Design and Optimization of a Real-Time Audio Simulation Engine on Mobile Devices
Keywords:
Real-Time Audio Processing, Mobile Audio Engine, Latency and Jitter, Adaptive Optimization, Interactive Multimedia SystemsAbstract
With the rapid expansion of interactive and multimedia applications on smartphones, real-time audio simulation has become one of the core components in user experience design. However, the inherent limitations of mobile platforms in terms of computational capacity, energy consumption, and strict real-time constraints have turned the design of stable and low-latency audio engines into a major technical challenge. The objective of the present study is to design and optimize an efficient architecture for a real-time audio simulation engine on mobile devices that can establish an appropriate balance between audio quality, real-time responsiveness, and resource consumption. This study was conducted using a design-oriented and experimental approach. First, a system-centered architecture based on the separation of real-time and non-real-time domains was developed. Subsequently, a set of optimization algorithms and techniques—including adaptive buffer management, voice capping and voice stealing policies, quality scaling, and conditional processing—were implemented. The proposed engine was developed on the Android platform using low-level audio APIs and evaluated through an interactive case study. The system’s performance was compared with that of a baseline implementation. The experimental results demonstrated that the proposed architecture significantly reduced latency and jitter while maintaining the real-time stability of the engine under high-load conditions. In addition, CPU usage and energy consumption were reduced in a controlled manner, and the degradation of audio quality was applied gradually and in a manner perceptually acceptable to users. Perceptual findings further indicated that users perceived controlled quality degradation as considerably more tolerable than audio instability or dropouts. The findings suggest that the design of real-time audio simulation engines on mobile platforms should be grounded in an architectural and adaptive approach. Emphasizing real-time pipeline management and intelligent control policies plays a more decisive role in achieving stable and efficient performance than increasing the complexity of digital signal processing (DSP) algorithms.
References
Collins, K. (2008). Game sound: An introduction to the history, theory, and practice of video game music and sound design. MIT Press. https://doi.org/10.7551/mitpress/7909.001.0001
Deng, Y. (2019). Deep learning on mobile devices: a review. Mobile Multimedia/Image Processing, Security, and Applications 2019,
Farnell, A. (2010). Designing sound. MIT Press. https://books.google.com/books?id=eMPxCwAAQBAJ&source=gbs_navlinks_s
Fırat, H. B., Maffei, L., & Masullo, M. (2022). 3D sound spatialization with game engines: the virtual acoustics performance of a game engine and a middleware for interactive audio design. Virtual Reality, 26(2), 539-558. https://doi.org/10.1007/s10055-021-00589-0
Jahangashteh, E., Ghadri, A., Davari, R., & Jalalvand, M. (2022). A Study of Mobile Operating Systems. The 16th National Conference on Computer Science, Engineering, and Information Technology, Babol.
Jot, J. M., Audfray, R., Hertensteiner, M., & Schmidt, B. (2021). Rendering spatial sound for interoperable experiences in the audio metaverse. 2021 Immersive and 3D Audio: from Architecture to Automotive (I3DA),
Khan, K. (2024). Advancements and Challenges in 360 Augmented Reality Video Streaming: A Comprehensive Review. International Journal of Computing, 13(1), 1-20. https://doi.org/10.30534/ijccn/2024/011312024
Latif, S., Shoukat, M., Shamshad, F., Usama, M., Ren, Y., Cuayáhuitl, H., Wang, W., Zhang, X., Togneri, R., Cambria, E., & Schuller, B. W. (2023). Sparks of large audio models: A survey and outlook. arXiv preprint. https://arxiv.org/abs/2308.12792
Lazzarini, V., Timoney, J., & Keller, D. (2016). Computer music instruments. Springer. https://doi.org/10.1007/978-3-319-63504-0
Ota, K., Dao, M. S., Mezaris, V., & Natale, F. G. D. (2017). Deep learning for mobile multimedia: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), 13(3s), 1-22. https://doi.org/10.1145/3092831
Pulkki, V., & Karjalainen, M. (2015). Communication acoustics. Wiley. https://doi.org/10.1002/9781119825449
Schobel, J., Pryss, R., Schickler, M., & Reichert, M. (2016). A lightweight process engine for enabling advanced mobile applications. OTM Confederated International Conferences" On the Move to Meaningful Internet Systems",
Sweet, M. (2014). Writing interactive music for video games. Addison-Wesley. https://books.google.com/books?id=CQqSBAAAQBAJ&source=gbs_navlinks_s
Xue, M., & Zheng, Y. (2025). Exploring Updating Functional and Design Requirements of Audio Across Diverse Scenarios. International Conference on Human-Computer Interaction,
Yang, J., Barde, A., & Billinghurst, M. (2022). Audio augmented reality: A systematic review of technologies, applications, and future research directions. Journal of the Audio Engineering Society, 70(10), 788-809. https://doi.org/10.17743/jaes.2022.0048
Zhao, T., Xie, Y., Wang, Y., Cheng, J., Guo, X., Hu, B., & Chen, Y. (2022). A survey of deep learning on mobile devices: Applications, optimizations, challenges, and research opportunities. Proceedings of the IEEE, 110(3), 334-354. https://doi.org/10.1109/JPROC.2022.3153408
Downloads
Published
Submitted
Revised
Accepted
Issue
Section
License
Copyright (c) 2026 Mahdi Habibi; Amirhossein Mirahmadi, Mohammad Mahdi Jalili (Author)

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

