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c757931779
Should make it easier to get ndk-gdb going, which I've always had crazy issues with with library projects.
72 lines
1.6 KiB
C++
72 lines
1.6 KiB
C++
#include "base/logging.h"
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#include "android/jni/native_audio.h"
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#include "android/jni/native-audio-so.h"
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struct AudioState {
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void *so;
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AndroidAudioCallback callback;
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bool playing;
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int frames_per_buffer;
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int sample_rate;
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};
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static AudioState *state = 0;
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bool AndroidAudio_Init(AndroidAudioCallback callback, std::string libraryDir, int optimalFramesPerBuffer, int optimalSampleRate) {
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if (state != 0) {
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ELOG("Audio state already exists");
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return false;
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}
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state = new AudioState();
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state->callback = callback;
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state->playing = false;
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state->frames_per_buffer = optimalFramesPerBuffer ? optimalFramesPerBuffer : 256;
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state->sample_rate = optimalSampleRate ? optimalSampleRate : 44100;
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return true;
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}
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bool AndroidAudio_Resume() {
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if (!state) {
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ELOG("Audio was shutdown, cannot resume!");
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return false;
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}
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if (!state->playing) {
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ILOG("Calling OpenSLWrap_Init_T...");
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bool init_retval = OpenSLWrap_Init(state->callback, state->frames_per_buffer, state->sample_rate);
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ILOG("Returned from OpenSLWrap_Init_T");
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state->playing = true;
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return init_retval;
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}
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return false;
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}
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bool AndroidAudio_Pause() {
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if (!state) {
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ELOG("Audio was shutdown, cannot pause!");
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return false;
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}
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if (state->playing) {
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ILOG("Calling OpenSLWrap_Shutdown_T...");
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OpenSLWrap_Shutdown();
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ILOG("Returned from OpenSLWrap_Shutdown_T ...");
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state->playing = false;
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return true;
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}
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return false;
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}
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void AndroidAudio_Shutdown() {
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if (!state) {
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ELOG("Audio already shutdown!");
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return;
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}
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if (state->playing) {
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ELOG("Should not shut down when playing! Something is wrong!");
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}
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delete state;
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state = 0;
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ILOG("OpenSLWrap completely unloaded.");
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}
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