1page.title=Audio Latency
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19<div id="qv-wrapper">
20  <div id="qv">
21    <h2>In this document</h2>
22    <ol id="auto-toc">
23    </ol>
24  </div>
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26
27<p>Audio latency is the time delay as an audio signal passes through a system.
28  For a complete description of audio latency for the purposes of Android
29  compatibility, see <em>Section 5.5 Audio Latency</em>
30  in the <a href="http://source.android.com/compatibility/index.html">Android CDD</a>.
31  See <a href="latency_design.html">Design For Reduced Latency</a> for an 
32  understanding of Android's audio latency-reduction efforts.
33</p>
34
35<p>
36  This page focuses on the contributors to output latency,
37  but a similar discussion applies to input latency.
38</p>
39<p>
40  Assuming the analog circuitry does not contribute significantly, then the major 
41surface-level contributors to audio latency are the following:
42</p>
43
44<ul>
45  <li>Application</li>
46  <li>Total number of buffers in pipeline</li>
47  <li>Size of each buffer, in frames</li>
48  <li>Additional latency after the app processor, such as from a DSP</li>
49</ul>
50
51<p>
52  As accurate as the above list of contributors may be, it is also misleading.
53  The reason is that buffer count and buffer size are more of an
54  <em>effect</em> than a <em>cause</em>.  What usually happens is that
55  a given buffer scheme is implemented and tested, but during testing, an audio
56  underrun is heard as a "click" or "pop."  To compensate, the
57  system designer then increases buffer sizes or buffer counts.
58  This has the desired result of eliminating the underruns, but it also
59  has the undesired side effect of increasing latency.
60</p>
61
62<p>
63  A better approach is to understand the causes of the
64  underruns and then correct those.  This eliminates the
65  audible artifacts and may even permit even smaller or fewer buffers
66  and thus reduce latency.
67</p>
68
69<p>
70  In our experience, the most common causes of underruns include:
71</p>
72<ul>
73  <li>Linux CFS (Completely Fair Scheduler)</li>
74  <li>high-priority threads with SCHED_FIFO scheduling</li>
75  <li>long scheduling latency</li>
76  <li>long-running interrupt handlers</li>
77  <li>long interrupt disable time</li>
78</ul>
79
80<h3>Linux CFS and SCHED_FIFO scheduling</h3>
81<p>
82  The Linux CFS is designed to be fair to competing workloads sharing a common CPU
83  resource. This fairness is represented by a per-thread <em>nice</em> parameter.
84  The nice value ranges from -19 (least nice, or most CPU time allocated)
85  to 20 (nicest, or least CPU time allocated). In general, all threads with a given
86  nice value receive approximately equal CPU time and threads with a
87  numerically lower nice value should expect to
88  receive more CPU time. However, CFS is "fair" only over relatively long
89  periods of observation. Over short-term observation windows,
90  CFS may allocate the CPU resource in unexpected ways. For example, it
91  may take the CPU away from a thread with numerically low niceness
92  onto a thread with a numerically high niceness.  In the case of audio,
93  this can result in an underrun.
94</p>
95
96<p>
97  The obvious solution is to avoid CFS for high-performance audio
98  threads. Beginning with Android 4.1, such threads now use the
99  <code>SCHED_FIFO</code> scheduling policy rather than the <code>SCHED_NORMAL</code> (also called
100  <code>SCHED_OTHER</code>) scheduling policy implemented by CFS.
101</p>
102
103<p>
104  Though the high-performance audio threads now use <code>SCHED_FIFO</code>, they
105  are still susceptible to other higher priority <code>SCHED_FIFO</code> threads.
106  These are typically kernel worker threads, but there may also be a few
107  non-audio user threads with policy <code>SCHED_FIFO</code>. The available <code>SCHED_FIFO</code>
108  priorities range from 1 to 99.  The audio threads run at priority
109  2 or 3.  This leaves priority 1 available for lower priority threads,
110  and priorities 4 to 99 for higher priority threads.  We recommend 
111  you use priority 1 whenever possible, and reserve priorities 4 to 99 for
112  those threads that are guaranteed to complete within a bounded amount
113  of time and are known to not interfere with scheduling of audio threads.
114</p>
115
116<h3>Scheduling latency</h3>
117<p>
118  Scheduling latency is the time between when a thread becomes
119  ready to run, and when the resulting context switch completes so that the
120  thread actually runs on a CPU. The shorter the latency the better, and 
121  anything over two milliseconds causes problems for audio. Long scheduling
122  latency is most likely to occur during mode transitions, such as
123  bringing up or shutting down a CPU, switching between a security kernel
124  and the normal kernel, switching from full power to low-power mode,
125  or adjusting the CPU clock frequency and voltage.
126</p>
127
128<h3>Interrupts</h3>
129<p>
130  In many designs, CPU 0 services all external interrupts.  So a
131  long-running interrupt handler may delay other interrupts, in particular
132  audio direct memory access (DMA) completion interrupts. Design interrupt handlers
133  to finish quickly and defer any lengthy work to a thread (preferably
134  a CFS thread or <code>SCHED_FIFO</code> thread of priority 1).
135</p>
136
137<p>
138  Equivalently, disabling interrupts on CPU 0 for a long period
139  has the same result of delaying the servicing of audio interrupts.
140  Long interrupt disable times typically happen while waiting for a kernel
141  <i>spin lock</i>.  Review these spin locks to ensure that
142  they are bounded.
143</p>
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