Hi Steve,

In the mean-time I managed to convert a ByteArrayInputStream to an
AndroidAudioInputStream, but there too, playing the beast without
resorting to temporary audio files is not that straightforward, it
seems. Of course it depends on the unspecified efficiency of the
lower level implementations (these could in theory cache everything),
but by default I'd expect that using temporary audio files would
give poor response times. The FreeTTS work might give indications
of responsiveness, but even there one will have to wait for actual
devices before one really knows. From what I've read, I think for
Android one currently needs to jump through the SourceDataLine hoops
to get the job done without using temporary audio files, but it is
quite a bit of code mess to accomplish something that ought to have
been almost trivial, namely playing an audio-formatted byte array.

Overall it rather looks like the Android API designers only had
fixed file paths and URLs and fixed resources in mind. If they
read this (I hope they do), they might decide to add direct API
support for playing data arrays (or their associated streams, as
with ByteArrayInputStream), both to

   javax.sound.sampled.AndroidPlayBackEngine

and to

   android.media.MediaPlayer

to make multimedia programming life less miserable, and perhaps
better matched to what already works in Java ME (apart from the
firmware bugs in actual phones that are also making me look at
Android as a possibly less fragmented platform of the future).

Peter


On Jun 2, 5:15 am, Steve Oldmeadow <[EMAIL PROTECTED]> wrote:
> @blindfold.  I remember seeing some people posting about converting
> FreeTTS to work in Android and having some success rendering the
> spoken text to a wave file that they could play in Android.
>
> Maybe you should speak with these people as it sounds like you have
> some common interests.
>
> Is there any reason you have to use a ByteArrayInputStream?  I assume
> you just want the ability to synthesize an audio stream on the fly?
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