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We have discovered issues (cracking and skipping) on some Android devices with our latest mobile game. It occurs to apply only to a limited number of Android 4.x devices. We have observed the issues on following devices so far:

  • ZTE V807
  • Huawei U9200

We have a simple reproduction case with the FMOD sample "playstream" that can be found in the SDK (Version 4.44.38). If you run the sample on the above mentioned devices, the music is played with a lot of cracks. We tested SDK samples of a competitor audio library which worked fine on those devices.

Did someone observe a similar issue on ZTE and Huawei devices too? Is there a workaround for this bug or an update that will fix it?

Christian R.
GIANTS Software GmbH

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This is probably due to buffer sizing, Android devices have a wide range audio latency requirements, our default tries to trade off latency vs stuttering for most devices.

I would recommend using System::setDSPBufferSize to tweak the buffering for the problem devices, the default of 512×4 might be insufficient, perhaps try 1024×4 or 512×8 (tweak as necessary).

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