I am trying to make a basic mixer app, which will involve up to 4 sounds playing at the same time.
Here is the class I am using to achieve this:
#define log_print __android_log_print
static SuperpoweredAndroidAudioIO *audioIO;
static SuperpoweredAdvancedAudioPlayer *playerA, *playerB, *playerC, *playerD;
static float *floatBuffer;
// This is called periodically by the audio engine.
static bool audioProcessing (
void * __unused clientdata, // custom pointer
short int *audio, // buffer of interleaved samples
int numberOfFrames, // number of frames to process
int __unused samplerate // sampling rate
) {
if(playerA->process(floatBuffer, false, (unsigned int)numberOfFrames)
|| playerB->process(floatBuffer, false, (unsigned int)numberOfFrames)
|| playerC->process(floatBuffer, false, (unsigned int)numberOfFrames)
|| playerD->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int)numberOfFrames);
return true;
} else {
return false;
}
}
// Called by the playerA.
static void playerEventCallbackA (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerA->seek(0); // loop track
break;
default:;
};
}
static void playerEventCallbackB (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerB->seek(0); // loop track
break;
default:;
};
}
static void playerEventCallbackC (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerC->seek(0); // loop track
break;
default:;
};
}
static void playerEventCallbackD (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerD->seek(0); // loop track
break;
default:;
};
}
// StartAudio - Start audio engine and initialize playerA.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_StartAudio (
JNIEnv * __unused env,
jobject __unused obj,
jint samplerate,
jint buffersize
) {
SuperpoweredInitialize(
"ExampleLicenseKey-WillExpire-OnNextUpdate",
false, // enableAudioAnalysis (using SuperpoweredAnalyzer, SuperpoweredLiveAnalyzer, SuperpoweredWaveform or SuperpoweredBandpassFilterbank)
false, // enableFFTAndFrequencyDomain (using SuperpoweredFrequencyDomain, SuperpoweredFFTComplex, SuperpoweredFFTReal or SuperpoweredPolarFFT)
false, // enableAudioTimeStretching (using SuperpoweredTimeStretching)
false, // enableAudioEffects (using any SuperpoweredFX class)
true, // enableAudioPlayerAndDecoder (using SuperpoweredAdvancedAudioPlayer or SuperpoweredDecoder)
false, // enableCryptographics (using Superpowered::RSAPublicKey, Superpowered::RSAPrivateKey, Superpowered::hasher or Superpowered::AES)
false // enableNetworking (using Superpowered::httpRequest)
);
// Allocate audio buffer.
floatBuffer = (float *)malloc(sizeof(float) * 2 * buffersize);
// Initialize playerA and pass callback function.
playerA = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize playerA and pass callback function.
playerB = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize playerA and pass callback function.
playerC = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize playerA and pass callback function.
playerD = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize audio with audio callback function.
audioIO = new SuperpoweredAndroidAudioIO (
samplerate, // sampling rate
buffersize, // buffer size
false, // enableInput
true, // enableOutput
audioProcessing, // process callback function
NULL, // clientData
-1, // inputStreamType (-1 = default)
SL_ANDROID_STREAM_MEDIA // outputStreamType (-1 = default)
);
}
// OpenFile - Open file in playerA, specifying offset and length.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_OpenFile (
JNIEnv *env,
jobject __unused obj,
jstring path, // path to APK file
jint channelID // which player to use
) {
log_print(ANDROID_LOG_INFO, "Player", "~~CHECKPOINT: %d", channelID);
const char *str = env->GetStringUTFChars(path, 0);
switch (channelID) {
case 0:
playerA->open(str);
log_print(ANDROID_LOG_INFO, "Player", "~~Opening: %s", str);
break;
case 1:
playerB->open(str);
log_print(ANDROID_LOG_INFO, "Player", "~~Opening: %s", str);
break;
case 2:
playerC->open(str);
break;
case 3:
playerD->open(str);
break;
default: ;
}
env->ReleaseStringUTFChars(path, str);
}
// TogglePlayback - Toggle Play/Pause state of the playerA.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_TogglePlayback (
JNIEnv * __unused env,
jobject __unused obj,
jint channelID,
jboolean playing
) {
switch (channelID) {
case -1:
if(playing){
log_print(ANDROID_LOG_INFO, "Player", "~~PLAYING ALL: %d", channelID);
playerA->play(true);
playerB->play(true);
playerC->play(true);
playerD->play(true);
SuperpoweredCPU::setSustainedPerformanceMode(playerA->playing); // prevent dropouts
SuperpoweredCPU::setSustainedPerformanceMode(playerB->playing); // prevent dropouts
SuperpoweredCPU::setSustainedPerformanceMode(playerC->playing); // prevent dropouts
SuperpoweredCPU::setSustainedPerformanceMode(playerD->playing); // prevent dropouts
} else {
playerA->pause();
playerA->seek(0);
playerB->pause();
playerB->seek(0);
playerC->pause();
playerC->seek(0);
playerD->pause();
playerD->seek(0);
}
break;
case 0:
if(playing){
playerA->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerA->playing); // prevent dropouts
} else {
playerA->pause();
playerA->seek(0);
}
break;
case 1:
if(playing){
playerB->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerB->playing); // prevent dropouts
} else playerB->pause();
break;
case 2:
if(playing){
playerC->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerC->playing); // prevent dropouts
} else playerC->pause();
break;
case 3:
if(playing){
playerD->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerD->playing); // prevent dropouts
} else playerD->pause();
break;
default:;
}
}
// onBackground - Put audio processing to sleep.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_onBackground(
JNIEnv *__unused env,
jobject __unused obj
) {
audioIO->onBackground();
}
// onForeground - Resume audio processing.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_onForeground(
JNIEnv *__unused env,
jobject __unused obj
) {
audioIO->onForeground();
}
// Cleanup - Free resources.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_Cleanup(
JNIEnv *__unused env,
jobject __unused obj
) {
delete audioIO;
delete playerA;
delete playerB;
delete playerC;
delete playerD;
free(floatBuffer);
}
It works very well for one track. I can record a sound, open it in the player, and have it play and loop. However, if I record on another track and start playing player B, then I get no sound out of player B. I can only hear one track at a time. I understand that I have to somehow combine these players into one buffer, but I am not sure how to go about doing that. Right now it just calls player->play(false) on each one back to back.
How should I change this code to allow multiple players to run at the same time?
Solution attempt 1 Instead of using true/false for the bufferAdd value in each cell, I simply use the call itself for another player. These calls to player->process() will return a boolean which will be set as the bufferAdd value for the next call
if((playerD->process(floatBuffer, playerC->process(floatBuffer, playerB->process(floatBuffer, playerA->process(floatBuffer, false, (unsigned int)numberOfFrames), (unsigned int)numberOfFrames), (unsigned int)numberOfFrames) , (unsigned int)numberOfFrames)))
{
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int)numberOfFrames);
return true;
}
Solution attempt 2 Check the status of each player, if it is processing then process the other 3
if(playerA->process(floatBuffer, false, (unsigned int)numberOfFrames))
{
playerB->process(floatBuffer, true, (unsigned int)numberOfFrames);
playerC->process(floatBuffer, true, (unsigned int)numberOfFrames);
playerD->process(floatBuffer, true, (unsigned int)numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int)numberOfFrames);
return true;
} else if(playerB->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
playerA->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerC->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerD->process(floatBuffer, true, (unsigned int) numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int) numberOfFrames);
return true;
} else if(playerC->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
playerB->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerA->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerD->process(floatBuffer, true, (unsigned int) numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int) numberOfFrames);
return true;
} else if(playerD->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
playerB->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerC->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerA->process(floatBuffer, true, (unsigned int) numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int) numberOfFrames);
return true;
} else return false;