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Use a 2 frame audio buffer if possible to reduce audio latency
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@ -31,23 +31,50 @@ public class AndroidAudioRenderer implements AudioRenderer {
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return false;
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}
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bufferSize = Math.max(AudioTrack.getMinBufferSize(sampleRate,
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channelConfig,
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AudioFormat.ENCODING_PCM_16BIT),
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FRAME_SIZE * 2);
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// We're not supposed to request less than the minimum
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// buffer size for our buffer, but it appears that we can
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// do this on many devices and it lowers audio latency.
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// We'll try the small buffer size first and if it fails,
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// use the recommended larger buffer size.
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try {
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// Buffer two frames of audio if possible
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bufferSize = FRAME_SIZE * 2;
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// Round to next frame
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bufferSize = (((bufferSize + (FRAME_SIZE - 1)) / FRAME_SIZE) * FRAME_SIZE);
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track = new AudioTrack(AudioManager.STREAM_MUSIC,
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sampleRate,
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channelConfig,
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AudioFormat.ENCODING_PCM_16BIT,
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bufferSize,
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AudioTrack.MODE_STREAM);
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track.play();
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} catch (Exception e) {
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// Try to release the AudioTrack if we got far enough
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try {
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if (track != null) {
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track.release();
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}
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} catch (Exception ignored) {}
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// Now try the larger buffer size
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bufferSize = Math.max(AudioTrack.getMinBufferSize(sampleRate,
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channelConfig,
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AudioFormat.ENCODING_PCM_16BIT),
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FRAME_SIZE * 2);
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// Round to next frame
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bufferSize = (((bufferSize + (FRAME_SIZE - 1)) / FRAME_SIZE) * FRAME_SIZE);
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track = new AudioTrack(AudioManager.STREAM_MUSIC,
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sampleRate,
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channelConfig,
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AudioFormat.ENCODING_PCM_16BIT,
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bufferSize,
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AudioTrack.MODE_STREAM);
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track.play();
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}
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LimeLog.info("Audio track buffer size: "+bufferSize);
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track = new AudioTrack(AudioManager.STREAM_MUSIC,
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sampleRate,
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channelConfig,
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AudioFormat.ENCODING_PCM_16BIT,
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bufferSize,
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AudioTrack.MODE_STREAM);
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track.play();
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return true;
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}
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