward to iOS for once...
PS : I'm honoured to see "Admiral Quality" here, I'm a big fan of your work.
to...@gmail.com <to...@gmail.com> #319
Starred.
Google,
It may be a niche market, but if you haven't noticed, most musicians are also nerds. Nerds like Android. Nerds buy your stuff. Nerds drive your ecosystem.
Keep the nerds happy.
Thanks.
Google,
It may be a niche market, but if you haven't noticed, most musicians are also nerds. Nerds like Android. Nerds buy your stuff. Nerds drive your ecosystem.
Keep the nerds happy.
Thanks.
sp...@gmail.com <sp...@gmail.com> #320
Can OpenSL ES be the answer for low latency audio on Android?
pa...@gmail.com <pa...@gmail.com> #321
This is making me think of buying an iPad... I hope this gets fixed.
su...@gmail.com <su...@gmail.com> #322
Please, fix the real-time music latency issue... I do not want to change to Apple!
va...@gmail.com <va...@gmail.com> #323
Please fix it!!!!!
fo...@gmail.com <fo...@gmail.com> #324
Almost 3 years, and no progress from Google...not even a decent response regarding possible progress. This should have been dealt with a long time ago. I don't like the idea of supporting Apple with an iPad purchase at all, but being a musician who wants virtual instruments/virtual amps/multi-track recording on a portable tablet device with low-latency, I guess I'm going to have to at this point. :-(
se...@gmail.com <se...@gmail.com> #325
It is a real pity google does nothing in this regard; I am about to recieve a Motorola Razr and I am prety excited about running some music production software on it (Caustic 2.0, RD3, su-preme, etc..)Latency will prevent me from real time input (notes and know tweak)I was thinking of getting an android tablet next but I may just save some money and get an Ipad instead
be...@gmail.com <be...@gmail.com> #326
Fix this!
an...@googlemail.com <an...@googlemail.com> #327
I got the impression from a developer hangout some time ago that Google is aware of the problem and something is in the works about this. Lets hope I am right.
gb...@gmail.com <gb...@gmail.com> #328
[Comment deleted]
gb...@gmail.com <gb...@gmail.com> #329
Well, I dont give a shit anymore - I've switched to IOS. No more Mr. Lagginess here.
ba...@gmail.com <ba...@gmail.com> #330
Well, it might be too late.
The Musikmesse in Frankfurt (Germany) has been open for several days now. It's the world's largest exhibition in the professional light and sound area. There was at least one iPad at every booth to display product details and there was shown a new iOS app at every second booth for various uses within all areas of professional music, sound and light environments.
Android was absolutely non existent (and I mean zero, null, nothing). If you ask developers at the Messe for the reason then they say it's not just because of Apple's image, it's mostly because iOS just works and Android doesn't. Simple as that. And these people think that Android will not work for many years to come so developing for a non working system without perspective will be a total waste of time.
@Google: Music apps on mobile devices might be a niche market from a sales point of view but these devices are the devices that the big names and idols of your customers use on stage, in TV shows and on magazine photos. Mobile devices are everywhere and artists use iOS devices exclusively because this OS has plenty of music apps to offer and Android has almost nothing.
It's really a shame that Android's audio system is so inferior.
The Musikmesse in Frankfurt (Germany) has been open for several days now. It's the world's largest exhibition in the professional light and sound area. There was at least one iPad at every booth to display product details and there was shown a new iOS app at every second booth for various uses within all areas of professional music, sound and light environments.
Android was absolutely non existent (and I mean zero, null, nothing). If you ask developers at the Messe for the reason then they say it's not just because of Apple's image, it's mostly because iOS just works and Android doesn't. Simple as that. And these people think that Android will not work for many years to come so developing for a non working system without perspective will be a total waste of time.
@Google: Music apps on mobile devices might be a niche market from a sales point of view but these devices are the devices that the big names and idols of your customers use on stage, in TV shows and on magazine photos. Mobile devices are everywhere and artists use iOS devices exclusively because this OS has plenty of music apps to offer and Android has almost nothing.
It's really a shame that Android's audio system is so inferior.
[Deleted User] <[Deleted User]> #331
As a programmer, who has just started the task of porting an iOS audio application to Android, I am insulted by Google's lack of action in this area.
As a musician, I am not interested in even touching audio applications that have noticeable latency. I play the bass. Bass latency issues can make the whole band's performance suffer.
I once attended an online job interview with Google. I was to write code that produced a Fibonacci Sequence. In a Google Docs window. With the interviewer scrutinizing every keystroke. I'm not convinced that this is an effective technique for vetting potential candidates. As a programmer, who works long hours to prevent high latency in ANY software, I could have helped solve a problem like this. I wonder what the Google developer, that can code a Fibonacci Sequence on demand, has done to solve this problem. Perhaps the answer lies in the Fibonacci Sequence itself! Pure genius!
As a musician, I am not interested in even touching audio applications that have noticeable latency. I play the bass. Bass latency issues can make the whole band's performance suffer.
I once attended an online job interview with Google. I was to write code that produced a Fibonacci Sequence. In a Google Docs window. With the interviewer scrutinizing every keystroke. I'm not convinced that this is an effective technique for vetting potential candidates. As a programmer, who works long hours to prevent high latency in ANY software, I could have helped solve a problem like this. I wonder what the Google developer, that can code a Fibonacci Sequence on demand, has done to solve this problem. Perhaps the answer lies in the Fibonacci Sequence itself! Pure genius!
gu...@gmail.com <gu...@gmail.com> #332
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gu...@gmail.com <gu...@gmail.com> #333
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gu...@gmail.com <gu...@gmail.com> #334
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gu...@gmail.com <gu...@gmail.com> #335
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gu...@gmail.com <gu...@gmail.com> #336
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gu...@gmail.com <gu...@gmail.com> #337
As a matter of fact, I recently started developing my music game on iOS, rather than applying to work at Google, tolerating the Android SDK, or hoping that someone is paying attention to these things.
wu...@gmail.com <wu...@gmail.com> #338
Low-latency audio is not just for music production, it's also about gaming as well. Gamer these days does not rely only on visual, but also audio. Large latency means gamers loose 100+ms in decision and that is DOA for games like FPS.
On top of that, it's critical for music games. This kind of game is impossible to implement with lacking of low-latency audio api.
Everyone, if Google is not with us, may be we should start our own by forking Android and see if there's viable way to archive this. Probably with an implementation, Google may accept it.
On top of that, it's critical for music games. This kind of game is impossible to implement with lacking of low-latency audio api.
Everyone, if Google is not with us, may be we should start our own by forking Android and see if there's viable way to archive this. Probably with an implementation, Google may accept it.
v3...@gmail.com <v3...@gmail.com> #339
I will keep telling every developer I meet about this issue until the whole world notices a considerable drop in android sales. I suggest everyone does the same. Have you noticed how android games try not to rely on transient sound effects (fast onset), well it's because with nearly half a second of latency they just appear confusing to the user.
THIS IS RIDICULOUS, this problem, is a noob error. How can they not realize that this should be their number one priority?
THIS IS RIDICULOUS, this problem, is a noob error. How can they not realize that this should be their number one priority?
sh...@gmail.com <sh...@gmail.com> #340
I am a musician who use Ubuntu studio Linux. I always enjoy less than 10.6ms latency to do my music job.It is really shame that android have high audio latency.
pu...@gmail.com <pu...@gmail.com> #341
Forget it guys, it will likely never be fixed. Or if it does, it will not be called Android anymore at that point. It is one of those features that if you're not careful early, are very hard to fix later as it involve kernels, audio drivers and sound APIs.
lu...@gmail.com <lu...@gmail.com> #342
Altought android devices are really awesome, for musicians who want to use virtual studios and instruments they are useless. This issue should be considered as a priority. Cant google realize that they loose market just because of this?
la...@gmail.com <la...@gmail.com> #343
fix it google throw some engineers at it and have it sorted for your users before we go to the dark side
ad...@serveurperso.com <ad...@serveurperso.com> #344
This is a HUGE FAIL. Audio latency is the #1 Android problem !!!
GOOGLE !!! Are you bribed by apple to keep away from quality on musical market ?
WHERE ARE YOU ANDROID DEVELOPERS !!! PLEASE !!!!
GOOGLE !!! Are you bribed by apple to keep away from quality on musical market ?
WHERE ARE YOU ANDROID DEVELOPERS !!! PLEASE !!!!
to...@gmail.com <to...@gmail.com> #345
Im right about to buy a new phone. Been wondering between Samsung Galaxy S II and Iphone 4 - and due to this BIG LATENCY problem I'm forced to buy an Iphone...
da...@gmail.com <da...@gmail.com> #346
Is it a common practice that 3 year old issue with lots of stars is seemingly ignored?
Can somebody from Google/Open Handset Alliance comment this issue?
Can somebody who know somebody from Google ask them to comment?
I would call this turning your back on your customers.
Can somebody from Google/Open Handset Alliance comment this issue?
Can somebody who know somebody from Google ask them to comment?
I would call this turning your back on your customers.
ma...@gmail.com <ma...@gmail.com> #347
I prefer the Android user interface over rather old and static iOS UI, and personally use an Android mobile phone. The lack of music apps has however been a let down on Play Store (Market).
I just got myself a new sparkling iPad (G3). The deciding factor between this tablet and an Android based tablet wasn't even any competition. Display resolution and audio support for music applications made it obvious for me what route to take.
Any future hope of competition and alternative too iOS will probably have to come from Windows based tablets. I hope Microsoft will evolve the WinRT API better than what Google has done with Android. I have, almost, given up on Android.
Br,
http://martin.tornsten.com/
I just got myself a new sparkling iPad (G3). The deciding factor between this tablet and an Android based tablet wasn't even any competition. Display resolution and audio support for music applications made it obvious for me what route to take.
Any future hope of competition and alternative too iOS will probably have to come from Windows based tablets. I hope Microsoft will evolve the WinRT API better than what Google has done with Android. I have, almost, given up on Android.
Br,
se...@gmail.com <se...@gmail.com> #348
Gig is up. They obviously cannot fix this and that's the reason they have ignored this for almost four years. And if it is fixable, it speaks to an epic ignorance of the market, which is even worse IMO. Android is effectively handicapped. I'll be waiting for Windows 8. Android is a good phone OS, but sadly not a real computing OS.
ea...@gmail.com <ea...@gmail.com> #349
J espere que les fanboy android dechantent enfin .... Lol le pdg de google c est un ange il nous aime et veut que le bien et la gratuité et apple c est des méchant oh les vilains ils nous exploite
ad...@gmail.com <ad...@gmail.com> #350
Don't give up hope everyone. I can think of no good reason why this shouldn't be fixable and in a way that breaks no previous functionality. Until then, send everyone you know here to add a star to this issue.
an...@gmail.com <an...@gmail.com> #351
I need low latency audio API for use in game engine.
Hate Google for being so retarded.
Hate Google for being so retarded.
dw...@gmail.com <dw...@gmail.com> #352
I am working on an application which provides Audio Chat facility using VOIP, in my organization this app is being developed on Iphone as well. And I am really disappointed with the latency on android plateform. The iPhone app works really well as and the audio is really smooth. However my app (after hours of hard work ) still has noticeable latency which is really irritating me now... Google please fix this issue asap....
bl...@gmail.com <bl...@gmail.com> #353
Come on Google you can do it! Use the force and don't let us musicians move over to the darkside!
ha...@gmail.com <ha...@gmail.com> #354
true... the only thing i hate about my android phne(moto defy) is that it doesn't do real time audio stuff! while my ipod 4 can!
ios is shit! but when it comes to audio and music ios is gold!
i still cant freakin believe that even on my new ics things are almost the same!
please explain me why does a 1ghz+ device be behind an iphone 1st gen?
im really pissed to know that even the new asus tp cant handle real time audio as i thought that ridiculously high powered cpu might fix this...
oh and i would like to know how wp7 fairs with audio? real time ios or shitty android letancy?
ios is shit! but when it comes to audio and music ios is gold!
i still cant freakin believe that even on my new ics things are almost the same!
please explain me why does a 1ghz+ device be behind an iphone 1st gen?
im really pissed to know that even the new asus tp cant handle real time audio as i thought that ridiculously high powered cpu might fix this...
oh and i would like to know how wp7 fairs with audio? real time ios or shitty android letancy?
ha...@gmail.com <ha...@gmail.com> #355
come on google or devs... this is one of the most annoying problems and most starred ones!
sc...@gmail.com <sc...@gmail.com> #356
Ive been waiting and waiting and waiting and waiting. I am now going to have to swap out my droid bionic for an iphone and i didnt want to do that. Goodbye android
mi...@gmail.com <mi...@gmail.com> #357
[Comment deleted]
mi...@gmail.com <mi...@gmail.com> #358
Please solve this issue!
ps...@googlemail.com <ps...@googlemail.com> #359
Google can't audio :D
wi...@gmail.com <wi...@gmail.com> #360
This audio latency makes sip clients unuseable for normal conversations. Im buying an iphone so I can use my companies IP phone system.
sc...@gmail.com <sc...@gmail.com> #361
I am also writing an application for a car audio head unit running android which is proving almost impossible relying on the awful audio implementation Android currently has to offer. It really is limiting when you can't get direct access to the audio device! Please look into getting something in place to get around these issues!!
co...@pocketlabworks.com <co...@pocketlabworks.com> #362
Any improvements for Ice Cream Sandwich?
Did Ice Cream Sandwich improve the low latency real time audio problem?
Did Ice Cream Sandwich improve the low latency real time audio problem?
ul...@googlemail.com <ul...@googlemail.com> #363
ma...@gmail.com <ma...@gmail.com> #364
Can anyone tell me how to test Audio low latency on Android 4, ICS ?? it will be of great help to me :)
lu...@gmail.com <lu...@gmail.com> #365
Im thinking about buying iPhone 4s instead of Galaxy Nexus mainly because of this issue
th...@gmail.com <th...@gmail.com> #366
[Comment deleted]
th...@gmail.com <th...@gmail.com> #367
I'm not a techie, just a consumer, and google, you and all the phone and tablet makers out there are starting to loose us, the consumers, due to this one issue and it effects on apps and games.
In my case, I'm running three PCs at home - two Linux and one Windows, all laptops.
We're just about to upgrade our phones and, at the same time, adding tablets to the mix.
I'm looking for a tablet for my nine year old son. He's a lively kid, and just getting into music, like many of his friends. He's taking violin and piano lessons.
We want to help him move more to the playing/producing side than the consuming side of music. We can't do that with Android.
Our only choice is ipad due to the huge range of apps, and they work.
The pitiful few music apps on Android don't even work properly due to latency issues.
And, I hear, it's a problem with games. That's a big issue for our son who's a keen gamer, though we keep him busy with other things as much as possible.
And when we finally get him a phone, do you think he'll want to downgrade to an Android that can't match his Apple experiences, both for games and music?
Most of the parents in my son's school are facing similar choices.
The ones who have made that choice and considered music apps already own ipads.
The few that own Android devices are starting to wonder if it was a good choice.
I hate Apple's business model, but I know what I want for my son, the opportunities that, sadly, only and ipad can bring him.
So, Google, get this sorted now.
Whatever it takes, ultimatums to the HW makers, rebuild Android from scratch, employ/subcontract modern musicians, etc..., all of the above.
Just please do it before it's too late and we're left with a choice of two devils: WinX or Apple.
In my case, I'm running three PCs at home - two Linux and one Windows, all laptops.
We're just about to upgrade our phones and, at the same time, adding tablets to the mix.
I'm looking for a tablet for my nine year old son. He's a lively kid, and just getting into music, like many of his friends. He's taking violin and piano lessons.
We want to help him move more to the playing/producing side than the consuming side of music. We can't do that with Android.
Our only choice is ipad due to the huge range of apps, and they work.
The pitiful few music apps on Android don't even work properly due to latency issues.
And, I hear, it's a problem with games. That's a big issue for our son who's a keen gamer, though we keep him busy with other things as much as possible.
And when we finally get him a phone, do you think he'll want to downgrade to an Android that can't match his Apple experiences, both for games and music?
Most of the parents in my son's school are facing similar choices.
The ones who have made that choice and considered music apps already own ipads.
The few that own Android devices are starting to wonder if it was a good choice.
I hate Apple's business model, but I know what I want for my son, the opportunities that, sadly, only and ipad can bring him.
So, Google, get this sorted now.
Whatever it takes, ultimatums to the HW makers, rebuild Android from scratch, employ/subcontract modern musicians, etc..., all of the above.
Just please do it before it's too late and we're left with a choice of two devils: WinX or Apple.
jo...@gmail.com <jo...@gmail.com> #368
To anyone asking is audio latency better in ICS, the answer is yes, it's better than gingerbread, but it also depends on the hardware.
I get 86ms on my transformer prime. Which still is bad and wouldn't work well for most appliances like iRig etc for musical instruments.
Additionally, I just posted on the Android Developer's hangout live show of what is the status of this, and when will low latency be provided.
Their answer: "We're thrilled people are so interested in the media libraries. We are always working with game developers to improve in areas that need improvement. Other than that, there aren't any updates regarding audio in android."
I don't even have the words to express how frustrating that is. No answer, just more placating.
I get 86ms on my transformer prime. Which still is bad and wouldn't work well for most appliances like iRig etc for musical instruments.
Additionally, I just posted on the Android Developer's hangout live show of what is the status of this, and when will low latency be provided.
Their answer: "We're thrilled people are so interested in the media libraries. We are always working with game developers to improve in areas that need improvement. Other than that, there aren't any updates regarding audio in android."
I don't even have the words to express how frustrating that is. No answer, just more placating.
ka...@gmail.com <ka...@gmail.com> #369
[Comment deleted]
ka...@gmail.com <ka...@gmail.com> #370
To make PLAYABLE musical instrument apps, we need a native or GC pause-free programming language, a very very small audio buffer (less than 5ms or so), low latency sound drivers, a good kernel and OS developers who know very well about real time applications. iOS has them all.
I feel the situation around the audio programming is getting worse because many programmers are obsessed with writing browser applications these days. Write DSP codes in JavaScript? No kidding!
After all, they just don't have experience of developping high performance video games or musical instruments, and they never understand what is important. Sigh.
I feel the situation around the audio programming is getting worse because many programmers are obsessed with writing browser applications these days. Write DSP codes in JavaScript? No kidding!
After all, they just don't have experience of developping high performance video games or musical instruments, and they never understand what is important. Sigh.
gs...@gmail.com <gs...@gmail.com> #372
I keep reading stories about Google's incredible talent pool: Stanford geniuses working 14 hour days. Google, you seriously can't get your act together with this audio driver situation? This is a serious blow to all us developers who would like to bring our apps over to Android, but it's an ever worse blow for Android's future.
bc...@gmail.com <bc...@gmail.com> #373
I actually bought an iPad cos of this. The animoog, electribe, ikaossilator, ims 20, garage band, upcoming MPC fly, tabletop and soon the auria daw(kinda) were all part of the decision. And this doesn't just effect people who are Really into music, as I am not, I just like playing with this stuff and know a lot of people who do too. And then I have friends with android tablets asking me why they can't do anything similar...also I hate apple and I hate not having real options.
sa...@gmail.com <sa...@gmail.com> #374
After almost 3 years this MAYOR flaw of the Android OS is still marked as "new".
Google is showing exactly what they are made of here. I have invested lots of time and money in Google/Android both as a developer and consumer and in the past year realized that that may have been the biggest mistake I made in my life. I fear that Android is going the way of the dinosaur if they don't get their act together here.
Google is showing exactly what they are made of here. I have invested lots of time and money in Google/Android both as a developer and consumer and in the past year realized that that may have been the biggest mistake I made in my life. I fear that Android is going the way of the dinosaur if they don't get their act together here.
jo...@gmail.com <jo...@gmail.com> #375
Apparently they don't have a clue.... see the video here. "Nothing new to report". http://www.youtube.com/watch?v=zx97XEr2qF4#t=46m34s
se...@gmail.com <se...@gmail.com> #376
Give up. Its over. It cannot be done. Android is broken.
qw...@gmail.com <qw...@gmail.com> #377
I can't believe Google doesn't has not had anything to say in this thread after nearly 3 years. Uh, Google engineers? You know Android is important to the company, right?!? Low-latency, non-blocking streaming audio is a really basic feature. Could you at least write some documentation in AudioTrack about how best to "make do"?
ma...@gmail.com <ma...@gmail.com> #378
It seems Android was created to ship as quick as possible leaving details to be sorted out at a later stage. Like full hardware acceleration is only recent whereas this is standard in other devices. The lack of control on manufacturers device specifications also creates a bad experience for users when they can get away with selling Android on far too low spec phones with a horribly laggy slow interface and apps that hardly run. Take for instance Windows phone, which runs as smooth as butter even on the cheapest devices. That's because MS sets and demands minimum requirements in order to create a good user experience.
Google really messed up with Audio on Android and did not plan it properly and are now paying the price. 3 years later and they still have no plan of action. What a joke.
Google really messed up with Audio on Android and did not plan it properly and are now paying the price. 3 years later and they still have no plan of action. What a joke.
dm...@gmail.com <dm...@gmail.com> #379
I am so frustrated with ICS 4.04 on my Samsung Galaxy Nexus. All the drum apps have such bad latency they are unusable. Should I have bought an iPhone? I hope not.
so...@gmail.com <so...@gmail.com> #380
Clock keeps ticking... And - as it became usual - I am forced to buy iOS phone...
ga...@gmail.com <ga...@gmail.com> #381
I think we should not trust google for now to develop this point because 3 years without looking for this problem is too long...
I seen on other forums that it just depend of the audio drivers on the smartphone.
look this thread :http://forum.xda-developers.com/showthread.php?s= 6dd20da2996777af4295c8fd5f2199 ef&t=1621914
Its already a good step for the future. I tested it on a Galaxy S (I9000) and it works not bad.
I spoke to the developer and he said me that it's not possible to do something if the source of the audio driver for the smartphone is not availble. I think we will have more chance with developper like him.
I also found this :
http://www.tricedesigns.com/2012/01/25/low-latency-polyphonic-audio-in-phonegap/
It can be very usefull for supporting all devices in the same app. It's a code you have to include in the java application to get less latency. Its called PHONEGAP.
I am not a developper but I know what we can do today and I think there is a way to solve that now.
I have a Galaxy S2 and I am so hurried to see something like this on my device. Android can be much more interesting for music in the futur an I am trustful.
Tha bad point is the waiting time :S. Hope to get an answer from google or from developpers.
I seen on other forums that it just depend of the audio drivers on the smartphone.
look this thread :
Its already a good step for the future. I tested it on a Galaxy S (I9000) and it works not bad.
I spoke to the developer and he said me that it's not possible to do something if the source of the audio driver for the smartphone is not availble. I think we will have more chance with developper like him.
I also found this :
It can be very usefull for supporting all devices in the same app. It's a code you have to include in the java application to get less latency. Its called PHONEGAP.
I am not a developper but I know what we can do today and I think there is a way to solve that now.
I have a Galaxy S2 and I am so hurried to see something like this on my device. Android can be much more interesting for music in the futur an I am trustful.
Tha bad point is the waiting time :S. Hope to get an answer from google or from developpers.
ch...@gmail.com <ch...@gmail.com> #382
why isn't this fixed already? It has almost 2000 stars. I want to buy an android tablet, but what is the point if as a musician I can't do anything I want on it!
ad...@gmail.com <ad...@gmail.com> #383
This has been going on for two years already. Has google said anything officially?
[Deleted User] <[Deleted User]> #384
[Comment deleted]
mi...@gmail.com <mi...@gmail.com> #386
Another vote here for real time audio on Android. Added my star, will another make any difference?
ha...@gmail.com <ha...@gmail.com> #387
how the hell does magic piano work?
it has almost no delay on my motorola defy...
still nothing compared to garageband on my ipod 4g or baby scratch but its a step...
i hate ios! i want android to be perfect but no undo? no realtime audio? whats wrongwith google?
oh and the inconsistent touchresponsiveness..(some apps are faster than the iphone while otheres are just sluggish as hell!) why isnt the whole of android as good as TSF shell and oi file manager?
it has almost no delay on my motorola defy...
still nothing compared to garageband on my ipod 4g or baby scratch but its a step...
i hate ios! i want android to be perfect but no undo? no realtime audio? whats wrongwith google?
oh and the inconsistent touchresponsiveness..(some apps are faster than the iphone while otheres are just sluggish as hell!) why isnt the whole of android as good as TSF shell and oi file manager?
ra...@gmail.com <ra...@gmail.com> #388
Is there anything in 4.1 that can help? I notice "Android 4.1 provides low-level access to platform hardware and software codecs." and also USB Audio support. Both of these are for nothing though, if the latency issue is not fixed...
bi...@gmail.com <bi...@gmail.com> #389
Fireside chat said 12ms today. I hope this is true. Good for Google if they fixed it.
xe...@gmail.com <xe...@gmail.com> #390
[Comment deleted]
so...@gmail.com <so...@gmail.com> #391
db...@gmail.com <db...@gmail.com> #392
[Comment deleted]
th...@googlemail.com <th...@googlemail.com> #393
the only reason why i bought an iphone and ipad is the low audio latency and the los of audio apps..
ke...@gmail.com <ke...@gmail.com> #395
What is needed is
(a) Eric Schmidt to read this thread.
(b) Google to write a low-level driver for earlier versions of Android (maybe they are getting 12ms on the 4.1 JB Nexus 7 because it is running on a Quad-Core Tegra-3)
(c) An apology
(a) Eric Schmidt to read this thread.
(b) Google to write a low-level driver for earlier versions of Android (maybe they are getting 12ms on the 4.1 JB Nexus 7 because it is running on a Quad-Core Tegra-3)
(c) An apology
wo...@freenet.de <wo...@freenet.de> #396
Yes, please implement a realtime low latency audio support for applications to make possible the use of android phones for musicians, that are obliged now to use apple-imperial hardware at that time, and to make it possible to programmers to code functional applications like garageband for android.
And yes, please enable both input and output of audio via USB-devices, and also for non-usb standart audio appliances, better than 16 Bit/ 48 Khz, like the tiny little M-Audio Transit, that supports S/P-DIF input up to 24 Bit/ 96 KHz.
(And please implement usb-hot functionality with drivers for DVB and DAB-Sticks and onboard support of dab/tv-chipsets for future models)
When it comes creative and productive like that, i will buy me one (and at long last let my linux staying home for power use)
And yes, please enable both input and output of audio via USB-devices, and also for non-usb standart audio appliances, better than 16 Bit/ 48 Khz, like the tiny little M-Audio Transit, that supports S/P-DIF input up to 24 Bit/ 96 KHz.
(And please implement usb-hot functionality with drivers for DVB and DAB-Sticks and onboard support of dab/tv-chipsets for future models)
When it comes creative and productive like that, i will buy me one (and at long last let my linux staying home for power use)
ai...@gmail.com <ai...@gmail.com> #397
You are missing a lot of cinema sets, journalists, musicians,.. because of this.
I could do 42 tracks and an stereo in/out with a PIII. I want a simple SMPTE reader, or an input for a RTA. Let alone VSTis, a simple low latency INPUT.
I don´t get it.
I could do 42 tracks and an stereo in/out with a PIII. I want a simple SMPTE reader, or an input for a RTA. Let alone VSTis, a simple low latency INPUT.
I don´t get it.
wx...@gmail.com <wx...@gmail.com> #398
They just take many years to know that vsync is important and implement it in 4.1. So it may take few more years for google to know that audio latnecy is ALSO important ;-)
br...@gmail.com <br...@gmail.com> #399
C'mon google! Our synth apps need it!
av...@gmail.com <av...@gmail.com> #400
I just found out about this glaring android weakness.
li...@gmail.com <li...@gmail.com> #401
This is VITAL. I have many games purchased through www.gog.com or Ebay that, with the help of Andosbox, I can run on my android phone. From a consumer's point of view, this is exactly why I switched to android.
However, many of these games require MIDI support for music, which would require lower audio latency to even work with any form of emulation.
Not to mention that all MIDI support was removed from Android pre-1.0, something I HATED hearing.
Thanks to Ebay I own a copy of System Shock, System Shock 2, and Dungeon Keeper.
Thanks togog.com I own copies of both Ultima Underworld games and Wing Commander: Privateer
Thanks to Locnet I can play these on my phone, having to pay only for the interfaces used.
and Thanks to Google, none of them have proper music.
However, many of these games require MIDI support for music, which would require lower audio latency to even work with any form of emulation.
Not to mention that all MIDI support was removed from Android pre-1.0, something I HATED hearing.
Thanks to Ebay I own a copy of System Shock, System Shock 2, and Dungeon Keeper.
Thanks to
Thanks to Locnet I can play these on my phone, having to pay only for the interfaces used.
and Thanks to Google, none of them have proper music.
li...@gmail.com <li...@gmail.com> #402
And the worst part? When I had an Iphone, I could redownload even the banned apps (such as it's own version of dosbox) and play system shock with full music, even if it wouldn't render more than a single frame each second.
Thanks, Google.
Thanks, Google.
ok...@gmail.com <ok...@gmail.com> #403
That video showing the Google developer saying "no news" is so infuriatingly pathetic.
This isn't about "some gamers and audiofiles", coming from iphone, I had no idea this was even an issue. Nothing audio works. I do a lot of other stuff with my phone, and was looking at getting a high-end Android tablet. Innocently, I tried plugging my USB mic into my phone, thinking it would work (why wouldn't it?). But no. Then, thinking I just needed the right drivers I find out that NOTHING WORKS. Skype, music apps, recording, this whole latency issue. An absolute JOKE. Why the heck would I buy an Android tablet if I have lagging audio in video-conferencing, can't record, can't use it as a bit-bucket even.
Sorry Panasonic Toughpad. Let me know when you develop an ipad version.
This isn't about "some gamers and audiofiles", coming from iphone, I had no idea this was even an issue. Nothing audio works. I do a lot of other stuff with my phone, and was looking at getting a high-end Android tablet. Innocently, I tried plugging my USB mic into my phone, thinking it would work (why wouldn't it?). But no. Then, thinking I just needed the right drivers I find out that NOTHING WORKS. Skype, music apps, recording, this whole latency issue. An absolute JOKE. Why the heck would I buy an Android tablet if I have lagging audio in video-conferencing, can't record, can't use it as a bit-bucket even.
Sorry Panasonic Toughpad. Let me know when you develop an ipad version.
pi...@gmail.com <pi...@gmail.com> #404
hii all,
After going through all discussion that is happening here, still I am confused about which one to use for building VOIP application on android device (above 2.2 versions) for low latency. Is ALSA included in NDK? What is "tinyalsa"?
Eagerly waiting for your reply.
After going through all discussion that is happening here, still I am confused about which one to use for building VOIP application on android device (above 2.2 versions) for low latency. Is ALSA included in NDK? What is "tinyalsa"?
Eagerly waiting for your reply.
hr...@gmail.com <hr...@gmail.com> #405
Audio latency is much improved on Nexus S running 4.1 "Jelly Bean"! Don't have exact numbers but it's much, much better than on ICS (in my own app that does audio through a single OpenSL ES buffer queue).
27...@gmail.com <27...@gmail.com> #406
DSP in Android... Google -_- Real-Time Audio I want the magic sound .Guitar Effect software: Flanger Fuzz Chorus Distortion............
de...@gmail.com <de...@gmail.com> #407
yeah, I need low latency effects for my guitar :(
de...@gmail.com <de...@gmail.com> #408
yeah, I need low latency effects for my guitar :(
[Deleted User] <[Deleted User]> #409
Finally, finally, finally... I was just about ready to go to the dark(er) side. It still sucks that audio & touch latency on the 3GS is still probably better than on the latest phones with insanely advanced hardware, but ~10ms is good enough for me on a phone.
be...@gmail.com <be...@gmail.com> #410
Google, please fix this, and allow updates for older devices too.
ma...@gmail.com <ma...@gmail.com> #411
fix it! please
fa...@gmail.com <fa...@gmail.com> #412
I had no idea about this problem till I changed to galaxy s3 from iPhone 4.. bigger screen.. better music app experience.... but then found a pretty crap selection of beat making apps... most good iPhone music apps sell for £5 TO £15+.. not to mention there's a massive demand. And massive potential that Google will and is missing out on. This needs addressing... 3 years too late... I only found this thread after Google searching for half decent music apostle like flstudio mobile.. and imaschine by native instruments.. surely if the big production companies are more than willing to make the apps.. surely its a NO BRAINER to support them to their utmost...
im...@googlemail.com <im...@googlemail.com> #413
I gotta get a new phone next year. If the latency on android systems will be still so bad, I'm gonna buy me an apple... sorry. I'm a guitarist!
ba...@gmail.com <ba...@gmail.com> #414
So, what's the official way to get the new low latency experience on Jelly Bean for us developers? I've googled a lot but could not find anything related.
I've got a Galaxy Nexus and I absolutely love it (besides the latency issue). The upgrade from ICS to JB automatically lowered the latency a lot for most apps but the 'playabillity' is is still way above what most people would call a realtime experience.
But this has to be expected, I guess. I think no audio app has been optimized for JB yet, so it is hard to tell, what might be possible in the end. But for this to happen I think someone from google would have to tell the external developers how to achieve the magic in the first place.
I've got a Galaxy Nexus and I absolutely love it (besides the latency issue). The upgrade from ICS to JB automatically lowered the latency a lot for most apps but the 'playabillity' is is still way above what most people would call a realtime experience.
But this has to be expected, I guess. I think no audio app has been optimized for JB yet, so it is hard to tell, what might be possible in the end. But for this to happen I think someone from google would have to tell the external developers how to achieve the magic in the first place.
da...@gmail.com <da...@gmail.com> #415
low latency audio support please!
cl...@gmail.com <cl...@gmail.com> #416
please fix this issue, or Apple will take that market entirely!
ru...@gmail.com <ru...@gmail.com> #417
The best AudioRecord latency I can achieve on my Nexus 7 with JB is 92ms. Thats better than the 150ms latency on my HTC sensation, but it still sucks, especially if you are going round-trip (ie. AudioRecord -> AudioTrack)
ar...@gmail.com <ar...@gmail.com> #418
This is rough, it needs some resolve.
be...@googlemail.com <be...@googlemail.com> #419
fix it as soon as possible.
ni...@gmail.com <ni...@gmail.com> #420
Just my 2 cents and of course a star for this issue.
- I am prototyping a music game which requires real-time-ish response. I think I could live with up to 10-15 ms.
- I want to use my Nexus 7 as a piano/organ cheap expander as slaves for a M-Audio piano USB controller. As of today, latency makes it unusable for live performances, with EVERY application I tried or bought. On Mac I can use AU Lab and Logic with an unspecified low latency, on Linux (with lowlatency patches) I can get down to 8ms, which is good enough.
- I am prototyping a music game which requires real-time-ish response. I think I could live with up to 10-15 ms.
- I want to use my Nexus 7 as a piano/organ cheap expander as slaves for a M-Audio piano USB controller. As of today, latency makes it unusable for live performances, with EVERY application I tried or bought. On Mac I can use AU Lab and Logic with an unspecified low latency, on Linux (with lowlatency patches) I can get down to 8ms, which is good enough.
pi...@gmail.com <pi...@gmail.com> #421
Je ne vais tout de même pas pas passer du coté obscure de la force (Apple) pour faire de la musique !
Low latency please !
Low latency please !
pi...@gmail.com <pi...@gmail.com> #422
Je ne vais tout de même pas pas passer du coté obscure de la force (Apple) pour faire de la musique !
Low latency please !
Low latency please !
ba...@gmail.com <ba...@gmail.com> #423
Looking at Google's responses up to now it seems like this topic is officially dead and the only solution is: Buy iOS devices if you want usable sound apps for creative use.
That's really sad.
That's really sad.
ke...@gmail.com <ke...@gmail.com> #424
Google, if you can overtake the market from the iphone, surely you can help developers reduce audio latency to under 10ms! Otherwise, I fear you won't keep the lead...
yours,
fan boy
yours,
fan boy
jo...@joes-garage.org <jo...@joes-garage.org> #425
ha...@gmail.com <ha...@gmail.com> #426
come on google! i had an ipod touch 4g it was great on garage band!!!!
then i lost it and my defy has more power but yet more audio latency!
how couldthis be?
i wanat a good garage band clone on android and with that latency no one will make such a thing!
a defy user with jb 4.1.2 who just wanna have a realistic soundong electric guitar with no lag on his phone.
then i lost it and my defy has more power but yet more audio latency!
how couldthis be?
i wanat a good garage band clone on android and with that latency no one will make such a thing!
a defy user with jb 4.1.2 who just wanna have a realistic soundong electric guitar with no lag on his phone.
ch...@yahoo.com <ch...@yahoo.com> #427
I'm excited for the nexus 7 with 3G, but less so considering the audio latency issues.
Nexus 7 has a quad core processor and 1 gig of ram and you can't get under 10ms audio latency? I really don't want to buy an apple product solely for music production, but I'm starting to go crazy not having a music making tablet to tinker with.
Make it so please. Apple is always ahead in the multimedia realm of things
Nexus 7 has a quad core processor and 1 gig of ram and you can't get under 10ms audio latency? I really don't want to buy an apple product solely for music production, but I'm starting to go crazy not having a music making tablet to tinker with.
Make it so please. Apple is always ahead in the multimedia realm of things
ga...@gmail.com <ga...@gmail.com> #428
[Comment deleted]
ga...@gmail.com <ga...@gmail.com> #429
That's the biggest disatvantage of Android - Google please fix this issue, I don't want to use any iOS Devices - I dislike the idea behind that system.
But for me, this is a big thing. After having get my Note I was sorely disappointed of it's audio timing - each instrument I tried wasn't playable - this is serious!
Please make this part of android as perfect as the rest!
But for me, this is a big thing. After having get my Note I was sorely disappointed of it's audio timing - each instrument I tried wasn't playable - this is serious!
Please make this part of android as perfect as the rest!
nb...@gmail.com <nb...@gmail.com> #430
I have a Play Store Galaxy Nexus that reports 40ms, in Caustic 2, with the stock kernel on 4.1.2. I'm using a low-latency audio patch that brought the latency down to 18ms. Now, I recently bought a Nexus 4 from the Play Store, and Caustic 2 is reporting a 86ms latency. I route all of my calls over HSPA+, with the g729 codec, and CSipSimple. Calls with my Gnex (18ms patch) sound noticeably better. I was under the assumption that 4.2 has improved audio latency, if the hardware supports it. However, I'm seeing the opposite.
st...@gmail.com <st...@gmail.com> #431
Been producing electronic music for years, been waiting for Google to fix this issue for years:
I wanted a nexus 10 very badly, but I just ordered an ipad3. sorry Google/Android.
you forced me to do this :(
I wanted a nexus 10 very badly, but I just ordered an ipad3. sorry Google/Android.
you forced me to do this :(
er...@gmail.com <er...@gmail.com> #432
Considering the purchase of an Android Pad especially for music apps but really disappointed by this latency issue!
Come on! I'm sure you could fix this an make all androids pads serious opponents for all iOS Pads that are really fun but absolutely and definitively against open source.
Come on! I'm sure you could fix this an make all androids pads serious opponents for all iOS Pads that are really fun but absolutely and definitively against open source.
ko...@gmail.com <ko...@gmail.com> #433
Please fix this bug. It is very important for musicians.
jc...@gmail.com <jc...@gmail.com> #434
I agree. It's overdue. Android is no longer just a phone but often running on hardware that allows it to be a full-featured mini computer. The portability that we want allows us to create in environments that are more inspiring. I know it will come and I hope it's sooner than later.
fe...@gmail.com <fe...@gmail.com> #435
You really need to fix this. Don't force us to join the iHerd. Android is superior in so many ways, but this audio latency issue is a huge fail for the platform.
iz...@gmail.com <iz...@gmail.com> #436
SoundPool lags unacceptable(.
I am developing own midi player and faced with problem of sound latency.
SoundPool sometimes plays sounds faster or slower.
So i am waiting for API that can play short audio track with low latency.
I am developing own midi player and faced with problem of sound latency.
SoundPool sometimes plays sounds faster or slower.
So i am waiting for API that can play short audio track with low latency.
pl...@gmail.com <pl...@gmail.com> #437
Sad Google, seriously sad. I may reconsider going back to iOS because of this, as a music creation guy, I can't deal with latency like this.
pe...@gmail.com <pe...@gmail.com> #438
Just to add my voice to this. Musicians need latency-free audio on portable devices. Smartphones are now quad-core with HD visuals, face recognition, voice recognition, etc. For MIDI input to lag behind (figuratively and literally) is a major disappointment. Apple hardware have monopoly on this, unfortunately, which is forcing many of us to use their products.
jo...@gmail.com <jo...@gmail.com> #439
It's hard to ascribe this to you guys (Google) being caught with your pants down, considering this thread is over three years old, and also considering low-latency audio has been required of computing devices pretty much since they were able to produce or record sound.
Foresight is not exactly the Android team's strong suit....sadly.
Foresight is not exactly the Android team's strong suit....sadly.
ba...@gmail.com <ba...@gmail.com> #440
It's a really sad situation for Android users and developers. Just look at the great things that are happening on the iOS platform lately. Advanced DAWs like Auria, BeatMaker, Cubasis, GarageBand, etc are popping up every month. There are already more wonderful synths than someone could ever play and more great effects of all sorts and styles than someone would ever need. Everything connected through simple but powerful technologies like CoreAudio, CoreMIDI, Audiobus, etc.
Where is Android? Still more than half a decade behind. And it's even worse as Android is branded as a crappy audio software platform for many years to come. With this stigmata it will be very difficult to attract any of the many iOS developers to Android even if Android might step up to iOS at some point in the future.
So, please do something! Now! And do it right!
Where is Android? Still more than half a decade behind. And it's even worse as Android is branded as a crappy audio software platform for many years to come. With this stigmata it will be very difficult to attract any of the many iOS developers to Android even if Android might step up to iOS at some point in the future.
So, please do something! Now! And do it right!
ji...@googlemail.com <ji...@googlemail.com> #441
Another Android user here sadly disappointed by the poor audio support.
ji...@googlemail.com <ji...@googlemail.com> #442
...and I do realise 4.2 is starting to address the issues but what current hardware will be supported?
Low-latency audio
"Android 4.2 improves support for low-latency audio playback, starting from the improvements made in Android 4.1 release for audio output latency using OpenSL ES, Soundpool and tone generator APIs. These improvements depend on hardware support — devices that offer these low-latency audio features can advertise their support to apps through a hardware feature constant. New AudioManager APIs are provided to query the native audio sample rate and buffer size, for use on devices which claim this feature."
Low-latency audio
"Android 4.2 improves support for low-latency audio playback, starting from the improvements made in Android 4.1 release for audio output latency using OpenSL ES, Soundpool and tone generator APIs. These improvements depend on hardware support — devices that offer these low-latency audio features can advertise their support to apps through a hardware feature constant. New AudioManager APIs are provided to query the native audio sample rate and buffer size, for use on devices which claim this feature."
si...@googlemail.com <si...@googlemail.com> #443
please fix this!
ji...@gmail.com <ji...@gmail.com> #444
Come on Google!
rk...@googlemail.com <rk...@googlemail.com> #445
What is the excuse? This is still 'New'???
lm...@my.bristol.ac.uk <lm...@my.bristol.ac.uk> #446
I too am in need. This seems like a gross oversight - please do something about this.
ni...@gmail.com <ni...@gmail.com> #447
come on google, fix it!
ry...@gmail.com <ry...@gmail.com> #448
Please make my nexus 7 replace my laptop for a live drum machine. I use a korg drum pad controller and a low latency driver should easily run on the nexus 7 hardware.
da...@gmail.com <da...@gmail.com> #449
Is there any update on the issue???? :/ If that can be fixed it would be a great breakthrough. This is going to open a new market on the audio section :) Many many artists and musicians will be happy to buy an android device
[Deleted User] <[Deleted User]> #450
Now that really needs to be fixed. Take the step to be taken serious with Android as a platform.
fu...@googlemail.com <fu...@googlemail.com> #451
usb audio/midi, support for existing interfaces, yes please
br...@gmail.com <br...@gmail.com> #452
Google changes nothing. They go for the ignorant masses and hope no one finds out that you can't really do anything on Google Products. I bought a chromebook just to tote around for cheap. It didn't support java, or Silverlight .. both necessities for my business. Now my music producing is being affected by this lack for caring about Android phones. The part that frustrates me the most is that they do not care. They have zero support and they basically say take what we give you or just go someplace else... but even worse is that they don't even say that, they are just silent on all issues it seems. I hate Apple, but honestly I might be forced to get an Ipad if this ridiculousness does not stop.
hc...@gmail.com <hc...@gmail.com> #453
There is still a noticeable lag time in all android real-time music apps... It's sad that I can pull out my 1st generation iPad (of 3 years ago) and any real-time music app (especially Garage Band) has no noticeable lag at all! I seriously want to throw my nexus 7 against the wall every time I touch the screen of a music app (thinking this one has to be better) and there's that lag!
Will this issue ever be addressed?
Will this issue ever be addressed?
so...@googlemail.com <so...@googlemail.com> #454
just tried a piano app with my midi controller - and - what a pitty too much latency
sp...@gmail.com <sp...@gmail.com> #455
I am a big Android fan and I just started to become interested in "touch music". I am afraid to realize I will have to fall into iStuff trap with proprietary EVERYTHING to play music with a tablet.
Pretty anal indeed
Pretty anal indeed
af...@gmail.com <af...@gmail.com> #456
I have been waiting for this to be fixed for years! I REALLY don't want to buy an iPad. But after years of waiting and no fix, I may have to (ugh) buy an Apple product.
For gods sake Google, fix this! You should be embarrassed that it has taken this long.
For gods sake Google, fix this! You should be embarrassed that it has taken this long.
ka...@gmail.com <ka...@gmail.com> #458
You guys need to give it up already. I was an early Android fan and advocate, but in late 2011 I gave up on Google and bought an iPad, then bought an iPhone last summer. I couldn't be any happier. I'm now making awesome music on my Apple devices with apps like BeatMaker 2, Animoog, NanoStudio, and a bunch of amazing apps Android will not see until latency is as low as iOS devices, which may be never. Guys, stop beating a dead horse. Life is too short to wait around for Google to fix something for 5 years. Move on. You'll thank me!
sa...@gmail.com <sa...@gmail.com> #459
Please.. please support this feature
do...@gmail.com <do...@gmail.com> #460
I can't believe Google hasn't addressed this yet after all these years. With how popular android is, you sometimes wonder why some of these and other even bigger issues exist on these bug lists for so many years. Without communication from Google, behavior like that feels like outright neglect.
cc...@gmail.com <cc...@gmail.com> #461
Google needs to address this not only for playback but for recording. The latency on my Nexus 4 is insanely high compared to my iPhone 5. It's still got to be around 100 ms while the iPhone is at worst, about 20 ms.
pi...@gmail.com <pi...@gmail.com> #462
You all don't get it. Google can't "repair" that, because it is just how android works. There are two layers of code: native and managed side. Switch from one to other can't be done without latency. And the other problem is GC. So, you have many layers of latency "generators".
It's time to abandon Android ship. Period.
It's time to abandon Android ship. Period.
ha...@gmail.com <ha...@gmail.com> #463
so.. i guess my quad core phone cant handle a simple task as making/manipulating a sound when i touch the screen... pathetic... if i use my phone as a midi controller the computer which is wirelessly connected to my phone(through my phone hotspot) makes the sound with no delay when i touch the screen and in waaay better quality!
why cant you use the code that is used to make vibrations for sound?(the vibrations on my virtual button toucheshas no noticable lag at all!)
why cant a quad core phone do a simple thing that the ipod 4 with its single core can?
latency got better over the years.. but not cos of google... only cos of rediculously high powered devices...
but still none comes even close to garage band kind of music playing...
why cant you use the code that is used to make vibrations for sound?(the vibrations on my virtual button toucheshas no noticable lag at all!)
why cant a quad core phone do a simple thing that the ipod 4 with its single core can?
latency got better over the years.. but not cos of google... only cos of rediculously high powered devices...
but still none comes even close to garage band kind of music playing...
rh...@gmail.com <rh...@gmail.com> #464
C'mon Google. You're smart folks. Figure this out. So disapointing the more I learn about Android Audio latency... That was one of the main reasons I wanted a tablet... and no I have no desire for an iPad (except perhaps to use for music creation).
ni...@gmail.com <ni...@gmail.com> #465
I really hope that future android version will support this feature!
ku...@gmail.com <ku...@gmail.com> #466
This is crucial for all musicians using Android.
ni...@gmail.com <ni...@gmail.com> #467
That needs to be fixed... All SIP clients suffer because of this latency! What would be the reason for such a long delay in fixing a "simple" problem?
ew...@gmail.com <ew...@gmail.com> #468
This is a far bigger problem than many might think - because of its impact on Gaming.
Yes, you won't see hordes of Gamers suddenly scream "Dude, this game has such a high Audio Latency"... most people don't consciously notice such intricate stuff.
However, they will - with 100% certainty - FEEL that SOMETHING is wrong and the game "somehow" doesn't feel as "cool" or "smooth" as its iOS counterpart... and that's because they subconsciously do notice the disconnection between audio and video!
Yes, you won't see hordes of Gamers suddenly scream "Dude, this game has such a high Audio Latency"... most people don't consciously notice such intricate stuff.
However, they will - with 100% certainty - FEEL that SOMETHING is wrong and the game "somehow" doesn't feel as "cool" or "smooth" as its iOS counterpart... and that's because they subconsciously do notice the disconnection between audio and video!
ye...@gmail.com <ye...@gmail.com> #469
Can't beleive this B.S. has not been officialy addressed, I can no longer "honestly" say that my phone is an "iPhone Killer", it is, but not in the respect of AUDIO & GAMING, (2 HUGE MARKETS, IMHO), and this is the direct reason for it...
ja...@gmail.com <ja...@gmail.com> #470
Wow its been almost 4 years already.. All this 'its not as easy as you think' talk simply sounds ridiculous at this point, whether it comes from independent programmers or Google itself. A multi-billion dollar company can't figure how to deal with this issue after 4 years of hammering (while apparently Sonoma 'sort-of' did)? Lets not kid ourselves now.. Google simply DOESNT CARE about the issue and in a way tells all of its customers that happen to be musicians/sound techs to buzz off and buy an iOS device. Watching Google programmers mumbling things like 'well.. we sort of did something but its not enough/its got a long way to go/we'll get back to ya in the future' at last year's I/O was plain sad.. Sorry Google, as much as i hate iOS closeness and somewhat retarded functions/UI, its the one and only way to go if you are a musician.. So in this case: Google=Epic Fail
ma...@gmail.com <ma...@gmail.com> #471
oh shit, I hoped to get some great news and instead I found this board of dissapointment, saying so im getting Iphone instead of beatiful sony xperia z all waterproof and stuff, what a shame
[Deleted User] <[Deleted User]> #472
It's a shame this is not resolved yet...
af...@gmail.com <af...@gmail.com> #473
So pitiful, it makes me embarrassed to be an Android owner. I have patiently waited for 4 years and nothing has come of it except me getting more and more jealous of Apples great music apps. I guess it is time for me to dump Android and move over to Apple ... ugh =(
That hurts to say, but I am missing out on so many great music and instrument apps.
That hurts to say, but I am missing out on so many great music and instrument apps.
mo...@gmx.org <mo...@gmx.org> #474
[Comment deleted]
em...@gmail.com <em...@gmail.com> #475
this is an issue for me also
because of crazy latency every audio or music software feels just like a kid toy.
we need project-butter like for audio!
devices with multiples cores and over 1 GHz and HD displays should have more than enough juice to run decent audio. it is not the case, it is a flaw. my old athlon duron 800 mhz single core pc could run audio software with almost no latency. android can not. even if you ran it on a petacore 500 Ghz hardware.
i see the first message is from Jul 31, 2009, i can't believe it.
because of crazy latency every audio or music software feels just like a kid toy.
we need project-butter like for audio!
devices with multiples cores and over 1 GHz and HD displays should have more than enough juice to run decent audio. it is not the case, it is a flaw. my old athlon duron 800 mhz single core pc could run audio software with almost no latency. android can not. even if you ran it on a petacore 500 Ghz hardware.
i see the first message is from Jul 31, 2009, i can't believe it.
gl...@gmail.com <gl...@gmail.com> #476
A problem spanning from 2009 to 2013. Great job Google.
But taking one step back, are we able to solve this by ourselves? I mean, is it possible to kick out android and plug in something like JACK? Then a lot software could be ported with NDK and maybe stuffs like RtAudio, easily. Also all the audio fx libraries in the open source ecosystem could come in. I don't have android programming experience, nor do I know much about Android architecture, but the idea is simple: it must have an audio daemon that is attached to something like /dev/pcm, and once we bypass that guy we are on to the hardware.
But taking one step back, are we able to solve this by ourselves? I mean, is it possible to kick out android and plug in something like JACK? Then a lot software could be ported with NDK and maybe stuffs like RtAudio, easily. Also all the audio fx libraries in the open source ecosystem could come in. I don't have android programming experience, nor do I know much about Android architecture, but the idea is simple: it must have an audio daemon that is attached to something like /dev/pcm, and once we bypass that guy we are on to the hardware.
56...@gmail.com <56...@gmail.com> #477
this is embarrasingly pathetic google!
td...@googlemail.com <td...@googlemail.com> #478
I just can't believe this is still an issue and would greatly appreciate having it fixed.
or...@gmail.com <or...@gmail.com> #479
Yup. I just spent a weekend at my sisters playing with an epic synth sequencing app on her ipad. I am so jealous. I have hitherto been a dedicated android man for my phone. I am looking for a tablet and this latency issue is core to my choice. The problem is all android audio apps are toys! How can apple be the only ones to have quality audio apps. It is a real let down google and android.
cw...@gmail.com <cw...@gmail.com> #480
Is it possible to modify the kernel to add our own functionality for just the low-latency recording? Shouldn't the kernel end up doing a call to ioctl to grab a sample? I guess it's probably not that simple, I'm not too well versed in the super low level audio stuff...
th...@gmail.com <th...@gmail.com> #481
Just fix it for fuck's sake. This is ridiculous.
da...@gmail.com <da...@gmail.com> #483
Four years and counting..
jb...@android.com <jb...@android.com> #485
[Comment deleted]
jb...@android.com <jb...@android.com> #486
[Comment deleted]
jb...@android.com <jb...@android.com> #487
[Comment deleted]
jb...@android.com <jb...@android.com> #488
[Comment deleted]
jb...@android.com <jb...@android.com>
al...@android.com <al...@android.com>
en...@google.com <en...@google.com>
gk...@android.com <gk...@android.com> #491
This is an ongoing effort, so will continue to leave status as assigned.
do...@google.com <do...@google.com> #492
Some updates on low latency audio for Android.
New high performance audio documentation:https://developer.android.com/ndk/guides/audio/index.html
Code samples:https://github.com/googlesamples/android-audio-high-performance/
Google I/O 2017 talk
Optimising recording and playback latency:https://youtu.be/C0BPXZIvG-Q?t=10m29s
Introduction to AAudio:https://youtu.be/C0BPXZIvG-Q?t=21m53s
AAudio is a new C API. It is designed for high-performance audio applications that require low latency. It is currently in the Android O developer preview and not ready for production use.
New high performance audio documentation:
Code samples:
Google I/O 2017 talk
Optimising recording and playback latency:
Introduction to AAudio:
AAudio is a new C API. It is designed for high-performance audio applications that require low latency. It is currently in the Android O developer preview and not ready for production use.
gk...@google.com <gk...@google.com> #493
Following up on #492, we now have two APIs that _can_ access lower latency on devices that support lower latency: OpenSL ES and AAudio.
Thus closing this specific bug.
Work continues to improve device-specific support for lower latency, tracked separately.
Thus closing this specific bug.
Work continues to improve device-specific support for lower latency, tracked separately.
Description
applications for sale in the android marketplace, but found that android has no method for real-
time low latency audio.
If Android marketplace applications are to compete with apps from other mobile phone
PLATFORMs, the NDK needs standardized APIs to support real-time low latency audio; with
simultaneous and synchronous play and record.
Here is a requirements list, for low-latency audio play and record.
a) 16 and 24 bit, 44.1 kHz audio samples for audio and music applications
b) 16 bit, 8 kHz audio samples for speech applications
c) The play and record block length should be configurable at least down to 5 msec; 256 samples
for 44.1 kHz audio, 40 samples for 8 kHz audio
d) Recording gain should be configurable, and implemented in analog by programing gain
registers in the hardware A/D codec; at least mic input level and line input level must be
supported
e) The microphone bias voltage should be configurable to turn it on or off. This setting should be
independent from d)
f) Functions should be available to configure and detect audio routing; headset, loudspeaker,
internal mic, etc.
g) Support for play, record, or simultaneous/synchronous play and record. API should support
ability to register callbacks, or have functions which sleep; waiting for audio data exchange.
h) The callbacks or functions in g) should run with very high priority, and must not miss their
real-time deadlines for the configured audio block lengths
i) The NDK audio interface should run smoothly with audio requests from the Java runtime engine
In the past, I've used the /dev/dsp interface in a linux system; but the performance is so-so.
There are several open source audio wrappers which are complicated, and not very good for low
latency real-time audio; JACK, ALSA, OpenAL, PortAudio, RTAudio, AAI, etc.
A simple standardized interface should be developed offering the features described above.
- configuration interface
- event interface
- play and record interface
I would be happy to discuss the design, implementation, and testing of this issue.