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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

Improving the audio playback mechanism


In the previous chapters we learned how to play audio using OpenAL on Android. Our basic audio subsystem implementation in Chapter 5, Cross-platform Audio Streaming, lacked automatic management of audio sources; we had to control them manually on a separate thread. Now, we will put all of that code into a new audio subsystem usable in a real game.

Getting ready

The complete source code for this recipe is integrated in the example 1_Game and can be found in the files sound/Audio.h and sound/Audio.cpp. Other files in the sound folder provide decoding capabilities for different audio formats—check them out.

How to do it…

  1. We need our clAudioThread class to take care of active audio sources. Let's extend it with methods responsible for their registration:

    class clAudioThread: public iThread
    {
    public:
    …
      void RegisterSource( clAudioSource* Src );
      void UnRegisterSource( clAudioSource* Src );
  2. We also need a container for active sources as well as mutex to control...

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