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Comment on Follow up to “Android graphics true facts”, or The Reason Android is Laggyparent

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This was on HN a couple of days ago and it turns out that it's down to the sizes of the sample buffers each OS allocates.

From what I understand, Android will only give an app a large buffer, so when the app starts filling up that buffed, it may take a little while for the 'playhead' (is there a more technical term?) to get around to playing those samples.

On iOS however, an app can request a much smaller sample buffer, so there's less lag time between when an app fills that buffer and when the samples actually get played.

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