Skip to main content
Inspiring
December 6, 2011
Question

kindle fire- largest audio latency yet

  • December 6, 2011
  • 2 replies
  • 2879 views

just got my hands on a kindle fire, really nice device for air apps, plays at 60 fps no problem and looks vibrant...feels like playing an upgraded game gear.

BUT! the audio delay when calling play in air is the worst i have seen on any android device...

I know we have had similar discussions with no resolution..sooo i just wanted to say :complain complain complain.

This topic has been closed for replies.

2 replies

March 4, 2012

I am having same issue playing sounds on Kindle Fire (about 300ms latency-delay), it is so weird, I played other games like Cut the rope and sound works fine. any thoughts?

Inspiring
May 4, 2013

Below is a repost of my answer from this related thread:

http://forums.adobe.com/message/3750664

REPOST:

Let's be clear:

1) There is "acceptable" latency of the order of half a sec or so ( often less ), which according to the post by Holgate, #7 above, is an issue with -- some versions of ( ? ) -- Android ( not Air specifically ).

2) Then, there is unacceptable delay, which appears to be specific to Air on some Android devices ( particularly Nook Color and Kindle Fire ), where a sound will sometimes play in near sync ( with "normal" Android latency ), and sometimes with a delay of SEVERAL SECONDS ( like 5 or 10, in one of my apps! ), which apparently has something to do with garbage collection ( Holgate post #14, above ).

I can confirm that the unacceptable delay has NOT been fixed as of Air 3.6, testing on Nook Color and Kindle Fire, though it is fine ( no delay ) on the Nexus One.

As pointed out in another forum, playing all your sounds in a silent loop, will prevent sounds from being garbage collected, and will eliminate the delay issue whenever you play a sound, like so:

private function initSounds():void

{

     var silentSndXF:SoundTransform = new SoundTransform( 0 );

     _sound01.play( 0, int.MAX_VALUE, silentSndXF );

     _sound02.play( 0, int.MAX_VALUE, silentSndXF );

     _sound03.play( 0, int.MAX_VALUE, silentSndXF );

     // Note: int.MAX_VALUE is about 2 billion, so even a very short "click" sound of 1/20

     // of a sec would play for 3 years or so -- if the app was never closed !!

}

private function onButtonClick( evt:MouseEvent ):void

{

     _sound01.play();

}

This hack eliminated the severe delay I was getting on Nook Color and Kindle Fire ( several seconds for some sounds, in some situations ), leaving me with the "regular", acceptable Android latency.

Colin Holgate
Inspiring
December 6, 2011

The Kindle Fire also has audio latency with native code apps. It us a great device in many ways, but does have that drawback, which is not an AIR one. I think we should start working on Amazon, to see if they can improve things.

Participant
December 13, 2011

Big +1 to this.  I am a Unity3D developer and noticed the same thing.  Audio latency on Kindle Fire is the worst I have seen on any Android device, despite the fact we are getting 60+ FPS.

February 29, 2012

Sorry to drag up this old post but I am running into this issue now where I need instant sound response has anyone found a solution or an improvement? Does air 3.1 with captive runtme help?