oboe

Accessing assets from C++ plugin through Flutter

混江龙づ霸主 提交于 2021-02-10 06:35:28
问题 I'm trying to use Google Oboe for a 3D audio processing app due to it's low latency. The app will have a C++ backend, which does the processing, and the frontend is done with Flutter. I'm running a couple of tests to see if it'll work but I'm having issues loading assets from Flutter to Oboe. I checked the example RhythmGame in Oboe's repo, done with Java, but couldn't quiet find a way of doing that straight from Dart to C++. The connection between front and backend is through dart::ffi Here

Using AssetManager class from Android NDK in a Flutter app

♀尐吖头ヾ 提交于 2021-02-10 03:04:43
问题 I've been trying to use the Android NDK's AssetManager class in my Flutter app, that works with Google Oboe, to access to audio files. Following this example in the Oboe repository, I learned that they obtain the AssetManager from Java like this: JNIEXPORT void JNICALL Java_com_google_oboe_sample_rhythmgame_MainActivity_native_1onStart(JNIEnv *env, jobject instance, jobject jAssetManager) { AAssetManager *assetManager = AAssetManager_fromJava(env, jAssetManager); if (assetManager == nullptr)

Using AssetManager class from Android NDK in a Flutter app

女生的网名这么多〃 提交于 2021-02-10 03:03:28
问题 I've been trying to use the Android NDK's AssetManager class in my Flutter app, that works with Google Oboe, to access to audio files. Following this example in the Oboe repository, I learned that they obtain the AssetManager from Java like this: JNIEXPORT void JNICALL Java_com_google_oboe_sample_rhythmgame_MainActivity_native_1onStart(JNIEnv *env, jobject instance, jobject jAssetManager) { AAssetManager *assetManager = AAssetManager_fromJava(env, jAssetManager); if (assetManager == nullptr)

Using AssetManager class from Android NDK in a Flutter app

不羁的心 提交于 2021-02-10 03:00:09
问题 I've been trying to use the Android NDK's AssetManager class in my Flutter app, that works with Google Oboe, to access to audio files. Following this example in the Oboe repository, I learned that they obtain the AssetManager from Java like this: JNIEXPORT void JNICALL Java_com_google_oboe_sample_rhythmgame_MainActivity_native_1onStart(JNIEnv *env, jobject instance, jobject jAssetManager) { AAssetManager *assetManager = AAssetManager_fromJava(env, jAssetManager); if (assetManager == nullptr)

Oboe Async Audio Extraction

柔情痞子 提交于 2021-01-03 07:33:05
问题 I am trying to build a NDK based c++ low latancy audio player which will encounter three operations for multiple audios. Play from assets. Stream from an online source. Play from local device storage. From one of the Oboe samples provided by Google, I added another function to the class NDKExtractor.cpp to extract a URL based audio and render it to audio device while reading from source at the same time. int32_t NDKExtractor::decode(char *file, uint8_t *targetData, AudioProperties

Android Oboe Library: 2 streams recording from 2 recording devices possible?

倾然丶 夕夏残阳落幕 提交于 2019-12-20 06:24:46
问题 Device: HUAWEI P smart Android-Version: 8.0.0 Generic Application: RecDev1 -> PlayDev1 RecDev2 -> PlayDev2 "simultaneous streaming" where RecDev can be built-in mic, USB-mic or headset-mic and PlayDev can be built-in speaker, USB-speaker or headset-speaker any input and output device shall be streamed "SIMULTANEOUSLY" in any combination as shown above. Example Application (all devices with "1" channel): Guitar -> wired-mic -> [(processing)] -> built-in-Speaker Voice -> built-in mic -> [

Android Oboe Library: 2 streams recording from 2 recording devices possible?

烈酒焚心 提交于 2019-12-20 06:24:17
问题 Device: HUAWEI P smart Android-Version: 8.0.0 Generic Application: RecDev1 -> PlayDev1 RecDev2 -> PlayDev2 "simultaneous streaming" where RecDev can be built-in mic, USB-mic or headset-mic and PlayDev can be built-in speaker, USB-speaker or headset-speaker any input and output device shall be streamed "SIMULTANEOUSLY" in any combination as shown above. Example Application (all devices with "1" channel): Guitar -> wired-mic -> [(processing)] -> built-in-Speaker Voice -> built-in mic -> [

Underrun in Oboe/AAudio playback stream

谁都会走 提交于 2019-12-11 04:15:54
问题 I'm working on an Android app dealing with a device which is basically a USB microphone. I need to read the input data and process it. Sometimes, I need to send data the device (4 short s * the number of channels which is usually 2) and this data does not depend on the input. I'm using Oboe, and all the phones I use for testing use AAudio underneath. The reading part works, but when I try to write data to the output stream, I get the following warning in logcat and nothing is written to the