I am looking at the 'Metronome' sample code from the iOS SDK (http://developer.apple.com/library/ios/#samplecode/Metronome/Introduction/Intro.html). I am running the metronome at 60 BPM, which means a tick every second. When I look at an external watch (the PC's watch), I see the metronome is running too slow - it misses about one beat each minute, which is app. 15msec of consistent error. The relevant code piece is:
- (void)startDriverTimer:(id)info {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// Give the sound thread high priority to keep the timing steady.
[NSThread setThreadPriority:1.0];
BOOL continuePlaying = YES;
while (continuePlaying) { // Loop until cancelled.
// An autorelease pool to prevent the build-up of temporary objects.
NSAutoreleasePool *loopPool = [[NSAutoreleasePool alloc] init];
[self playSound];
[self performSelectorOnMainThread:@selector(animateArmToOppositeExtreme) withObject:nil waitUntilDone:NO];
NSDate *curtainTime = [[NSDate alloc] initWithTimeIntervalSinceNow:self.duration];
NSDate *currentTime = [[NSDate alloc] init];
// Wake up periodically to see if we've been cancelled.
while (continuePlaying && ([currentTime compare:curtainTime] != NSOrderedDescending)) {
if ([soundPlayerThread isCancelled] == YES) {
continuePlaying = NO;
}
[NSThread sleepForTimeInterval:0.01];
[currentTime release];
currentTime = [[NSDate alloc] init];
}
[curtainTime release];
[currentTime release];
[loopPool drain];
}
[pool drain];
}
Where
self.duration
is 1.0 second in the case of 60 BPM. I wonder where this error comes from, and how can I make a more accurate timer/interval counter.
EDIT: The problem exists as well when I change the sleep time to smaller values, e.g .001.
EDIT2 (update): The problem exists as well when I use the CFAbsoluteTimeGetCurrent()
method for timing. When I use the same method to measure timing between a button tap events, the timing seems accurate - I tap once a second (while watching a watch), and the measured rate is 60 BPM (on average). So I guess it must be some issue with the NSThread
(?). Another thing is that on the device (iPod) the problem seems more severe then on the simulator.