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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

Playing sounds


The technique presented to play BGM from a MIME source is very practical but, sadly, not flexible enough. Recreating an AudioPlayer object is not necessary and accessing asset files each time is not good in terms of efficiency.

So, when it comes to playing sounds quickly in response to an event and generating them dynamically, we need to use a sound buffer queue. Each sound is preloaded or generated in a memory buffer, and placed into a queue when the playback is requested. No need to access a file at runtime!

A sound buffer, in the current OpenSL ES Android implementation, can contain PCM data. Pulse Code Modulation (PCM) is a data format dedicated to the representation of digital sounds. It is the format used in CD and in some Wave files. A PCM can be Mono (the same sound on all speakers) or Stereo (different sounds for left and right speakers if available).

PCM is not compressed and is not efficient in terms of storage (just compare a musical CD with a data CD full of MP3...

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