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Introducing Oboe: A C++ library for low latency audio

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Posted by Don Turner, Developer Advocate, Android Audio Framework

This week we launched the primary production-ready model of Oboe – a C++ library for constructing real-time audio apps. Oboe gives the bottom potential audio latency throughout the widest vary of Android units, in addition to a number of different advantages.

Single API

Oboe takes benefit of the improved efficiency and options of AAudio on Oreo MR1 (API 27+) while sustaining backward compatibility (utilizing OpenSL ES) on API 16+. It is type of like AndroidX for native audio.

Diagram showing the underlying audio API which Oboe will use

Much less code to put in writing and keep

Utilizing Oboe you’ll be able to create an audio stream in simply three traces of code (vs 50+ traces in OpenSL ES):

AudioStreamBuilder builder;
AudioStream *stream = nullptr;
Consequence outcome = builder.openStream(&stream);

Different advantages

  • Handy C++ API (makes use of the C++11 normal)
  • Quick launch course of: equipped as a supply library, bug fixes may be rolled out in days, fairly a bit quicker than the Android platform launch cycle
  • Much less guesswork: Supplies workarounds for identified audio bugs and has smart default behaviour for stream properties, resembling pattern charge and audio knowledge codecs
  • Open supply and maintained by Google engineers (though we welcome outdoors contributions)

Getting began

Check out the quick video introduction:

Take a look at the documentation, code samples and API reference. There’s even a codelab which reveals you learn how to construct a rhythm-based recreation.

When you’ve got any points, please file them here, we might love to listen to the way you get on.





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