Yesterday, Google released the first production-ready version of Oboe. It is a C++ library for building real-time audio apps. One of its main benefits includes the lowest possible audio latency across the widest range of Android devices. It is similar to AndroidX for native audio.
The communication between apps and Oboe happens by reading and writing data to streams. This library facilitates the movement of audio data between your app and the audio inputs and outputs on your Android device. The apps are able to pass data in and out by reading from and writing to audio streams, represented by the class AudioStream.
A stream consists of the following:
An audio device is a hardware interface or virtual endpoint that acts as a source or sink for a continuous stream of digital audio data. For example, a built-in mic or bluetooth headset.
The sharing mode determines whether a stream has exclusive access to an audio device that might otherwise be shared among multiple streams.
This the format of the audio data in the stream. The data that is passed through a stream has the usual digital audio attributes, which developers must specify when defining a stream. These are as follows:
The following sample formats are allowed by Oboe:
Oboe leverages the improved performance and features of AAudio on Orea MR1 (API 27+) and also maintains backward compatibility on API 16+. The following are some of its benefits:
To get started with Oboe, check out the full documentation and the code samples available on its GitHub repository. Also, read the announcement posted on the Android Developers Blog.
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