You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I was able to significantly reduce CPU overhead in my app by ripping out AudioData and passing a byte[] directly to the renderer. On an N7, CPU went from a steady 40% to 30%, which includes some complex audio processing that app does. Creating all of those objects in a tight loop is going to impose significant costs because of the work to instantiate the object and to garbage collect it.
If the goal of overloading render() is to have different method signatures for time-domain vs. frequency domain signals, just change the names of the methods to renderWaveform() and renderFFT().
The text was updated successfully, but these errors were encountered:
I was able to significantly reduce CPU overhead in my app by ripping out AudioData and passing a byte[] directly to the renderer. On an N7, CPU went from a steady 40% to 30%, which includes some complex audio processing that app does. Creating all of those objects in a tight loop is going to impose significant costs because of the work to instantiate the object and to garbage collect it.
If the goal of overloading render() is to have different method signatures for time-domain vs. frequency domain signals, just change the names of the methods to renderWaveform() and renderFFT().
The text was updated successfully, but these errors were encountered: