10-15-2012 09:16 AM - edited 10-15-2012 09:20 AM
I'am confuses a little when I looked at CPU utilization when sound manager is initialized as it shown in SDK example projects (PullMyBeard SoundManager class).
Look at picture, CPU utilization is 50% of two cores when application is do nothing, it idle at all (I use Dev Alpha Simulator, but real device has the same behavior).
So the question is how to reduce ALUT CPU utilization in application that use sounds?
How correctly play sounds in our applications without wasting battery?
11-27-2012 10:06 AM