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Android NDK Beginner`s Guide - Second Edition

You're reading from   Android NDK Beginner`s Guide - Second Edition Discover the native side of Android and inject the power of C/C++ in your applications

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Product type Paperback
Published in Apr 2015
Publisher Packt
ISBN-13 9781783989645
Length 494 pages
Edition 1st Edition
Languages
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Author (1):
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Sylvain Ratabouil Sylvain Ratabouil
Author Profile Icon Sylvain Ratabouil
Sylvain Ratabouil
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Table of Contents (13) Chapters Close

Preface 1. Setting Up Your Environment FREE CHAPTER 2. Starting a Native Android Project 3. Interfacing Java and C/C++ with JNI 4. Calling Java Back from Native Code 5. Writing a Fully Native Application 6. Rendering Graphics with OpenGL ES 7. Playing Sound with OpenSL ES 8. Handling Input Devices and Sensors 9. Porting Existing Libraries to Android 10. Intensive Computing with RenderScript 11. Afterword Index

Time for action – creating OpenSL ES engine and output

Let's create a new manager dedicated to sounds:

  1. Create a new file jni/SoundManager.hpp.

    First, include the OpenSL ES standard header SLES/OpenSLES.h. The two latter define objects and methods and are specifically created for Android. Then, create the SoundManager class to do the following:

    • Initialize OpenSL ES with the start() method
    • Stop the sound and release OpenSL ES with the stop() method

    There are two main kinds of pseudo-object structures (that is, containing function pointers applied on the structure itself, such as a C++ object with this) in OpenSL ES:

    • Objects: These are represented by SLObjectItf, which provides a few common methods to get allocated resources and object interfaces. This could be roughly compared to an object in Java.
    • Interfaces: These give access to object features. There can be several interfaces for an object. Depending on the host device, some interfaces may or may not be available. These are very roughly...
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