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Hi, I am working on a Metronome Application for Android. Its a .net Maui/Blazor hybrid. I am creating a WAV before starting to play for the whole measure (so, for instance, 4 beats with accents) and am playing that WAV within a async task every 4 measures - I don't use looping to be able to sync the visual metronome every measure. I tried several things but could not yet solve my issue:
Do you have any suggestions? |
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Replies: 5 comments 6 replies
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Hi again, |
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Good morning, There appears to be an issue with the miniaudio backends for Android, specifically AAudio or OpenSL ES. I'm unsure how the Debug build (with Visual Studio attached) differs from the Release build, as both SoundFlow and miniaudio binaries are built in the Release profile. This may require further investigation, primarily to determine the available backends information from miniaudio. For now, I will add this to my TODO list. As a side note, you may want to consider attaching a log to the |
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Sorry for coming back to you so early - I've got an interesting trace: The line of interest is in the bad-case: As I already thought of that, everything I directly use (i.e. player, mini audio engine, my service, etc.) is held as field to prevent GC from collection. Everything using DI is setup as singleton for that reason as well. Can you make something with that information? |
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I've got something and I think that settles my issue completely. When building/deploying with visual studio, the app will only work correctly with studio attached. If I run the deployed app later again, it stops the sound after a few seconds. So: I think we are pretty good, I will continue to try to fully understand what's the difference between the two cases but that's my job to do and not yours. Thank you so much for your help and time! |
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Yeah, Sounds like that. There is no obvious setting so it's most likely a
protection or something.
Ahmed Abdallah ***@***.***> schrieb am So., 2. März 2025,
11:39:
… Good to see you tackled it. While we found an issue on macOS and iOS
regarding signing, which I hope was solved now by adjusting the signing
process in the native library build, there were no specific instructions
for signing on Android builds. Maybe it's an Android safety mechanism to
unload the unsigned binaries or mark them as unsafe, and the developer must
sign them with Google Play. I will investigate later if anything can be
done to the signature in the build process.
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I've got something and I think that settles my issue completely. When building/deploying with visual studio, the app will only work correctly with studio attached. If I run the deployed app later again, it stops the sound after a few seconds.
How ever, if I generate a signed release build and install it manually or via google play-stores internal testing to my device, it works (I just didn't see that as I always tested afterwards with the visual studio deployed build) and thats exactly the reason for it to work for my friends on their devices.
So: I think we are pretty good, I will continue to try to fully understand what's the difference between the two cases but that's my job to do and …