| page.title=Audio Warmup | |
| @jd:body | |
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| <div id="qv-wrapper"> | |
| <div id="qv"> | |
| <h2>In this document</h2> | |
| <ol id="auto-toc"> | |
| </ol> | |
| </div> | |
| </div> | |
| <p>Audio warmup is the time it takes for the audio amplifier circuit in your device to | |
| be fully powered and reach its normal operation state. The major contributors | |
| to audio warmup time are power management and any "de-pop" logic to stabilize | |
| the circuit. | |
| </p> | |
| <p>This document describes how to measure audio warmup time and possible ways to decrease | |
| warmup time.</p> | |
| <h2 id="measuringOutput">Measuring Output Warmup</h2> | |
| <p> | |
| AudioFlinger's FastMixer thread automatically measures output warmup | |
| and reports it as part of the output of the <code>dumpsys media.audio_flinger</code> command. | |
| At warmup, FastMixer calls <code>write()</code> | |
| repeatedly until the time between two <code>write()</code>s is the amount expected. | |
| FastMixer determines audio warmup by seeing how long a Hardware Abstraction | |
| Layer (HAL) <code>write()</code> takes to stabilize. | |
| </p> | |
| <p>To measure audio warmup, follow these steps for the built-in speaker and wired headphones | |
| and at different times after booting. Warmup times are usually different for each output device | |
| and right after booting the device:</p> | |
| <ol> | |
| <li>Ensure that FastMixer is enabled.</li> | |
| <li>Enable touch sounds by selecting <b>Settings > Sound > Touch sounds</b> on the device.</li> | |
| <li>Ensure that audio has been off for at least three seconds. Five seconds or more is better, because | |
| the hardware itself might have its own power logic beyond the three seconds that AudioFlinger has.</li> | |
| <li>Press Home, and you should hear a click sound.</li> | |
| <li>Run the following command to receive the measured warmup: | |
| <br /><code>adb shell dumpsys media.audio_flinger | grep measuredWarmup</code> | |
| <p> | |
| You should see output like this: | |
| </p> | |
| <pre> | |
| sampleRate=44100 frameCount=256 measuredWarmup=X ms, warmupCycles=X | |
| </pre> | |
| <p> | |
| The <code>measuredWarmup=X</code> is X number of milliseconds | |
| it took for the first set of HAL <code>write()</code>s to complete. | |
| </p> | |
| <p> | |
| The <code>warmupCycles=X</code> is how many HAL write requests it took | |
| until the execution time of <code>write()</code> matches what is expected. | |
| </p> | |
| </li> | |
| <li> | |
| Take five measurements and record them all, as well as the mean. | |
| If they are not all approximately the same, | |
| then it's likely that a measurement is incorrect. | |
| For example, if you don't wait long enough after the audio has been off, | |
| you will see a lower warmup time than the mean value. | |
| </li> | |
| </ol> | |
| <h2 id="measuringInput">Measuring Input Warmup</h2> | |
| <p> | |
| There are currently no tools provided for measuring audio input warmup. | |
| However, input warmup time can be estimated by observing | |
| the time required for <a href="http://developer.android.com/reference/android/media/AudioRecord.html#startRecording()">startRecording()</a> | |
| to return. | |
| </p> | |
| <h2 id="reducing">Reducing Warmup Time</h2> | |
| <p> | |
| Warmup time can usually be reduced by a combination of: | |
| <ul> | |
| <li>Good circuit design</li> | |
| <li>Accurate time delays in kernel device driver</li> | |
| <li>Performing independent warmup operations concurrently rather than sequentially</li> | |
| <li>Leaving circuits powered on or not reconfiguring clocks (increases idle power consumption) | |
| <li>Caching computed parameters</li> | |
| </ul> | |
| <p> | |
| However, beware of excessive optimization. You may find that you | |
| need to tradeoff between low warmup time versus | |
| lack of popping at power transitions. | |
| </p> |