因此我坚持将Polycode移植到Android。
我想通过OpenSL ES实现音频接口。我阅读了一些文章,试图从android ndk例子中尽可能地复制等,但没有任何工作 - 可靠 - 对我来说。Android OpenSL ES在初始化时崩溃
我使用最新的Android Studio(2.1.1),因此最新NDK(12RC1)。对于我使用我的Fairphone 2(API级别21)和仿真器(Nexus 5 API级别23)的测试。
该应用程序通常会在调用CreateAudioPlayer
时崩溃,有时在实现播放器对象时,有时在SetPlayState
。但它也发生了完整的初始化工作。这是独立于设备的。
org.polycode.templateapp D/AudioTrack: TrackOffload: AudioTrack Offload disabled by property, returning false
org.polycode.templateapp W/AudioTrack: AUDIO_OUTPUT_FLAG_FAST denied by client
我的初始化代码如下所示:
SLresult lRes;
const SLInterfaceID lEngineMixIIDs[]={SL_IID_ENGINE};
const SLboolean lEngineMixReqs[]={SL_BOOLEAN_TRUE};
const SLuint32 lOutputMixIIDCount=0;
const SLInterfaceID lOutputMixIIDs[]={};
const SLboolean lOutputMixReqs[]={};
lRes = slCreateEngine(&mEngineObj, 0, NULL, 1, lEngineMixIIDs, lEngineMixReqs);
lRes = (*mEngineObj)->Realize(mEngineObj,SL_BOOLEAN_FALSE);
lRes = (*mEngineObj)->GetInterface(mEngineObj, SL_IID_ENGINE, &mEngine);
lRes=(*mEngine)->CreateOutputMix(mEngine, &mOutputMixObj,lOutputMixIIDCount,lOutputMixIIDs, lOutputMixReqs);
lRes=(*mOutputMixObj)->Realize(mOutputMixObj, SL_BOOLEAN_FALSE);
SLDataLocator_AndroidSimpleBufferQueue lDataLocatorIn;
lDataLocatorIn.locatorType = SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE;
lDataLocatorIn.numBuffers = 1;
SLDataFormat_PCM lDataFormat;
lDataFormat.formatType = SL_DATAFORMAT_PCM;
lDataFormat.numChannels = 1; // Mono sound.
lDataFormat.samplesPerSec = SL_SAMPLINGRATE_44_1;
lDataFormat.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
lDataFormat.containerSize = SL_PCMSAMPLEFORMAT_FIXED_16;
lDataFormat.channelMask = SL_SPEAKER_FRONT_CENTER;
lDataFormat.endianness = SL_BYTEORDER_LITTLEENDIAN;
SLDataSource lDataSource;
lDataSource.pLocator = &lDataLocatorIn;
lDataSource.pFormat = &lDataFormat;
SLDataLocator_OutputMix lDataLocatorOut;
lDataLocatorOut.locatorType = SL_DATALOCATOR_OUTPUTMIX;
lDataLocatorOut.outputMix = mOutputMixObj;
SLDataSink lDataSink;
lDataSink.pLocator = &lDataLocatorOut;
lDataSink.pFormat = NULL;
const SLuint32 lSoundPlayerIIDCount = 2;
const SLInterfaceID lSoundPlayerIIDs[3] = { SL_IID_PLAY, SL_IID_ANDROIDSIMPLEBUFFERQUEUE, SL_IID_VOLUME };
const SLboolean lSoundPlayerReqs[3] = { SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };
lRes = (*mEngine)->CreateAudioPlayer(mEngine, &mPlayerObj, &lDataSource, &lDataSink, lSoundPlayerIIDCount, lSoundPlayerIIDs, lSoundPlayerReqs);
lRes = (*mPlayerObj)->Realize(mPlayerObj, SL_BOOLEAN_FALSE);
lRes = (*mPlayerObj)->GetInterface(mPlayerObj, SL_IID_PLAY, &mPlayer);
lRes = (*mPlayerObj)->GetInterface(mPlayerObj, SL_IID_ANDROIDSIMPLEBUFFERQUEUE, &mPlayerQueue);
lRes = (*mPlayerQueue)->RegisterCallback(mPlayerQueue, OpenSLAudioInterface::queueCallback, this);
lRes = (*mPlayer)->SetPlayState(mPlayer, SL_PLAYSTATE_PLAYING);
什么我想知道:有什么我必须
在我Fairphone我意识到玩家对象时得到这些警告等到我可以开始初始化OpenSL之前进行初始化?
目前我正在从onCreate中启动的线程初始化OpenSL。 onCreate仍在等待完成。
还是我错过任何Android配置或使用OpenSL的权限?或者我的代码有什么问题?
有关完整的代码中看到:https://github.com/fodinabor/Polycode/tree/OpenSL/src/core/PolyOpenSLAudioInterface.cpp
和https://github.com/fodinabor/Polycode/tree/OpenSL/include/polycode/core/PolyOpenSLAudioInterface.h
的Android Studio项目是:https://github.com/fodinabor/Polycode/tree/OpenSL/build/android(该TemplateApp是我使用的是什么测试)
任何帮助,甚至技巧都欢迎!