Thank you for visiting the BlackBerry Support Community Forums.
BlackBerry will be closing the BlackBerry Support Community Forums Device Forums on April 1st (Developers, see below)
BlackBerry remains committed to providing excellent customer support to our customers. We are delighted to direct you to the CrackBerry Forums, a well-established and thorough support channel, for continued BlackBerry support. Please visit http://forums.crackberry.com or http://crackberry.com/ask. You can also continue to visit BlackBerry Support or the BlackBerry Knowledge Base for official support options available for your BlackBerry Smartphone.
"When we launched CrackBerry.com 10 years ago, we set out to make it a fun and useful destination where BlackBerry Smartphone owners could share their excitement and learn to unleash the full potential of their BlackBerry. A decade later, the CrackBerry community is as active and passionate as ever and I know our knowledgeable members and volunteers will be excited to welcome and assist more BlackBerry owners with their questions."
- Kevin Michaluk, Founder, CrackBerry.com
Developers, for more information about the BlackBerry Developer Community please review Join the Conversation on the BlackBerry Developer Community Forums found on Inside BlackBerry.
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
11-27-2012 10:54 AM
FYI I've reported this as an issue. Ref: 6442103
I'm not the sample develoepr by the way :-)