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Hans, while we are on a topic of "will ST run on a ____ ?", have you considered porting some functionality over to a mobile phone app?
More and more, my smartphone (Galaxy S3) serves as my "radio" in my car. It would nice to have some subset of ST's level control and other sonic-texture features for playback of both local music and of various streams.
Thanks for all the great work you do on ST.
I've been thinking about this for years already... One issue is that Android doesn't allow applications to get in between another program and the sound card. So this can only work if you include a player as well. I may remember it incorrectly, but I think you also have to use Java (unless you have a rooted device), which completely kills the performance.
As a comparison: I have tested an HTML5 application written in JavaScript, in browser Chrome. On an i7-4770K processor (3.4 GHz, one of the fastest Intels available) I can draw images on 2 screens simultaneously, 1280x720, at 60 fps, using only 1 CPU core. Running the same code in the same browser, my S3's reach somewhere between 5 and 10 fps, on a single smaller screen.
Since the browser is the same and is made by Google which only makes Android, I would expect that the Chrome browser for Android is optimized at leastvas well as the Windows version (the fact thst it's heavier also means that it drains the battery more). So, if these numbers aren't skewed for some reason, phones run at less than 1/20th of the speed of the fastest pcs of today. Add to that that Intel CPU's are highly optimized for image/audio processing tasks and a phone cpu usually isn't, and there goes another factor 2......