Open GoogleCodeExporter opened 9 years ago
For get to mention that the sample.wav file that I used is from here:
http://freewavesamples.com/korg-ds8-rotary-organ-c6
I do not own the sample and please do not distribute it any form that violates
the license.
Hope it helps.
Sincerely,
Danil
Original comment by KAI.TING...@gmail.com
on 19 Nov 2012 at 1:46
[deleted comment]
@Silverk...@gmail.com
The ting library is also included as part of the patch. Since aumiks depends on
it.
(Do not know why the comment disappears, but it shows up in my email account,
so I just end up replies it).
Hope it is helpful.
Sincerely,
Danil
Original comment by KAI.TING...@gmail.com
on 20 Nov 2012 at 6:52
First of all thx for putting energy into gamekit-development. I really
appreciate that.
Looking at your sample it seems that
aumiks::WavSound is more less equal to gkSound
and
Channel is more or less equal to gkSource
Since those gk-classes have openal-code inside you will have to get rid of this
somehow. E.g. using #ifdef-s inside or create new classes with the same header
that will be included if cmake says "build android".
Actually you will need to check gkSoundManager and for sure other classes as
well.
Additionally you will have to find a way to bypass the sound-data from
blend-files to this as well. Sounds not that hard, but won't be that trivial
either...
Actually I would prefer using opensl directly the way we use openal already,
but if you want to give it a try with this lib it would be ok as well. At least
for playing wav-files.
Original comment by thomas.t...@googlemail.com
on 21 Nov 2012 at 3:35
To dertom,
You are right. I am still looking through the code but I find that I will need
to support some features of OpenAL that aumiks does not seem to provide.
Android might have different sound behaviors than other platform if I did this
way. I originally thought that it was a good idea to use another MIT library so
people do not need to link external binary when compiling Android, but it was
asking to bring more trouble.
I will to try to use opensl directly and try to find a solution that does not
require extra library linking.
Thanks for the comment and feedback. Maybe I should post in forum instead of at
here since it is still not a working proposal yet? So sorry if I post it at the
wrong place.
Sincerely,
Danil
Original comment by KAI.TING...@gmail.com
on 21 Nov 2012 at 4:53
Well actually there is nothing against an extra library. If it does a good job
and makes it simpler to develop... I also took a look into that topic yesterday
and even though opensl1.0.1 as it is used in android can provide 3d-audio it is
not supported on every device. (At least not on my htc desire, which actually
was shipped with android-8. So that might be the reason.) Actually after much
thinking and headache I came to the conclusion that 3d sound isn't important on
a mobile device at all and that you might simulate this with volume to distance
(plus if stereo is supported using left and right channels) so opensl should be
fine.
Actually I also started to prepare on doing this, but it is like the networking
stuff. I want to and shouldn't be a problem. But it takes some time that I
don't necessarly have a the moment...
Original comment by thomas.t...@googlemail.com
on 22 Nov 2012 at 11:30
To dertom,
Yes, I agree that the whole point is to make things simpler to develop with.
Maybe I should just devote time into make a toolchain that links against openal
library? OpenSL ES does not seem to work on devices that were shipped with
android - 8 or lower (even if they can be upgraded to android - 9). So it will
be compatible with more devices?
By the way, is it okay to include the .so precompiled openal binary with the
gamekit or it still violates MIT license? So I thought maybe we can include the
binary so people do not need to download the binary for compiling.
Original comment by KAI.TING...@gmail.com
on 22 Nov 2012 at 8:36
To be honest, it is not that hard to change the cmake-files to link against
openal-soft .so. I did it long time ago already, but struggled with that
licensing issue that I take very serious. We can of course setup gamekit with
the option to select the shared-lib in cmake. But the compilation have to be
done on your own, so no shared-lib inside the repository. Maybe we can provide
a version a download (will ask erwin about that)
If you struggle in using the official openal-soft version try to use
http://github.com/AerialX/openal-soft-android
That worked for me out of the box just by using its headers and its shared lib
and of course a bit cmake-terror :D
About opensl,... opensl works on my desire (only 3d-sound seems not to work).
And usually devices that were shipped <=android 8/9 are most of the times not
even half way capable to run gamekit at proper speed
I will try to do the port to opensl as a side-project and already ripped openal-specific gkSound...-classes apart so I can start adding an opensl-version of the gkSoundManager. Nevertheless don't rely on me finishing this too quick,...
On question don't hesitate to ask.
Keep on rocking
Original comment by thomas.t...@googlemail.com
on 22 Nov 2012 at 9:00
Just remembered that there is still something not so trivial. That is the
android-lifecycle. Adding openal-support isn't that hard but you will have to
stop playing when leaving the app via home-button. That was kind of ugly cause
you will have to touch the gkStreamer which is running in a thread of its own.
Maybe there are other possibilities...not 100% sure about this.
Original comment by thomas.t...@googlemail.com
on 22 Nov 2012 at 9:28
Original issue reported on code.google.com by
KAI.TING...@gmail.com
on 18 Nov 2012 at 9:42Attachments: