Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Android NDK Game Development Cookbook

You're reading from   Android NDK Game Development Cookbook For C++ developers, this is the book that can swiftly propel you into the potentially profitable world of Android games. The 70+ step-by-step recipes using Android NDK will give you the wide-ranging knowledge you need.

Arrow left icon
Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
Arrow right icon
Authors (2):
Arrow left icon
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. Establishing a Build Environment 2. Porting Common Libraries FREE CHAPTER 3. Networking 4. Organizing a Virtual Filesystem 5. Cross-platform Audio Streaming 6. Unifying OpenGL ES 3 and OpenGL 3 7. Cross-platform UI and Input Systems 8. Writing a Match-3 Game 9. Writing a Picture Puzzle Game Index

Abstracting basic audio components

In the previous recipe, we learned how to initialize OpenAL and how to play the uncompressed .wav files. Here, we present the AudioSource and AudioThread classes which help us to manage the initialization process.

Getting ready

Check out the example 0_AL_On_Android in the supplementary materials to understand the basic concepts of OpenAL.

How to do it…

  1. Let's carefully move the initialization of OpenAL to another thread called AudioThread:
    class AudioThread: public iThread
    {
    public:
      AudioThread():
        FDevice( NULL ),
        FContext( NULL ),
        FInitialized( false ) {}
      virtual ~AudioThread() {}
    
      virtual void Run()
      {
  2. The code at the beginning of the Run() method performs the initialization of a default OpenAL device and creates an audio context:
        if ( !LoadAL() ) { return; }
    
        FDevice = alcOpenDevice( NULL );
        FContext = alcCreateContext( FDevice, NULL );
        alcMakeContextCurrent( FContext );
  3. We set the flag that tells other threads...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image