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[RELATED TO ISSUE #692] - SDL audio plugin #699
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Did you also disable audio time stretching? |
Yeap! Believe me, I tried everything that you can imagine and more, like does not use an USB HUB and I didn't can find the setting "Floating point samples". |
If you disable audio by setting the audio plugin to "none-debug", does performance improve? Make sure you disable synchronize audio and video when you do that, otherwise there will be no frame limiter. |
I'll try it tonight and I tell you after. |
I tested using the setting "none-debug". Independently of the game, Cruis'n USA, GoldenEye, Pilotwings, they all ran well with this setting, keeping a good fps. |
Ok, I can do a more optimized audio SLES plugin that bypasses the sound touch library with lower quality audio. I won't bring back the SDL audio plugin though. |
Hi. Great! I'll be thankful for this. |
SLES is lighter than SDL. SDL is wrapper around the native Android audio, which would be slower in my opinion. What could be making SLES slower for you could be the SoundTouch library that we use for resampling the audio. If we skip the SoundTouch library and let Android do the resampling it may be faster for you. So I will try that. |
I got it! Again, thank you for all effort :D. |
Ok, done: 0b736b6 |
Hi,
Sorry, I took long to reply in the issue #692.
My device is the OUYA, which Tegra 3 and I´m using a custom ROM, Lineage OS 11, based on KitKat.
I setted the sampling rate to "best for hardware" and I disable "Synchronize audio and video", but the difference of performance still huge and in some games, like Cruis'n Usa, these settings left the game playing worse.
Even in the same version, 121, there is difference in performance between use the SDL sound plugin or the SLES.
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