Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Abstracting basic audio components


In the previous recipe, we learned how to initialize OpenAL and how to play the uncompressed .wav files. Here, we present the AudioSource and AudioThread classes which help us to manage the initialization process.

Getting ready

Check out the example 0_AL_On_Android in the supplementary materials to understand the basic concepts of OpenAL.

How to do it…

  1. Let's carefully move the initialization of OpenAL to another thread called AudioThread:

    class AudioThread: public iThread
    {
    public:
      AudioThread():
        FDevice( NULL ),
        FContext( NULL ),
        FInitialized( false ) {}
      virtual ~AudioThread() {}
    
      virtual void Run()
      {
  2. The code at the beginning of the Run() method performs the initialization of a default OpenAL device and creates an audio context:

        if ( !LoadAL() ) { return; }
    
        FDevice = alcOpenDevice( NULL );
        FContext = alcCreateContext( FDevice, NULL );
        alcMakeContextCurrent( FContext );
  3. We set the flag that tells other threads if they can use...