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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

Introduction


We are looking for a truly portable implementation of the sound playback for desktop PCs and mobile devices. We propose using the OpenAL library, since it is a well-established library on a desktop, and using it will make easier porting of existing games to Android. In this chapter we organize a small multithreaded sound streaming library.

Audio playback is inherently an asynchronous process, so the decoding and control of sound hardware should be done on a separate thread and controlled from other dedicated threads. For example, when a player presses a fire button, or a character in an arcade game hits the ground, we might just ask the system to start playback of an audio file. The latency of this operation in games usually does not matter so much.

From the digital perspective, a monaural or monophonic sound (mono for short), is nothing more than a long one-dimensional array of values representing a continuous signal. Stereophonic or multichannel sounds are represented by a few...

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