This week we released the first production-ready version of Oboe - a C++ library for building real-time audio apps. Oboe provides the lowest possible audio latency across the widest range of Android…
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Posted by Don Turner, Developer Advocate, Android Audio Framework
This week we released the first production-ready version of Oboe - a C++ library for building real-time audio apps. Oboe provides the lowest possible audio latency across the widest range of Android devices, as well as several other benefits.
Oboe takes advantage of the improved performance and features of AAudio on Oreo MR1 (API 27+) whilst maintaining backward compatibility (using OpenSL ES) on API 16+. Itʼs kind of like AndroidX for native audio.
Diagram showing the underlying audio API which Oboe will use
Less code to write and maintain
Using Oboe you can create an audio stream in just 3 lines of code (vs 50+ lines in OpenSL ES):
AudioStream *stream = nullptr;
Result result = builder.openStream(&stream);
\* Convenient C++ API (uses the C++11 standard)
\* Fast release process: supplied as a source library, bug fixes can be rolled out in days, quite a bit faster than the Android platform release cycle
\* Less guesswork: Provides workarounds for known audio bugs and has sensible default behaviour for stream properties, such as sample rate and audio data formats
\* Open source and maintained by Google engineers (although we welcome outside contributions)
Take a look at the short video introduction:
Check out the documentation, code samples and API reference. Thereʼs even a codelab which shows you how to build a rhythm-based game.
If you have any issues, please file them here, weʼd love to hear how you get on.
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This week we released the first production-ready version of Oboe - a C++ library for building real-time audio apps. Oboe provides the lowest possible audio latency across the widest range of Android devices, as well as several other benefits.android-developers.googleblog.com