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

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...