Should the AudioTrack buffer always be full in streaming mode?

I am trying to figure out some latency issues with Android AudioTrack, and there is very little documentation. In particular, there are two questions:

  • Does the object need to AudioTrackfill its buffer before the sound starts to play, which indicates that the minimum latency may take (minimum buffer length) / (sampling frequency)? Could he, as an alternative, start the game right away, was the first piece of samples given to her? Is there any way to check how full the buffer is before it starts?

  • Secondly, when exactly is it AudioTrackblocked?

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