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I'm really surprised to see the designed-for-desktop PulseAudio beat the designed-for-mobile AudioFlinger solution.

Of course, the article was just playing two sample files. We don't know yet how well PulseAudio would do in a real-world situation when all system audio is going through it.

I'm the author of that post. With respect to power and performance, there is a large amount of overlap between the kind of design you want for the audio layer in your laptop and what you need in your phone. The PulseAudio API and architecture make it extremely simple to extend it for embedded-specific use cases (and we've been seeing these sorts of changes coming back to PulseAudio upstream, and being used in generic situations.

Both Nokia and HP built products using PulseAudio (MeeGo and webOS use it). It's a shame these platforms are in the state they are, but it does show that it is very much feasible to build your audio stack using PulseAudio.