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  • OpenSL ES decode 24bit FLAC

    - by yano
    I am trying to decode a FLAC file with 24bit sample format using OpenSL ES on Android. Originally, I had my SLDataFormat_PCM for the SLDataSink setup like this. _pcm.formatType = SL_DATAFORMAT_PCM; _pcm.numChannels = 2; _pcm.samplesPerSec = SL_SAMPLINGRATE_44_1; _pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16; _pcm.containerSize = SL_PCMSAMPLEFORMAT_FIXED_16; _pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT; _pcm.endianness = SL_BYTEORDER_LITTLEENDIAN; This is working well for basically any data format. Luckily the samplesPerSec is not respected (I don't want resampling). Now I want to support the full bit-depth of a FLAC file with 24bit samples. When using this format, it apparently performs a bit-depth conversion, because once I load the file, and then check the ANDROID_KEY_PCMFORMAT_BITSPERSAMPLE info, it is 16. When I put bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_24; or SL_PCMSAMPLEFORMAT_FIXED_32, then OpenSL ES rejects it E/libOpenSLES(22706): pAudioSnk: bitsPerSample=32 W/libOpenSLES(22706): Leaving Engine::CreateAudioPlayer (SL_RESULT_CONTENT_UNSUPPORTED) Any idea how this is meant to work? Is Android currently restricted to 16 bit int only? I would also accept 32bit float, but I don't suppose that will work either.

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  • About data size filled in the buffer

    - by Bohan Lu
    I need low-latency audio in my project, and I know Android 2.3 supports OpenSL ES. I have read documents and sample code and I decide to use Android simple buffer queue to do the play and record. I now try to write a simple application to do the test. However, I have some questions about recording. If I set the recorder stop when it is recording, how do I know the exact number of bytes filled in the last buffer if it is not filled up ? In 1.1 version, the callback function has some parameters about buffer and its filled data, but there is no such parameters in version 1.0.1. Is there any way to get this information ? Any suggestion would be greatly appreciated !

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  • Which API for cross platform mobile audio?

    - by deft_code
    This question focuses on the API's available on phones. I'd been planning to use OpenAL in my game for maximum portability. It runs great on Linux so I can quickly develop the Game and leverage it's superior debugging tools. However I've recently heard that Android doesn't support OpenAL well. Instead they've gone with a OpenSL ES library. What I'm looking for is a free Audio library that I can use with minimal custom code on iPhone, Android, and my Linux desktop. Does such an API exists? Some extra details: The game is written in C++ with custom minimal front ends. ObjC for iPhone, Java for Android, and SFML for Desktops. I'm using OpenGL ES for portability as iPhone doesn't support the more advanced OpenGL APIs.

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