Android audio programming nightmare - soundpool, audiotrack arrghh?

fxfuture picture fxfuture · Sep 13, 2013 · Viewed 8k times · Source

I've built a simple music sequencer Android app that plays multiple audio files.

Originally I was using SoundPool to play mp3 files and it worked perfectly on 2.3.4 with an old HTC Droid Incredible. Then I tested it on a Galaxy Nexus running 4.3 and the performance was horrendous. The audio timing all over the place and there were glitches/clicks/pops.

So I spent several days making a player using AudioTrack including an mp3 decoder and got it working perfectly on both the Galaxy and the HTC. Now I've just tested it on a Nexus 4 (running 4.3) and the performance is terrible - the timing is all over the place. SoundPool even offers better performance on this device.

I'm really frustrated and don't know what to do to finish my app so I would really appreciate if someone could help me out. I've put some code samples of my audio player below. I've tried everything I can think of including changing the buffer size, using AudioTrack.MODE_STATIC etc. The new Google devices have low latency audio so it's very strange how everything works way better on my old droid!

Thanks in advance

/**
* Play note
*/
public void playNote(String note, float vol)
{
    PlayThread oldThread = threadMap.get(note);
    if(oldThread != null) {
        //Cancel timer
        if(oldThread.timer != null) {
            oldThread.timer.cancel();
            oldThread.timer.purge();
            oldThread.timer = null;
        }
        //Stop
        oldThread.requestStop();
        threadMap.remove(note);
    }

    //Play if within Polyphony
    if(threadMap.size() < POLYPHONY) {
        PlayThread thread = new PlayThread(note, vol);
        thread.start();
        threadMap.put(note, thread);
    }       
}


/**
* Stop note
*/
public void stopNote(String note, int fadeDurationInMs)
{   
    PlayThread thread = threadMap.get(note);
    if(thread != null) {
        thread.fadeOut(fadeDurationInMs);
        threadMap.remove(note);
    }
}


/**
* Stop all
*/
public void stopAllPlaying(int fadeDurationInMs)
{
    for(PlayThread thread : threadMap.values()) {
        if(thread != null) {
            thread.fadeOut(fadeDurationInMs);
        }
    }
    threadMap.clear();
}


/**
* PlayThread
*/
private class PlayThread extends Thread
{
    String note;
    float vol;
    float fadeVol;
    boolean stop;
    AudioTrack audioTrack;
    Timer timer;

    /**
    * Constructor
    */
    public PlayThread(String note, float vol)
    {
        super();
        this.note = note;
        this.vol = vol;
        this.fadeVol = vol;
    }

    /**
    * Run
    */
    public void run()
    {
        try {
            android.os.Process.setThreadPriority(android.os.Process.THREAD_PRIORITY_URGENT_AUDIO);

            //Create buffer
            int bufferSize = AudioTrack.getMinBufferSize(SAMPLE_RATE, CHANNELS, AudioFormat.ENCODING_PCM_16BIT);
            Log.v(Constants.TAG, "min buffersize = " + bufferSize);

            bufferSize = bufferSize * 2;

            byte[] buffer = new byte[bufferSize];

            //AudioTrack
            audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, SAMPLE_RATE, CHANNELS, AudioFormat.ENCODING_PCM_16BIT, bufferSize, AudioTrack.MODE_STREAM);
            audioTrack.setStereoVolume(vol, vol);
            audioTrack.play();

            //Get byte data
            byte[] byteData = sampleMap.get(note);

            //Convert to input stream
            InputStream input = new ByteArrayInputStream(byteData);

            //Write to audioTrack
            int bytesRead = 0;
            while(!stop && (bytesRead = input.read(buffer)) != -1) {
                    audioTrack.write(buffer, 0, bytesRead);
            }

            //When finished...
            audioTrack.stop();
            audioTrack.release();
            input.close();
            killThread(this);
        }
        catch(Exception e) {}
    }

    /**
    * Set volume
    */
    private synchronized void setVol(float newVol)
    {
        audioTrack.setStereoVolume(newVol, newVol);
    }

    /**
    * Update volume
    */
    private synchronized void lowerVol()
    {
        fadeVol -= 0.01;
        if(fadeVol < 0) vol = 0;
        audioTrack.setStereoVolume(fadeVol, fadeVol);
    }

    /**
    * Fade out
    */
    public synchronized void fadeOut(int fadeDurationInMs)
    {
        //Start decreasing volume
        if(fadeDurationInMs > 0) {
            timer = new Timer(true);
            TimerTask timerTask = new TimerTask()
            {
                @Override
                public void run()
                {
                    //If thread killed while running
                    try {
                        //Lower volume
                        lowerVol();
                    }
                    catch (Exception e) {}

                    //Stop when volume reaches 0
                    if(fadeVol <= 0) {
                        if(timer != null) {
                            timer.cancel();
                            timer.purge();
                        }
                        stop = true;
                    }
                }
            };

            //Calculate delay, set to 1 if zero
            int delay = (int) (fadeDurationInMs / (vol * 100)); 
            if(delay == 0) delay = 1;

            timer.schedule(timerTask, delay, delay);
        }
    }

    /**
    * Request stop
    */
    public synchronized void requestStop()
    {
        //Stop click/pop when stopping sample
        setVol(0.01f);
        setVol(0.005f);
        stop = true;
    }

    /**
    * Kill Thread
    */
    private synchronized void killThread(Thread theThread)
    {
        if(theThread != null) {
            theThread = null;
        }
    }

}

Answer

rmigneco picture rmigneco · Sep 30, 2013

Like user harikris suggests, I would highly recommend you move all your audio playback and processing code to Android NDK using the OpenSL ES library for the best performance.

As I understand, the AudioTrack API is built on top of OpenSL ES Buffer Queue Audio Player. So you could probably improve performance by working directly with the NDK, writing C code that is called from your Java/Android layer to work with the sound.

The native-audio example mentioned above contains code that will show you how to play a sound file directly from a URI. In my experience, the results from this method are better than AudioTrack in Static Mode.

Soundpool is generally reserved for very short sounds that can be played from memory and its not a scalable solution for your sequencer especially if you introduce large files.

Here are some links that have helped me out with my applications: -General Information on OpenSL ES for Android: http://mobilepearls.com/labs/native-android-api/opensles/

-An Android audio blog with some great example code: http://audioprograming.wordpress.com

Edit: The old mobile pearl link appears to be down. Here's a working one:http://mobilepearls.com/labs/native-android-api/ndk/docs/opensles/index.html