Start Android Audio Thread after audio buffer and AudioTrack are ready.

Also, it starts the Audio Thread from the native side, putting the code in line
with other backends.
This commit is contained in:
Gabriel Jacobo 2013-08-08 21:25:09 -03:00
parent 98a222e974
commit 610264fb0b
4 changed files with 20 additions and 52 deletions

View file

@ -252,8 +252,6 @@ public class SDLActivity extends Activity {
int action, float x,
float y, float p);
public static native void onNativeAccel(float x, float y, float z);
public static native void nativeRunAudioThread();
// Java functions called from C
@ -503,31 +501,15 @@ public class SDLActivity extends Activity {
mAudioTrack = null;
return -1;
}
mAudioTrack.play();
}
audioStartThread();
Log.v("SDL", "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + (mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");
return 0;
}
public static void audioStartThread() {
if (mAudioThread == null) {
mAudioThread = new Thread(new Runnable() {
@Override
public void run() {
mAudioTrack.play();
nativeRunAudioThread();
}
});
// I'd take REALTIME if I could get it!
mAudioThread.setPriority(Thread.MAX_PRIORITY);
mAudioThread.start();
}
}
public static void audioWriteShortBuffer(short[] buffer) {
for (int i = 0; i < buffer.length; ) {
int result = mAudioTrack.write(buffer, i, buffer.length - i);
@ -565,17 +547,6 @@ public class SDLActivity extends Activity {
}
public static void audioQuit() {
if (mAudioThread != null) {
try {
mAudioThread.join();
} catch(Exception e) {
Log.v("SDL", "Problem stopping audio thread: " + e);
}
mAudioThread = null;
//Log.v("SDL", "Finished waiting for audio thread");
}
if (mAudioTrack != null) {
mAudioTrack.stop();
mAudioTrack = null;
@ -932,3 +903,4 @@ class SDLInputConnection extends BaseInputConnection {
public native void nativeSetComposingText(String text, int newCursorPosition);
}