Android で OpenSL ES を使用して、ゲーム エンジンにオーディオ再生を実装しています。これまでのところ、Android ファイル記述子データ ロケーター (AndroidFD) のみをサポートしています。問題は、OpenSL ES のラッパー クラスを使用している場合、オーディオの再生が常に機能するとは限らないことです。
ラッパー:
AudioEngine.cpp
AudioEngine::AudioEngine()
: _engine(NULL),
_engineInterface(NULL),
_outputMix(NULL)
{
createEngine();
createOutputMix();
}
AudioEngine::~AudioEngine()
{
(*_outputMix)->Destroy(_outputMix);
(*_engine)->Destroy(_engine);
}
Sound* AudioEngine::loadSound(const String& filename) const
{
return NEW Sound(_engineInterface, _outputMix, filename);
}
// Private
void AudioEngine::createEngine()
{
Uint32 result = slCreateEngine(&_engine, 0u, NULL, 0u, NULL, NULL);
CHECK_OPENSLES_ERROR(result, "Platform::AudioEngine (OpenSLES)",
"Failed to create the engine");
result = (*_engine)->Realize(_engine, SL_BOOLEAN_FALSE);
CHECK_OPENSLES_ERROR(result, "Platform::AudioEngine (OpenSLES)",
"Failed to initialise the engine");
result = (*_engine)->GetInterface(_engine, SL_IID_ENGINE, &_engineInterface);
CHECK_OPENSLES_ERROR(result, "Platform::AudioEngine (OpenSLES)",
"Failed to get the engine interface");
}
void AudioEngine::createOutputMix()
{
Uint32 result = (*_engineInterface)->CreateOutputMix(_engineInterface, &_outputMix, 0u,
NULL, NULL);
CHECK_OPENSLES_ERROR(result, "Platform::AudioEngine (OpenSLES)",
"Failed to create the output mix");
result = (*_outputMix)->Realize(_outputMix, SL_BOOLEAN_FALSE);
CHECK_OPENSLES_ERROR(result, "Platform::AudioEngine (OpenSLES)",
"Failed to initialise the output mix");
}
サウンド.cpp
// Public
Sound::Sound(SLEngineItf engineInterface, SLObjectItf outputMix, const String& filename)
: _engineInterface(engineInterface),
_outputMix(outputMix),
_player(NULL),
_playerInterface(NULL)
{
// Member (SLDataFormat_MIME)
_dataSourceFormat.formatType = SL_DATAFORMAT_MIME;
_dataSourceFormat.mimeType = NULL;
_dataSourceFormat.containerType = SL_CONTAINERTYPE_UNSPECIFIED;
// Member (SLDataLocator_AndroidFD)
_dataSourceLocator.locatorType = SL_DATALOCATOR_ANDROIDFD;
AAssetManager* assetManager = Application::assetManager();
AAsset* asset = AAssetManager_open(assetManager, filename.data(), AASSET_MODE_UNKNOWN);
_dataSourceLocator.fd = AAsset_openFileDescriptor(asset,
reinterpret_cast<off_t*>(&_dataSourceLocator.offset),
reinterpret_cast<off_t*>(&_dataSourceLocator.length));
AAsset_close(asset);
createPlayer();
}
Sound::~Sound()
{
(*_player)->Destroy(_player);
}
void Sound::play() const
{
const Uint32 result = (*_playerInterface)->SetPlayState(_playerInterface,
SL_PLAYSTATE_PLAYING);
CHECK_OPENSLES_ERROR(result, "Platform::Sound (OpenSLES)",
"Failed to set the play state");
}
// Private
void Sound::createPlayer()
{
SLDataSource dataSource =
{
&_dataSourceLocator,
&_dataSourceFormat
};
SLDataLocator_OutputMix outputMixLocator =
{
SL_DATALOCATOR_OUTPUTMIX,
_outputMix
};
SLDataSink dataSink =
{
&outputMixLocator,
NULL
};
Uint32 result = (*_engineInterface)->CreateAudioPlayer(_engineInterface, &_player,
&dataSource, &dataSink, 0u, NULL, NULL);
CHECK_OPENSLES_ERROR(result, "Platform::Sound (OpenSLES)",
"Failed to create a player");
result = (*_player)->Realize(_player, SL_BOOLEAN_FALSE);
CHECK_OPENSLES_ERROR(result, "Platform::Sound (OpenSLES)",
"Failed to initialise the player");
result = (*_player)->GetInterface(_player, SL_IID_PLAY, &_playerInterface);
CHECK_OPENSLES_ERROR(result, "Platform::SoundInstance (OpenSLES)",
"Failed to get the player interface");
}
ゲーム.cpp
Game::initialise()
{
_audioEngine = NEW AudioEngine();
_sound = _audioEngine->loadSound("music.ogg");
_sound->play();
}
アプリケーションの起動時にサウンドが常に再生されるとは限りません。上記のすべての OpenSL ES コードを Game::initialise() 内に記述した場合、サウンドは常に再生されます。同じコードがラッパー クラス内で機能しない理由がわかりません。
Samsung Galaxy S III (GT-I9305)、Android 4.2.2、CyanogenMod 10.1.3-i9305 でアプリケーションを実行しました。