virtualx-engine/platform/android/audio_driver_jandroid.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

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3.1 KiB
C++

/*************************************************************************/
/* audio_driver_jandroid.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AUDIO_DRIVER_ANDROID_H
#define AUDIO_DRIVER_ANDROID_H
#include "servers/audio/audio_server_sw.h"
#ifndef ANDROID_NATIVE_ACTIVITY
#include "java_glue.h"
class AudioDriverAndroid : public AudioDriverSW {
static Mutex *mutex;
static AudioDriverAndroid* s_ad;
static jobject io;
static jmethodID _init_audio;
static jmethodID _write_buffer;
static jmethodID _quit;
static jmethodID _pause;
static bool active;
static bool quit;
static jclass cls;
static jobject audioBuffer;
static void* audioBufferPinned;
static int32_t* audioBuffer32;
static int audioBufferFrames;
static int mix_rate;
public:
void set_singleton();
virtual const char* get_name() const;
virtual Error init();
virtual void start();
virtual int get_mix_rate() const ;
virtual OutputFormat get_output_format() const;
virtual void lock();
virtual void unlock();
virtual void finish();
virtual void set_pause(bool p_pause);
static void setup( jobject act);
static void thread_func(JNIEnv *env);
AudioDriverAndroid();
};
#endif
#endif // AUDIO_DRIVER_ANDROID_H