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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.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
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Authors (2):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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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

Streaming sounds

We have learned how to play short audio samples, and now we are ready to organize sound streaming. This recipe explains how to organize a buffer queue to allow on-the-fly sound generation and streaming.

Getting ready

We suppose that the reader is already familiar with our AudioSource and iWaveDataProvider classes described in the previous recipe.

How to do it…

  1. First, we enrich iWaveDataProvider with the additional methods IsStreaming(), which indicates that the data from this provider should be read in small chunks, and StreamWaveData(), which actually reads a single chunk:
    class iWaveDataProvider: public iObject
      …
      virtual bool IsStreaming() const { return false; }
      virtual int  StreamWaveData( int Size ) { return 0; }
      …
    };
  2. Next we write a derived class, which contains an intermediate buffer for decoded or generated sound data. It does not implement StreamWaveData(), but implements the GetWaveData() and GetWaveDataSize() methods:
    class StreamingWaveDataProvider...
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