AudioTrack lag: obtainBuffer timed out

Posted by BTR on Stack Overflow See other posts from Stack Overflow or by BTR
Published on 2011-03-13T22:51:45Z Indexed on 2012/11/05 5:00 UTC
Read the original article Hit count: 162

Filed under:
|
|
|
|

I'm playing WAVs on my Android phone by loading the file and feeding the bytes into AudioTrack.write() via the FileInputStream > BufferedInputStream > DataInputStream method. The audio plays fine and when it is, I can easily adjust sample rate, volume, etc on the fly with nice performance. However, it's taking about two full seconds for a track to start playing. I know AudioTrack has an inescapable delay, but this is ridiculous. Every time I play a track, I get this:

03-13 14:55:57.100: WARN/AudioTrack(3454): obtainBuffer timed out (is the CPU pegged?) 0x2e9348 user=00000960,     server=00000000
03-13 14:55:57.340: WARN/AudioFlinger(72): write blocked for 233 msecs, 9 delayed writes, thread 0xba28

I've noticed that the delayed write count increases by one every time I play a track -- even across multiple sessions -- from the time the phone has been turned on. The block time is always 230 - 240ms, which makes sense considering a minimum buffer size of 9600 on this device (9600 / 44100). I've seen this message in countless searches on the Internet, but it usually seems to be related to not playing audio at all or skipping audio. In my case, it's just a delayed start.

I'm running all my code in a high priority thread. Here's a truncated-yet-functional version of what I'm doing. This is the thread callback in my playback class. Again, this works (only playing 16-bit, 44.1kHz, stereo files right now), it just takes forever to start and has that obtainBuffer/delayed write message every time.

public void run()
{

    // Load file
    FileInputStream mFileInputStream;
    try
    {
        // mFile is instance of custom file class -- this is correct, 
        // so don't sweat this line
        mFileInputStream = new FileInputStream(mFile.path());
    } catch (FileNotFoundException e) {}
    BufferedInputStream mBufferedInputStream = new BufferedInputStream(mFileInputStream, mBufferLength);
    DataInputStream mDataInputStream = new DataInputStream(mBufferedInputStream);

    // Skip header
    try
    {
        if (mDataInputStream.available() > 44)
            mDataInputStream.skipBytes(44);
    } catch (IOException e) {}

    // Initialize device
    mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, ConfigManager.SAMPLE_RATE, AudioFormat.CHANNEL_CONFIGURATION_STEREO, AudioFormat.ENCODING_PCM_16BIT, ConfigManager.AUDIO_BUFFER_LENGTH,
            AudioTrack.MODE_STREAM);
    mAudioTrack.play();

    // Initialize buffer
    byte[] mByteArray = new byte[mBufferLength];
    int mBytesToWrite = 0;
    int mBytesWritten = 0;

    // Loop to keep thread running
    while (mRun)
    {

        // This flag is turned on when the user presses "play"
        while (mPlaying)
        {

            try
            {

                // Check if data is available
                if (mDataInputStream.available() > 0)
                {

                    // Read data from file and write to audio device
                    mBytesToWrite = mDataInputStream.read(mByteArray, 0, mBufferLength);
                    mBytesWritten += mAudioTrack.write(mByteArray, 0, mBytesToWrite);

                }

            }
            catch (IOException e)
            {
            }

        }

    }

}

If I can get past the artificially long lag, I can easily deal with the inherit latency by starting my write at a later, predictable position (ie, skip past the minimum buffer length when I start playing a file).

© Stack Overflow or respective owner

Related posts about android

Related posts about audio