#
# ~~~nitish
# # Note that you need to specify the path from "assets" folder and the extension
-# var s = app.load_sound("sounds/test_sound.ogg")
-# var m = app.load_music("sounds/test_music.ogg")
+# var s = new Sound("sounds/test_sound.ogg")
+# var m = new Music("sounds/test_music.ogg")
# s.play
# m.play
# ~~~
}
`}
fun reset in "Java" `{ self.reset(); `}
+
+ # HACK for bug #845
+ redef fun new_global_ref import sys, Sys.jni_env `{
+ Sys sys = NativeMediaPlayer_sys(self);
+ JNIEnv *env = Sys_jni_env(sys);
+ return (*env)->NewGlobalRef(env, self);
+ `}
end
# Sound Pool from Java, used to play sounds simultaneously
fun stop(stream_id: Int) in "Java" `{ self.stop((int)stream_id); `}
fun unload(sound_id: Int): Bool in "Java" `{ return self.unload((int)sound_id); `}
fun release in "Java" `{ self.release(); `}
+
+ # HACK for bug #845
+ redef fun new_global_ref import sys, Sys.jni_env `{
+ Sys sys = NativeSoundPool_sys(self);
+ JNIEnv *env = Sys_jni_env(sys);
+ return (*env)->NewGlobalRef(env, self);
+ `}
end
# Stream priority
private var priority = 1
- init do self.nsoundpool = new NativeSoundPool(max_streams, stream_type, src_quality)
+ init do self.nsoundpool = (new NativeSoundPool(max_streams, stream_type, src_quality)).new_global_ref
# Load the sound from an asset file descriptor
# this function is for advanced use
return nsoundpool.play(id, left_volume, right_volume, priority, looping, rate)
end
- # Load a sound by its name in the resources, the sound must be in the `res/raw` folder
- fun load_name(resource_manager: ResourcesManager, context: NativeActivity, sound: String): Sound do
- var id = resource_manager.raw_id(sound)
+ # Load a sound by its `name` in the resources, the sound must be in the `res/raw` folder
+ fun load_name(resource_manager: ResourcesManager, context: NativeActivity, name: String): Sound do
+ var id = resource_manager.raw_id(name)
var resval = nsoundpool.load_id(context, id, priority)
if resval == -1 then
- self.error = new Error("Unable to load sound from resources : " + sound)
+ self.error = new Error("Unable to load sound from resources: " + name)
return new Sound.priv_init(null, -1, self, self.error)
else
return new Sound.priv_init(null, resval, self, null)
# Create a new MediaPlayer, but no sound is attached, you'll need
# to use `load_sound` before using it
- init do self.nmedia_player = new NativeMediaPlayer
+ init do self.nmedia_player = (new NativeMediaPlayer).new_global_ref
# Init the mediaplayer with a sound resource id
init from_id(context: NativeActivity, id: Int) do
# Used when the app pause all sounds or resume all sounds
var paused: Bool = false
- redef init do add_to_sounds(self)
+ # Is `self` already loaded?
+ protected var is_loaded = false is writable
+
+ redef var error = null
end
redef class Sound
redef fun load do
if is_loaded then return
- var retval_resources = app.default_soundpool.load_name_rid(app.resource_manager, app.native_activity, path.strip_extension)
- if retval_resources == -1 then
- self.error = new Error("Failed to load " + path)
+
+ # Try resources (res)
+ var rid = app.default_soundpool.load_name_rid(app.resource_manager, app.native_activity, path.strip_extension)
+ if rid > 0 then
+ self.soundpool_id = rid
+ self.soundpool = app.default_soundpool
+ self.error = null
+ self.soundpool.error = null
+ else
+ # Try assets
var nam = app.asset_manager.open_fd(path)
if nam.is_java_null then
self.error = new Error("Failed to get file descriptor for " + path)
else
var retval_assets = app.default_soundpool.load_asset_fd_rid(nam)
+ nam.close
if retval_assets == -1 then
self.error = new Error("Failed to load " + path)
else
self.soundpool.error = null
end
end
- else
- self.soundpool_id = retval_resources
- self.soundpool = app.default_soundpool
- self.error = null
- self.soundpool.error = null
end
is_loaded = true
redef fun load do
if is_loaded then return
- var mp_sound_resources = app.default_mediaplayer.load_sound(app.resource_manager.raw_id(path.strip_extension), app.native_activity)
- if mp_sound_resources.error != null then
+
+ # Try resources (res)
+ var rid = app.resource_manager.raw_id(path.strip_extension)
+ if rid > 0 then
+ var mp_sound_resources = app.default_mediaplayer.load_sound(rid, app.native_activity)
+ if mp_sound_resources.error != null then
+ self.media_player = app.default_mediaplayer
+ self.error = null
+ self.media_player.error = null
+ end
self.error = mp_sound_resources.error
+ else
+ # Try assets
var nam = app.asset_manager.open_fd(path)
if nam.is_java_null then
self.error = new Error("Failed to get file descriptor for " + path)
else
var mp_sound_assets = app.default_mediaplayer.data_source_fd(nam)
+ nam.close
if mp_sound_assets.error != null then
self.error = mp_sound_assets.error
else
self.media_player.error = null
end
end
- else
- self.media_player = app.default_mediaplayer
- self.error = null
- self.media_player.error = null
end
is_loaded = true
redef class App
-
# Returns the default MediaPlayer of the application.
# When you load a music, it goes in this MediaPlayer.
# Use it for advanced sound management
var default_soundpool: SoundPool is lazy do return new SoundPool
# Get the native audio manager
- private fun audio_manager: NativeAudioManager import native_activity in "Java" `{
- return (AudioManager)App_native_activity(self).getSystemService(Context.AUDIO_SERVICE);
+ private fun audio_manager(native_activity: NativeContext): NativeAudioManager in "Java" `{
+ return (AudioManager)native_activity.getSystemService(Context.AUDIO_SERVICE);
`}
# Sets the stream of the app to STREAM_MUSIC.
# STREAM_MUSIC is the default stream used by android apps.
- private fun manage_audio_stream import native_activity in "Java" `{
- App_native_activity(self).setVolumeControlStream(AudioManager.STREAM_MUSIC);
+ private fun manage_audio_stream(native_activity: NativeActivity) in "Java" `{
+ native_activity.setVolumeControlStream(AudioManager.STREAM_MUSIC);
`}
# Same as `load_sound` but load the sound from the `res/raw` folder
fun load_sound_from_res(sound_name: String): Sound do
- return add_to_sounds(default_soundpool.load_name(resource_manager,self.native_activity, sound_name)).as(Sound)
+ return default_soundpool.load_name(resource_manager, native_activity, sound_name)
end
# Same as `load_music` but load the sound from the `res/raw` folder
fun load_music_from_res(music: String): Music do
- return add_to_sounds(default_mediaplayer.load_sound(resource_manager.raw_id(music), self.native_activity)).as(Music)
+ return default_mediaplayer.load_sound(resource_manager.raw_id(music), native_activity)
end
redef fun on_pause do
s.paused = false
end
end
- audio_manager.abandon_audio_focus
+ audio_manager(native_activity).abandon_audio_focus
end
redef fun on_create do
super
- audio_manager.request_audio_focus
- manage_audio_stream
+ audio_manager(native_activity).request_audio_focus
+ manage_audio_stream native_activity
end
redef fun on_resume do
super
- audio_manager.request_audio_focus
+ audio_manager(native_activity).request_audio_focus
for s in sounds do
# Resumes only the sounds paused by the App
if not s.paused then s.resume
end
end
end
-
-redef class Sys
-
- # Sounds handled by the application, when you load a sound, it's added to this list.
- # This array is used in `pause` and `resume`
- private var sounds = new Array[PlayableAudio]
-
- # Factorizes `sounds.add` to use it in `load_music`, `load_sound`, `load_music_from_res` and `load_sound_from_res`
- private fun add_to_sounds(sound: PlayableAudio): PlayableAudio do
- sounds.add(sound)
- return sound
- end
-end