| Refactor: Create shared module for common assets (#2367) | 1 个月前 |
| Add BackgroundRunner to HelloOboe (#1669)
If AudioServer has crashed it can cause the UI thread to time out.
So call audio in background thread to prevent ANRs.
Use a HandlerThread to implement a message queue.
Fixes #960
Fixes #1538
| 3 年前 |
| Only restart when stream has been disconnected
| 5 年前 |
| Refactor samples (#541)
Refactoring the hello-oboe and MegaDrone samples. Changes include:
- Each sample's audio engine now owns a separate callback object, rather than it _being_ a callback. This decouples the callback from the owning class.
- A new `DefaultAudioStreamCallback` object implements common useful callback functionality.
- In hello-oboe a customised `LatencyTuningCallback` is used which automatically adjusts the buffer size of the audio stream based on the number of underruns (more underruns = bigger buffer).
- `ManagedStream` is used in both samples which simplifies the ownership of an `AudioStream` object.
- Both samples now have a `TappableAudioSource` which is an object which can be tapped and renders audio data.
- Duplicated code has been refactored into shared objects, these can be found in the `samples/shared` folder.
Thanks to @atneya who implemented the vast majority of these changes. | 6 年前 |
| Refactor samples (#541)
Refactoring the hello-oboe and MegaDrone samples. Changes include:
- Each sample's audio engine now owns a separate callback object, rather than it _being_ a callback. This decouples the callback from the owning class.
- A new `DefaultAudioStreamCallback` object implements common useful callback functionality.
- In hello-oboe a customised `LatencyTuningCallback` is used which automatically adjusts the buffer size of the audio stream based on the number of underruns (more underruns = bigger buffer).
- `ManagedStream` is used in both samples which simplifies the ownership of an `AudioStream` object.
- Both samples now have a `TappableAudioSource` which is an object which can be tapped and renders audio data.
- Duplicated code has been refactored into shared objects, these can be found in the `samples/shared` folder.
Thanks to @atneya who implemented the vast majority of these changes. | 6 年前 |
| Refactor samples (#541)
Refactoring the hello-oboe and MegaDrone samples. Changes include:
- Each sample's audio engine now owns a separate callback object, rather than it _being_ a callback. This decouples the callback from the owning class.
- A new `DefaultAudioStreamCallback` object implements common useful callback functionality.
- In hello-oboe a customised `LatencyTuningCallback` is used which automatically adjusts the buffer size of the audio stream based on the number of underruns (more underruns = bigger buffer).
- `ManagedStream` is used in both samples which simplifies the ownership of an `AudioStream` object.
- Both samples now have a `TappableAudioSource` which is an object which can be tapped and renders audio data.
- Duplicated code has been refactored into shared objects, these can be found in the `samples/shared` folder.
Thanks to @atneya who implemented the vast majority of these changes. | 6 年前 |
| Samples: Remove some fixed size constants (#1922)
| 2 年前 |
| Refactor hello-oboe sample to use floats in signal path
| 7 年前 |
| Soundboard app (#1354)
| 4 年前 |
| support screen rotation on soundboard (#1782)
| 3 年前 |
| add new lines (#1700)
| 3 年前 |
| Refactor: Create shared module for common assets (#2367) | 1 个月前 |