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The audio for our game is working properly on all our other Android devices but it’s jumpy and broken on the Kindle Fire.

Are there any known issues with the Fire we need to account for?

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we haven’t tested on a kindle fire. I could only suggest playing with System::setDSPBufferSize and make the ‘numbuffers’ value bigger than the default to see if it helps.

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I upped the buffers to 5 and it seems to be working on the device, thanks!

[code:30wggosv]setDSPBufferSize(1024, 5);[/code:30wggosv]

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We just got our Kindle and are noticing a different issue: All audio plays fine, but we’re seeing a latency of ~250ms. We are using the FMOD_OUTPUTTYPE_AUDIOTRACK output mode.

Is anybody experiencing this issue as well?

Cheers,

Ralf Knoesel
Vector Unit Inc

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Latency is entirely controlled via System::setDSPBufferSize, the default is 1024 x 4 = 4096 samples @ 24000Hz = 170ms + OS overhead. The OS overhead on the Android platform is significant and unavoidable at this stage. My general advice is use FMOD_OUTPUT_AUDIOTRACK, set the buffer size to 256 x 2 and test for stability. I’ve run these settings under test with the Nexus One and Nexus S and get stable audio output with complete end to end latency (interface touch to audio out) of ~240ms. Almost all of that latency is from the device and not FMOD, it’s just the cost of doing business on Android until devices adhere to the new low latency requirement.

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Thanks for the clarification, Mathew.

I guess the combination of Kindle OS and audio hardware is simply introducing a lot of extra latency. It is much more severe/noticeable than any other Android device we’ve tested. We’ll keep our fingers crossed for an OS update to improve the latency :)

Ralf Knoesel
Vector Unit Inc

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