I'm writing a simple NDK OpenSL ES audio app that records the users touches on a virtual piano keyboard and then plays them back forever over a set loop. After much experimenting and reading, I've settled on using a separate POSIX loop to achieve this. As you can see in the code it subtracts any processing time taken from the sleep time in order to make the interval of each loop as close to the desired sleep interval as possible (in this case it's 5000000 nanoseconds.
void init_timing_loop() {
pthread_t fade_in;
pthread_create(&fade_in, NULL, timing_loop, (void*)NULL);
}
void* timing_loop(void* args) {
while (1) {
clock_gettime(CLOCK_MONOTONIC, &timing.start_time_s);
tic_counter(); // simple logic gates that cycle the current tic
play_all_parts(); // for-loops through all parts and plays any notes (From an OpenSL buffer) that fall on the current tic
clock_gettime(CLOCK_MONOTONIC, &timing.finish_time_s);
timing.diff_time_s.tv_nsec = (5000000 - (timing.finish_time_s.tv_nsec - timing.start_time_s.tv_nsec));
nanosleep(&timing.diff_time_s, NULL);
}
return NULL;
}
The problem is that even using this the results are better, but quite inconsistent. sometimes notes will delay for perhaps even 50ms at a time, which makes for very wonky playback.
Is there a better way of approaching this? To debug I ran the following code:
gettimeofday(&timing.curr_time, &timing.tzp);
__android_log_print(ANDROID_LOG_DEBUG, "timing_loop", "gettimeofday: %d %d",
timing.curr_time.tv_sec, timing.curr_time.tv_usec);
Which gives a fairly consistent readout - that doesn't reflect the playback inaccuracies whatsoever. Are there other forces at work with Android preventing accurate timing? Or is OpenSL ES a potential issue? All the buffer data is loaded into memory - could there be bottlenecks there?
Happy to post more OpenSL code if needed... but at this stage I'm trying figure out if this thread loop is accurate or if there's a better way to do it.