@Rodrigo Thank you, yeah there was a bit of time looking at the rock first. 😉
> Did you use Workers for this app?
No, all audio DSP is on the DSP/OSC layer in C++. I have a native extension I call using OSC string messages to control the core audio engine. (Which is Rej's Caustic core audio engine)
I use an insane amount of async chained commands from the as3commons.async and I ported code to use Starling Event.
> Also did you have issues with sound play delay on Android?
Yeah there will always be that but on newer devices and OS it's not that bad. But I put the disclaimer in that realtime "overdub" recording is hit or miss because of the touch latency on some devices(most haha).
So my strategy has been to ignore Android's weaknesses and develop music apps that work with it. So this means I have a lot of export options to take audio and midi into DAWs for further use.
> How much time did it take to develop this app?
You don't want to know. 🙂
Seriously though I release LilDrumMachine in 2017 February and that was basically my test app with the huge UI/Application frameworks.
So I have been working on these frameworks for at least 3-4 years (AS3 Starling/Feathers).
The app was about 4-5 months of dev and testing.
Thanks for your comments!