Showing posts with label Audio. Show all posts
Showing posts with label Audio. Show all posts

Tuesday, 27 November 2018

Fast Pair Update




Posted by Seang Chau (VP Engineering)



Last year we announced Fast Pair, a set of specs that make it easier to connect Bluetooth headsets and speakers to Android devices.



Today, we're making it easier for people to connect Fast Pair compatible accessories to devices associated with the same Google Account. Fast Pair will connect accessories to a user's current and future Android phones (6.0+), and we're adding support for Chromebooks in 2019.



Fast Pair provides stress-free Bluetooth pairing for your Android phone.



We have been working closely with dozens of manufacturers, many of which are bringing new Fast Pair compatible devices to market over the coming months. This includes Jaybird, who is already selling the Tarah Wireless Sport Headphones, as well as upcoming products from prominent brands such as Anker SoundCore, Bose, and many more.



The Jaybird Tarah, Fast Pair compatible sport headphones already available in the market.



We also want to make it easy for manufacturers to ship compatible products with minimal additional engineering effort. We collaborated with industry leading Bluetooth audio companies such as Airoha Technology Corp., BES and Qualcomm Technologies International, Ltd. (QTIL) to add native Fast Pair support to their software development kits.



If you are a manufacturer interested in creating Fast Pair compatible Bluetooth devices, just head to our Nearby Devices console to register your product and validate that it has correctly implemented the Fast Pair specs.

Thursday, 11 October 2018

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





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.


Single API





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+. It's 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):





AudioStreamBuilder builder;
AudioStream *stream = nullptr;
Result result = builder.openStream(&stream);



Other benefits





  • 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)


Getting started





Take a look at the short video introduction:






Check out the documentation, code samples and API reference. There's even a codelab which shows you how to build a rhythm-based game.



If you have any issues, please file them here, we'd love to hear how you get on.