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

Streaming sounds


We have learned how to play short audio samples, and now we are ready to organize sound streaming. This recipe explains how to organize a buffer queue to allow on-the-fly sound generation and streaming.

Getting ready

We suppose that the reader is already familiar with our AudioSource and iWaveDataProvider classes described in the previous recipe.

How to do it…

  1. First, we enrich iWaveDataProvider with the additional methods IsStreaming(), which indicates that the data from this provider should be read in small chunks, and StreamWaveData(), which actually reads a single chunk:

    class iWaveDataProvider: public iObject
      …
      virtual bool IsStreaming() const { return false; }
      virtual int  StreamWaveData( int Size ) { return 0; }
      …
    };
  2. Next we write a derived class, which contains an intermediate buffer for decoded or generated sound data. It does not implement StreamWaveData(), but implements the GetWaveData() and GetWaveDataSize() methods:

    class StreamingWaveDataProvider: public iWaveDataProvider...