Hey,
I’m sure you’re aware that the Experimental.Audio isn’t quite perfect yet. I was wondering if you have plans to revisit it soon?
Two of my main concerns are:
-
it uses a lot of CPU. If a Sound and Channel is created and played the CPU usage jumps (on my desktop) 30%. This is pretty bad thing on mobile.
-
Disposing Channel and Player causes a crash on Android.
I currently get it somewhat working by not disposing anything. Instead keep my sounds and channels alive. Also use only one Player instance. (Don’t know if this does any good, just feels logical)
The high CPU usage is obviously affecting everything else. Gladly my app uses pretty much just GPU, but sometimes some sound effects aren’t played because of probable CPU hickups.