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

Decoding Ogg Vorbis files


Ogg Vorbis is a widely used, free, open, and patent-free audio compression format. It is comparable to other formats used to store and play digital music, such as MP3, VQF, and AAC.

Getting ready

The reader should be familiar with the sound streaming technique from the previous recipe. The details on the .ogg container file format and the Vorbis audio compression algorithm can be found at http://xiph.org.

How to do it...

  1. We add the IsEOF() method to the iWaveDataProvider interface. This is used to inform AudioSource when the sound is finished:

      virtual bool    IsEOF() const { return true; }
  2. Another method we add is Seek(), which rewinds the audio stream:

      virtual void    Seek( float Time ) {}
  3. In the DecodingProvider class, we implement the StreamWaveData() member function, which reads the decoded sound data from a source memory block using the ReadFromFile() method:

    class DecodingProvider: public StreamingWaveDataProvider
    {
      clPtr<Blob> FRawData;
    public:
      bool...