Loading media/java/android/media/AudioAttributes.java +12 −1 Original line number Diff line number Diff line Loading @@ -225,9 +225,20 @@ public final class AudioAttributes implements Parcelable { public final static int FLAG_BYPASS_MUTE = 0x1 << 7; /** * Flag requesting a low latency path. * Flag requesting a low latency path when creating an AudioTrack. * When using this flag, the sample rate must match the native sample rate * of the device. Effects processing is also unavailable. * * Note that if this flag is used without specifying a bufferSizeInBytes then the * AudioTrack's actual buffer size may be too small. It is recommended that a fairly * large buffer should be specified when the AudioTrack is created. * Then the actual size can be reduced by calling * {@link AudioTrack#setBufferSizeInFrames(int)}. The buffer size can be optimized * by lowering it after each write() call until the audio glitches, which is detected by calling * {@link AudioTrack#getUnderrunCount()}. Then the buffer size can be increased * until there are no glitches. * This tuning step should be done while playing silence. * This technique provides a compromise between latency and glitch rate. */ public final static int FLAG_LOW_LATENCY = 0x1 << 8; Loading Loading
media/java/android/media/AudioAttributes.java +12 −1 Original line number Diff line number Diff line Loading @@ -225,9 +225,20 @@ public final class AudioAttributes implements Parcelable { public final static int FLAG_BYPASS_MUTE = 0x1 << 7; /** * Flag requesting a low latency path. * Flag requesting a low latency path when creating an AudioTrack. * When using this flag, the sample rate must match the native sample rate * of the device. Effects processing is also unavailable. * * Note that if this flag is used without specifying a bufferSizeInBytes then the * AudioTrack's actual buffer size may be too small. It is recommended that a fairly * large buffer should be specified when the AudioTrack is created. * Then the actual size can be reduced by calling * {@link AudioTrack#setBufferSizeInFrames(int)}. The buffer size can be optimized * by lowering it after each write() call until the audio glitches, which is detected by calling * {@link AudioTrack#getUnderrunCount()}. Then the buffer size can be increased * until there are no glitches. * This tuning step should be done while playing silence. * This technique provides a compromise between latency and glitch rate. */ public final static int FLAG_LOW_LATENCY = 0x1 << 8; Loading