1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" 2 "http://www.w3.org/TR/html4/loose.dtd"> 3 <html> 4 5 <head> 6 <title>OpenSL ES for Android</title> 7 </head> 8 9 <body> 10 11 <h1>OpenSL ES for Android</h1> 12 13 This article describes the Android native audio APIs based on the 14 Khronos Group OpenSL ES™ 1.0.1 standard. 15 <p> 16 Unless otherwise noted, 17 all features are available at Android API level 9 (Android platform 18 version 2.3) and higher. 19 Some features are only available at Android API level 14 (Android 20 platform version 4.0) and higher; these are noted. 21 <p> 22 OpenSL ES provides a C language interface that is also callable from C++, and 23 exposes features similar to the audio portions of these Android APIs 24 callable from Java programming language code: 25 <ul> 26 <li><a href="http://developer.android.com/reference/android/media/MediaPlayer.html"> 27 android.media.MediaPlayer</a> 28 <li><a href="http://developer.android.com/reference/android/media/MediaRecorder.html"> 29 android.media.MediaRecorder</a> 30 </ul> 31 32 As with all of the Android Native Development Kit (NDK), the primary 33 purpose of OpenSL ES for Android is to facilitate the implementation 34 of shared libraries to be called from Java programming language code via Java Native 35 Interface (JNI). NDK is not intended for writing pure C/C++ 36 applications. That said, OpenSL ES is a full-featured API, and we 37 expect that you should be able to accomplish most of your audio 38 needs using only this API, without up-calls to code running in the Dalvik VM. 39 <p> 40 (Throughout this document, "Dalvik" can be considered to also refer to "ART"). 41 42 <p> 43 Note: though based on OpenSL ES, the Android native audio API 44 is <i>not</i> a conforming implementation of any OpenSL ES 1.0.1 45 profile (game, music, or phone). This is because Android does not 46 implement all of the features required by any one of the profiles. 47 Any known cases where Android behaves differently than the specification 48 are described in section "Android extensions" below. 49 50 <h2>Getting started</h2> 51 52 <h3>Example code</h3> 53 54 <h4>Recommended</h4> 55 56 Supported and tested example code, usable as a model 57 for your own code, is located in NDK folder 58 <code>platforms/android-9/samples/native-audio/</code>. 59 60 <h4>Not recommended</h4> 61 62 The OpenSL ES 1.0.1 specification contains example code in the 63 appendices (see section "References" below for the link to this 64 specification). However, the examples in Appendix B: Sample Code 65 and Appendix C: Use Case Sample Code use features 66 not supported by Android. Some examples also contain 67 typographical errors, or use APIs that are likely to change. 68 Proceed with caution in referring to these; 69 though the code may be helpful in understanding the full OpenSL ES 70 standard, it should not be used as is with Android. 71 72 <h3>Adding OpenSL ES to your application source code</h3> 73 74 OpenSL ES is a C API, but is callable from both C and C++ code. 75 <p> 76 At a minimum, add the following line to your code: 77 <pre> 78 #include <SLES/OpenSLES.h> 79 </pre> 80 81 If you use Android extensions, also include this header: 82 <pre> 83 #include <SLES/OpenSLES_Android.h> 84 </pre> 85 which automatically includes these headers as well (you don't need to 86 include these, they are shown as an aid in learning the API): 87 <pre> 88 #include <SLES/OpenSLES_AndroidConfiguration.h> 89 #include <SLES/OpenSLES_AndroidMetadata.h> 90 </pre> 91 92 <h3>Makefile</h3> 93 94 Modify your Android.mk as follows: 95 <pre> 96 LOCAL_LDLIBS += -lOpenSLES 97 </pre> 98 99 <h3>Audio content</h3> 100 101 There are many ways to package audio content for your 102 application, including: 103 104 <dl> 105 106 <dt>Resources</dt> 107 <dd> 108 By placing your audio files into the <code>res/raw/</code> folder, 109 they can be accessed easily by the associated APIs for 110 <a href="http://developer.android.com/reference/android/content/res/Resources.html"> 111 Resources</a>. However there is no direct native access to resources, 112 so you will need to write Java programming language code to copy them out before use. 113 </dd> 114 115 <dt>Assets</dt> 116 <dd> 117 By placing your audio files into the <code>assets/</code> folder, 118 they will be directly accessible by the Android native asset manager 119 APIs. See the header files <code>android/asset_manager.h</code> 120 and <code>android/asset_manager_jni.h</code> for more information 121 on these APIs. The example code 122 located in NDK folder 123 <code>platforms/android-9/samples/native-audio/</code> uses these 124 native asset manager APIs in conjunction with the Android file 125 descriptor data locator. 126 </dd> 127 128 <dt>Network</dt> 129 <dd> 130 You can use the URI data locator to play audio content directly from the 131 network. However, be sure to read section "Security and permissions" below. 132 </dd> 133 134 <dt>Local filesystem</dt> 135 <dd> 136 The URI data locator supports the <code>file:</code> scheme for local files, 137 provided the files are accessible by the application. 138 Note that the Android security framework restricts file access via 139 the Linux user ID and group ID mechanism. 140 </dd> 141 142 <dt>Recorded</dt> 143 <dd>Your application can record audio data from the microphone input, 144 store this content, and then play it back later. 145 The example code uses this method for the "Playback" clip. 146 </dd> 147 148 <dt>Compiled and linked inline</dt> 149 <dd> 150 You can link your audio content directly into the shared library, 151 and then play it using an audio player with buffer queue data locator. This is most 152 suitable for short PCM format clips. The example code uses this 153 technique for the "Hello" and "Android" clips. The PCM data was 154 converted to hex strings using a <code>bin2c</code> tool (not supplied). 155 </dd> 156 157 <dt>Real-time synthesis</dt> 158 <dd> 159 Your application can synthesize PCM data on the fly and then play it 160 using an audio player with buffer queue data locator. This is a 161 relatively advanced technique, and the details of audio synthesis 162 are beyond the scope of this article. 163 </dd> 164 165 </dl> 166 167 Finding or creating useful audio content for your application is 168 beyond the scope of this article, but see the "References" section 169 below for some suggested web search terms. 170 <p> 171 Note that it is your responsibility to ensure that you are legally 172 permitted to play or record content, and that there may be privacy 173 considerations for recording content. 174 175 <h3>Debugging</h3> 176 177 For robustness, we recommend that you examine the <code>SLresult</code> 178 value which is returned by most APIs. Use of <code>assert</code> 179 vs. more advanced error handling logic is a matter of coding style 180 and the particular API; see the Wikipedia article on 181 <a href="http://en.wikipedia.org/wiki/Assertion_(computing)">assert</a> 182 for more information. In the supplied example, we have used <code>assert</code> 183 for "impossible" conditions which would indicate a coding error, and 184 explicit error handling for others which are more likely to occur 185 in production. 186 <p> 187 Many API errors result in a log entry, in addition to the non-zero 188 result code. These log entries provide additional detail which can 189 be especially useful for the more complex APIs such as 190 <code>Engine::CreateAudioPlayer</code>. 191 <p> 192 Use <a href="http://developer.android.com/guide/developing/tools/adb.html"> 193 adb logcat</a>, the 194 <a href="http://developer.android.com/guide/developing/eclipse-adt.html"> 195 Eclipse ADT plugin</a> LogCat pane, or 196 <a href="http://developer.android.com/guide/developing/tools/ddms.html#logcat"> 197 ddms logcat</a> to see the log. 198 199 <h2>Supported features from OpenSL ES 1.0.1</h2> 200 201 This section summarizes available features. In some 202 cases, there are limitations which are described in the next 203 sub-section. 204 205 <h3>Global entry points</h3> 206 207 Supported global entry points: 208 <ul> 209 <li><code>slCreateEngine</code> 210 <li><code>slQueryNumSupportedEngineInterfaces</code> 211 <li><code>slQuerySupportedEngineInterfaces</code> 212 </ul> 213 214 <h3>Objects and interfaces</h3> 215 216 The following figure indicates objects and interfaces supported by 217 Android's OpenSL ES implementation. A green cell means the feature 218 is supported. 219 220 <p> 221 <img src="chart1.png" alt="Supported objects and interfaces"> 222 223 <h3>Limitations</h3> 224 225 This section details limitations with respect to the supported 226 objects and interfaces from the previous section. 227 228 <h4>Buffer queue data locator</h4> 229 230 An audio player or recorder with buffer queue data locator supports 231 PCM data format only. 232 233 <h4>Device data locator</h4> 234 235 The only supported use of an I/O device data locator is when it is 236 specified as the data source for <code>Engine::CreateAudioRecorder</code>. 237 It should be initialized using these values, as shown in the example: 238 <pre> 239 SLDataLocator_IODevice loc_dev = 240 {SL_DATALOCATOR_IODEVICE, SL_IODEVICE_AUDIOINPUT, 241 SL_DEFAULTDEVICEID_AUDIOINPUT, NULL}; 242 </pre> 243 244 <h4>Dynamic interface management</h4> 245 246 <code>RemoveInterface</code> and <code>ResumeInterface</code> are not supported. 247 248 <h4>Effect combinations</h4> 249 250 It is meaningless to have both environmental reverb and preset 251 reverb on the same output mix. 252 <p> 253 The platform may ignore effect requests if it estimates that the 254 CPU load would be too high. 255 256 <h4>Effect send</h4> 257 258 <code>SetSendLevel</code> supports a single send level per audio player. 259 260 <h4>Environmental reverb</h4> 261 262 Environmental reverb does not support the <code>reflectionsDelay</code>, 263 <code>reflectionsLevel</code>, or <code>reverbDelay</code> fields of 264 <code>struct SLEnvironmentalReverbSettings</code>. 265 266 <h4>MIME data format</h4> 267 268 The MIME data format can be used with URI data locator only, and only 269 for player (not recorder). 270 <p> 271 The Android implementation of OpenSL ES requires that <code>mimeType</code> 272 be initialized to either <code>NULL</code> or a valid UTF-8 string, 273 and that <code>containerType</code> be initialized to a valid value. 274 In the absence of other considerations, such as portability to other 275 implementations, or content format which cannot be identified by header, 276 we recommend that you 277 set the <code>mimeType</code> to <code>NULL</code> and <code>containerType</code> 278 to <code>SL_CONTAINERTYPE_UNSPECIFIED</code>. 279 <p> 280 Supported formats include WAV PCM, WAV alaw, WAV ulaw, MP3, Ogg 281 Vorbis, AAC LC, HE-AACv1 (aacPlus), HE-AACv2 (enhanced aacPlus), 282 AMR, and FLAC [provided these are supported by the overall platform, 283 and AAC formats must be located within an MP4 or ADTS container]. 284 MIDI is not supported. 285 WMA is not part of the open source release, and compatibility 286 with Android OpenSL ES has not been verified. 287 <p> 288 The Android implementation of OpenSL ES does not support direct 289 playback of DRM or encrypted content; if you want to play this, you 290 will need to convert to cleartext in your application before playing, 291 and enforce any DRM restrictions in your application. 292 293 <h4>Object</h4> 294 295 <code>Resume</code>, <code>RegisterCallback</code>, 296 <code>AbortAsyncOperation</code>, <code>SetPriority</code>, 297 <code>GetPriority</code>, and <code>SetLossOfControlInterfaces</code> 298 are not supported. 299 300 <h4>PCM data format</h4> 301 302 The PCM data format can be used with buffer queues only. Supported PCM 303 playback configurations are 8-bit unsigned or 16-bit signed, mono 304 or stereo, little endian byte ordering, and these sample rates: 305 8000, 11025, 12000, 16000, 22050, 24000, 32000, 44100, or 48000 Hz. 306 For recording, the supported configurations are device-dependent, 307 however generally 16000 Hz mono 16-bit signed is usually available. 308 <p> 309 Note that the field <code>samplesPerSec</code> is actually in 310 units of milliHz, despite the misleading name. To avoid accidentally 311 using the wrong value, you should initialize this field using one 312 of the symbolic constants defined for this purpose (such as 313 <code>SL_SAMPLINGRATE_44_1</code> etc.) 314 <p> 315 For API level 21 and above, see section "Floating-point data" below. 316 317 <h4>Playback rate</h4> 318 319 The supported playback rate range(s) and capabilities may vary depending 320 on the platform version and implementation, and so should be determined 321 at runtime by querying with <code>PlaybackRate::GetRateRange</code> 322 or <code>PlaybackRate::GetCapabilitiesOfRate</code>. 323 <p> 324 That said, some guidance on typical rate ranges may be useful: 325 In Android 2.3 a single playback rate range from 500 per mille to 2000 per mille 326 inclusive is typically supported, with property 327 <code>SL_RATEPROP_NOPITCHCORAUDIO</code>. 328 In Android 4.0 the same rate range is typically supported for a data source 329 in PCM format, and a unity rate range for other formats. 330 331 <h4>Record</h4> 332 333 The <code>SL_RECORDEVENT_HEADATLIMIT</code> and 334 <code>SL_RECORDEVENT_HEADMOVING</code> events are not supported. 335 336 <h4>Seek</h4> 337 338 <code>SetLoop</code> enables whole file looping. The <code>startPos</code> 339 parameter should be zero and the <code>endPos</code> parameter should 340 be <code>SL_TIME_UNKNOWN</code>. 341 342 <h4>URI data locator</h4> 343 344 The URI data locator can be used with MIME data format only, and 345 only for an audio player (not audio recorder). Supported schemes 346 are <code>http:</code> and <code>file:</code>. 347 A missing scheme defaults to the <code>file:</code> scheme. Other 348 schemes such as <code>https:</code>, <code>ftp:</code>, and 349 <code>content:</code> are not supported. 350 <code>rtsp:</code> is not verified. 351 352 <h3>Data structures</h3> 353 354 Android supports these OpenSL ES 1.0.1 data structures: 355 <ul> 356 <li>SLDataFormat_MIME 357 <li>SLDataFormat_PCM 358 <li>SLDataLocator_BufferQueue 359 <li>SLDataLocator_IODevice 360 <li>SLDataLocator_OutputMix 361 <li>SLDataLocator_URI 362 <li>SLDataSink 363 <li>SLDataSource 364 <li>SLEngineOption 365 <li>SLEnvironmentalReverbSettings 366 <li>SLInterfaceID 367 </ul> 368 369 <h3>Platform configuration</h3> 370 371 OpenSL ES for Android is designed for multi-threaded applications, 372 and is thread-safe. 373 <p> 374 OpenSL ES for Android supports a single engine per application, and 375 up to 32 objects. Available device memory and CPU may further 376 restrict the usable number of objects. 377 <p> 378 <code>slCreateEngine</code> recognizes, but ignores, these engine options: 379 <ul> 380 <li><code>SL_ENGINEOPTION_THREADSAFE</code> 381 <li><code>SL_ENGINEOPTION_LOSSOFCONTROL</code> 382 </ul> 383 384 OpenMAX AL and OpenSL ES may be used together in the same application. 385 In this case, there is internally a single shared engine object, 386 and the 32 object limit is shared between OpenMAX AL and OpenSL ES. 387 The application should first create both engines, then use both engines, 388 and finally destroy both engines. The implementation maintains a 389 reference count on the shared engine, so that it is correctly destroyed 390 at the second destroy. 391 392 <h2>Planning for future versions of OpenSL ES</h2> 393 394 The Android native audio APIs are based on Khronos 395 Group OpenSL ES 1.0.1 (see section "References" below). 396 Khronos has released 397 a revised version 1.1 of the standard. The revised version 398 includes new features, clarifications, correction of 399 typographical errors, and some incompatibilities. Most of the expected 400 incompatibilities are relatively minor, or are in areas of OpenSL ES 401 not supported by Android. However, even a small change 402 can be significant for an application developer, so it is important 403 to prepare for this. 404 <p> 405 The Android team is committed to preserving future API binary 406 compatibility for developers to the extent feasible. It is our 407 intention to continue to support future binary compatibility of the 408 1.0.1-based API, even as we add support for later versions of the 409 standard. An application developed with this version should 410 work on future versions of the Android platform, provided that 411 you follow the guidelines listed in section "Planning for 412 binary compatibility" below. 413 <p> 414 Note that future source compatibility will <i>not</i> be a goal. That is, 415 if you upgrade to a newer version of the NDK, you may need to modify 416 your application source code to conform to the new API. We expect 417 that most such changes will be minor; see details below. 418 419 <h3>Planning for binary compatibility</h3> 420 421 We recommend that your application follow these guidelines, 422 to improve future binary compatibility: 423 <ul> 424 <li> 425 Use only the documented subset of Android-supported features from 426 OpenSL ES 1.0.1. 427 <li> 428 Do not depend on a particular result code for an unsuccessful 429 operation; be prepared to deal with a different result code. 430 <li> 431 Application callback handlers generally run in a restricted context, 432 and should be written to perform their work quickly and then return 433 as soon as possible. Do not do complex operations within a callback 434 handler. For example, within a buffer queue completion callback, 435 you can enqueue another buffer, but do not create an audio player. 436 <li> 437 Callback handlers should be prepared to be called more or less 438 frequently, to receive additional event types, and should ignore 439 event types that they do not recognize. Callbacks that are configured 440 with an event mask of enabled event types should be prepared to be 441 called with multiple event type bits set simultaneously. 442 Use "&" to test for each event bit rather than a switch case. 443 <li> 444 Use prefetch status and callbacks as a general indication of progress, but do 445 not depend on specific hard-coded fill levels or callback sequence. 446 The meaning of the prefetch status fill level, and the behavior for 447 errors that are detected during prefetch, may change. 448 <li> 449 See section "Buffer queue behavior" below. 450 </ul> 451 452 <h3>Planning for source compatibility</h3> 453 454 As mentioned, source code incompatibilities are expected in the next 455 version of OpenSL ES from Khronos Group. Likely areas of change include: 456 457 <ul> 458 <li>The buffer queue interface is expected to have significant changes, 459 especially in the areas of <code>BufferQueue::Enqueue</code>, the parameter 460 list for <code>slBufferQueueCallback</code>, 461 and the name of field <code>SLBufferQueueState.playIndex</code>. 462 We recommend that your application code use Android simple buffer 463 queues instead, because we do not plan to change that API. 464 In the example code supplied with the NDK, we have used 465 Android simple buffer queues for playback for this reason. 466 (We also use Android simple buffer queue for recording and decode to PCM, but 467 that is because standard OpenSL ES 1.0.1 does not support record or decode to 468 a buffer queue data sink.) 469 <li>Addition of <code>const</code> to input parameters passed by reference, 470 and to <code>SLchar *</code> struct fields used as input values. 471 This should not require any changes to your code. 472 <li>Substitution of unsigned types for some parameters that are 473 currently signed. You may need to change a parameter type from 474 <code>SLint32</code> to <code>SLuint32</code> or similar, or add a cast. 475 <li><code>Equalizer::GetPresetName</code> will copy the string to 476 application memory instead of returning a pointer to implementation 477 memory. This will be a significant change, so we recommend that you 478 either avoid calling this method, or isolate your use of it. 479 <li>Additional fields in struct types. For output parameters, these 480 new fields can be ignored, but for input parameters the new fields 481 will need to be initialized. Fortunately, these are expected to all 482 be in areas not supported by Android. 483 <li>Interface 484 <a href="http://en.wikipedia.org/wiki/Globally_unique_identifier"> 485 GUIDs</a> will change. Refer to interfaces by symbolic name rather than GUID 486 to avoid a dependency. 487 <li><code>SLchar</code> will change from <code>unsigned char</code> 488 to <code>char</code>. This primarily affects the URI data locator 489 and MIME data format. 490 <li><code>SLDataFormat_MIME.mimeType</code> will be renamed to <code>pMimeType</code>, 491 and <code>SLDataLocator_URI.URI</code> will be renamed to <code>pURI</code>. 492 We recommend that you initialize the <code>SLDataFormat_MIME</code> 493 and <code>SLDataLocator_URI</code> 494 data structures using a brace-enclosed comma-separated list of values, 495 rather than by field name, to isolate your code from this change. 496 In the example code we have used this technique. 497 <li><code>SL_DATAFORMAT_PCM</code> does not permit the application 498 to specify the representation of the data as signed integer, unsigned 499 integer, or floating-point. The Android implementation assumes that 500 8-bit data is unsigned integer and 16-bit is signed integer. In 501 addition, the field <code>samplesPerSec</code> is a misnomer, as 502 the actual units are milliHz. These issues are expected to be 503 addressed in the next OpenSL ES version, which will introduce a new 504 extended PCM data format that permits the application to explicitly 505 specify the representation, and corrects the field name. As this 506 will be a new data format, and the current PCM data format will 507 still be available (though deprecated), it should not require any 508 immediate changes to your code. 509 </ul> 510 511 <h2>Android extensions</h2> 512 513 The API for Android extensions is defined in <code>SLES/OpenSLES_Android.h</code> 514 and the header files that it includes. 515 Consult that file for details on these extensions. Unless otherwise 516 noted, all interfaces are "explicit". 517 <p> 518 Note that use these extensions will limit your application's 519 portability to other OpenSL ES implementations. If this is a concern, 520 we advise that you avoid using them, or isolate your use of these 521 with <code>#ifdef</code> etc. 522 <p> 523 The following figure shows which Android-specific interfaces and 524 data locators are available for each object type. 525 526 <p> 527 <img src="chart2.png" alt="Android extensions"> 528 529 <h3>Android configuration interface</h3> 530 531 The Android configuration interface provides a means to set 532 platform-specific parameters for objects. Unlike other OpenSL ES 533 1.0.1 interfaces, the Android configuration interface is available 534 prior to object realization. This permits the object to be configured 535 and then realized. Header file <code>SLES/OpenSLES_AndroidConfiguration.h</code> 536 documents the available configuration keys and values: 537 <ul> 538 <li>stream type for audio players (default <code>SL_ANDROID_STREAM_MEDIA</code>) 539 <li>record profile for audio recorders (default <code>SL_ANDROID_RECORDING_PRESET_GENERIC</code>) 540 </ul> 541 Here is an example code fragment that sets the Android audio stream type on an audio player: 542 <pre> 543 // CreateAudioPlayer and specify SL_IID_ANDROIDCONFIGURATION 544 // in the required interface ID array. Do not realize player yet. 545 // ... 546 SLAndroidConfigurationItf playerConfig; 547 result = (*playerObject)->GetInterface(playerObject, 548 SL_IID_ANDROIDCONFIGURATION, &playerConfig); 549 assert(SL_RESULT_SUCCESS == result); 550 SLint32 streamType = SL_ANDROID_STREAM_ALARM; 551 result = (*playerConfig)->SetConfiguration(playerConfig, 552 SL_ANDROID_KEY_STREAM_TYPE, &streamType, sizeof(SLint32)); 553 assert(SL_RESULT_SUCCESS == result); 554 // ... 555 // Now realize the player here. 556 </pre> 557 Similar code can be used to configure the preset for an audio recorder. 558 559 <h3>Android effects interfaces</h3> 560 561 The Android effect, effect send, and effect capabilities interfaces provide 562 a generic mechanism for an application to query and use device-specific 563 audio effects. A device manufacturer should document any available 564 device-specific audio effects. 565 <p> 566 Portable applications should use the OpenSL ES 1.0.1 APIs 567 for audio effects instead of the Android effect extensions. 568 569 <h3>Android file descriptor data locator</h3> 570 571 The Android file descriptor data locator permits the source for an 572 audio player to be specified as an open file descriptor with read 573 access. The data format must be MIME. 574 <p> 575 This is especially useful in conjunction with the native asset manager. 576 577 <h3>Android simple buffer queue data locator and interface</h3> 578 579 The Android simple buffer queue data locator and interface are 580 identical to the OpenSL ES 1.0.1 buffer queue locator and interface, 581 except that Android simple buffer queues may be used with both audio 582 players and audio recorders, and are limited to PCM data format. 583 [OpenSL ES 1.0.1 buffer queues are for audio players only, and are not 584 restricted to PCM data format.] 585 <p> 586 For recording, the application should enqueue empty buffers. Upon 587 notification of completion via a registered callback, the filled 588 buffer is available for the application to read. 589 <p> 590 For playback there is no difference. But for future source code 591 compatibility, we suggest that applications use Android simple 592 buffer queues instead of OpenSL ES 1.0.1 buffer queues. 593 594 <h3>Dynamic interfaces at object creation</h3> 595 596 For convenience, the Android implementation of OpenSL ES 1.0.1 597 permits dynamic interfaces to be specified at object creation time, 598 as an alternative to adding these interfaces after object creation 599 with <code>DynamicInterfaceManagement::AddInterface</code>. 600 601 <h3>Buffer queue behavior</h3> 602 603 The OpenSL ES 1.0.1 specification requires that "On transition to 604 the <code>SL_PLAYSTATE_STOPPED</code> state the play cursor is 605 returned to the beginning of the currently playing buffer." The 606 Android implementation does not necessarily conform to this 607 requirement. For Android, it is unspecified whether a transition 608 to <code>SL_PLAYSTATE_STOPPED</code> operates as described, or 609 leaves the play cursor unchanged. 610 <p> 611 We recommend that you do not rely on either behavior; after a 612 transition to <code>SL_PLAYSTATE_STOPPED</code>, you should explicitly 613 call <code>BufferQueue::Clear</code>. This will place the buffer 614 queue into a known state. 615 <p> 616 A corollary is that it is unspecified whether buffer queue callbacks 617 are called upon transition to <code>SL_PLAYSTATE_STOPPED</code> or by 618 <code>BufferQueue::Clear</code>. 619 We recommend that you do not rely on either behavior; be prepared 620 to receive a callback in these cases, but also do not depend on 621 receiving one. 622 <p> 623 It is expected that a future version of OpenSL ES will clarify these 624 issues. However, upgrading to that version would result in source 625 code incompatibilities (see section "Planning for source compatibility" 626 above). 627 628 <h3>Reporting of extensions</h3> 629 630 <code>Engine::QueryNumSupportedExtensions</code>, 631 <code>Engine::QuerySupportedExtension</code>, 632 <code>Engine::IsExtensionSupported</code> report these extensions: 633 <ul> 634 <li><code>ANDROID_SDK_LEVEL_#</code> 635 where # is the platform API level, 9 or higher 636 </ul> 637 638 <h3>Decode audio to PCM</h3> 639 640 <b>Note:</b> 641 For decoding an encoded stream to PCM without immediate playback, 642 <a 643 href="http://developer.android.com/reference/android/media/MediaCodec.html">android.media.MediaCodec</a> 644 is recommended for new applications at API level 16 and above. The NDK 645 equivalent (in <media/NdkMedia*.h>) is recommended for new native 646 applications at API level 21 and above. 647 <p> 648 649 Note: this feature is available at API level 14 and higher. 650 <p> 651 A standard audio player plays back to an audio device, and the data sink 652 is specified as an output mix. 653 However, as an Android extension, an audio player instead 654 acts as a decoder if the data source is specified as a URI or Android 655 file descriptor data locator with MIME data format, and the data sink is 656 an Android simple buffer queue data locator with PCM data format. 657 <p> 658 This feature is primarily intended for games to pre-load their 659 audio assets when changing to a new game level, similar to 660 <code>android.media.SoundPool</code>. 661 <p> 662 The application should initially enqueue a set of empty buffers to the Android simple 663 buffer queue, which will be filled with PCM data. The Android simple 664 buffer queue callback is invoked after each buffer is filled. The 665 callback handler should process the PCM data, re-enqueue the 666 now-empty buffer, and then return. The application is responsible for 667 keeping track of decoded buffers; the callback parameter list does not include 668 sufficient information to indicate which buffer was filled or which buffer to enqueue next. 669 <p> 670 The end of stream is determined implicitly by the data source. 671 At the end of stream a <code>SL_PLAYEVENT_HEADATEND</code> event is 672 delivered. The Android simple buffer queue callback will no longer 673 be called after all consumed data is decoded. 674 <p> 675 The sink's PCM data format typically matches that of the encoded data source 676 with respect to sample rate, channel count, and bit depth. However, the platform 677 implementation is permitted to decode to a different sample rate, channel count, or bit depth. 678 There is a provision to detect the actual PCM format; see section "Determining 679 the format of decoded PCM data via metadata" below. 680 <p> 681 Decode to PCM supports pause and initial seek. Volume control, effects, 682 looping, and playback rate are not supported. 683 <p> 684 Depending on the platform implementation, decoding may require resources 685 that cannot be left idle. Therefore it is not recommended to starve the 686 decoder by failing to provide a sufficient number of empty PCM buffers, 687 e.g. by returning from the Android simple buffer queue callback without 688 enqueueing another empty buffer. The result of decoder starvation is 689 unspecified; the implementation may choose to either drop the decoded 690 PCM data, pause the decoding process, or in severe cases terminate 691 the decoder. 692 693 <h3>Decode streaming ADTS AAC to PCM</h3> 694 695 Note: this feature is available at API level 14 and higher. 696 <p> 697 An audio player acts as a streaming decoder if the data source is an 698 Android buffer queue data locator with MIME data format, and the data 699 sink is an Android simple buffer queue data locator with PCM data format. 700 The MIME data format should be configured as: 701 <dl> 702 <dt>container</dt> 703 <dd><code>SL_CONTAINERTYPE_RAW</code> 704 <dt>MIME type string 705 <dd><code>"audio/vnd.android.aac-adts"</code> (macro <code>SL_ANDROID_MIME_AACADTS</code>) 706 </dl> 707 <p> 708 This feature is primarily intended for streaming media applications that 709 deal with AAC audio, but need to apply custom processing of the audio 710 prior to playback. Most applications that need to decode audio to PCM 711 should use the method of the previous section "Decode audio to PCM", 712 as it is simpler and handles more audio formats. The technique described 713 here is a more specialized approach, to be used only if both of these 714 conditions apply: 715 <ul> 716 <li>the compressed audio source is a stream of AAC frames contained by ADTS headers 717 <li>the application manages this stream, that is the data is <i>not</i> located within 718 a network resource identified by URI or within a local file identified by file descriptor. 719 </ul> 720 The application should initially enqueue a set of filled buffers to the Android buffer queue. 721 Each buffer contains one or more complete ADTS AAC frames. 722 The Android buffer queue callback is invoked after each buffer is emptied. 723 The callback handler should re-fill and re-enqueue the buffer, and then return. 724 The application need not keep track of encoded buffers; the callback parameter 725 list does include sufficient information to indicate which buffer to enqueue next. 726 The end of stream is explicitly marked by enqueuing an EOS item. 727 After EOS, no more enqueues are permitted. 728 <p> 729 It is not recommended to starve the decoder by failing to provide full 730 ADTS AAC buffers, e.g. by returning from the Android buffer queue callback 731 without enqueueing another full buffer. The result of decoder starvation 732 is unspecified. 733 <p> 734 In all respects except for the data source, the streaming decode method is similar 735 to that of the previous section: 736 <ul> 737 <li>initially enqueue a set of empty buffers to the Android simple buffer queue 738 <li>the Android simple buffer queue callback is invoked after each buffer is filled with PCM data; 739 the callback handler should process the PCM data and then re-enqueue another empty buffer 740 <li>the <code>SL_PLAYEVENT_HEADATEND</code> event is delivered at end of stream 741 <li>the actual PCM format should be detected using metadata rather than by making an assumption 742 <li>the same limitations apply with respect to volume control, effects, etc. 743 <li>starvation for lack of empty PCM buffers is not recommended 744 </ul> 745 <p> 746 Despite the similarity in names, an Android buffer queue is <i>not</i> 747 the same as an Android simple buffer queue. The streaming decoder 748 uses both kinds of buffer queues: an Android buffer queue for the ADTS 749 AAC data source, and an Android simple buffer queue for the PCM data 750 sink. The Android simple buffer queue API is described in this document 751 in section "Android simple buffer queue data locator and interface". 752 The Android buffer queue API is described in the Android native media 753 API documentation, located in <a href="../openmaxal/index.html">docs/openmaxal/index.html</a>. 754 755 <h3>Determining the format of decoded PCM data via metadata</h3> 756 757 The metadata extraction interface <code>SLMetadataExtractionItf</code> 758 is a standard OpenSL ES 1.0.1 interface, not an Android extension. 759 However, the particular metadata keys that 760 indicate the actual format of decoded PCM data are specific to Android, 761 and are defined in header <code>SLES/OpenSLES_AndroidMetadata.h</code>. 762 <p> 763 The metadata key indices are available immediately after 764 <code>Object::Realize</code>. Yet the associated values are not 765 available until after the first encoded data has been decoded. A good 766 practice is to query for the key indices in the main thread after Realize, 767 and to read the PCM format metadata values in the Android simple 768 buffer queue callback handler the first time it is called. 769 <p> 770 The OpenSL ES 1.0.1 metadata extraction interface 771 <code>SLMetadataExtractionItf</code> is admittedly cumbersome, as it 772 requires a multi-step process to first determine key indices and then 773 to get the key values. Consult the example code for snippets showing 774 how to work with this interface. 775 <p> 776 Metadata key names are stable. But the key indices are not documented 777 and are subject to change. An application should not assume that indices 778 are persistent across different execution runs, and should not assume that 779 indices are shared for different object instances within the same run. 780 781 <h3>Floating-point data</h3> 782 783 As of API level 21 and above, data can be supplied to an AudioPlayer in 784 single-precision floating-point format. 785 <p> 786 Example code fragment, to be used during the Engine::CreateAudioPlayer process: 787 <pre> 788 #include <SLES/OpenSLES_Android.h> 789 ... 790 SLAndroidDataFormat_PCM_EX pcm; 791 pcm.formatType = SL_ANDROID_DATAFORMAT_PCM_EX; 792 pcm.numChannels = 2; 793 pcm.sampleRate = SL_SAMPLINGRATE_44_1; 794 pcm.bitsPerSample = 32; 795 pcm.containerSize = 32; 796 pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT; 797 pcm.endianness = SL_BYTEORDER_LITTLEENDIAN; 798 pcm.representation = SL_ANDROID_PCM_REPRESENTATION_FLOAT; 799 ... 800 SLDataSource audiosrc; 801 audiosrc.pLocator = ... 802 audiosrc.pFormat = &pcm; 803 </pre> 804 805 <h2>Programming notes</h2> 806 807 These notes supplement the OpenSL ES 1.0.1 specification, 808 available in the "References" section below. 809 810 <h3>Objects and interface initialization</h3> 811 812 Two aspects of the OpenSL ES programming model that may be unfamiliar 813 to new developers are the distinction between objects and interfaces, 814 and the initialization sequence. 815 <p> 816 Briefly, an OpenSL ES object is similar to the object concept 817 in programming languages such as Java and C++, except an OpenSL ES 818 object is <i>only</i> visible via its associated interfaces. This 819 includes the initial interface for all objects, called 820 <code>SLObjectItf</code>. There is no handle for an object itself, 821 only a handle to the <code>SLObjectItf</code> interface of the object. 822 <p> 823 An OpenSL ES object is first "created", which returns an 824 <code>SLObjectItf</code>, then "realized". This is similar to the 825 common programming pattern of first constructing an object (which 826 should never fail other than for lack of memory or invalid parameters), 827 and then completing initialization (which may fail due to lack of 828 resources). The realize step gives the implementation a 829 logical place to allocate additional resources if needed. 830 <p> 831 As part of the API to create an object, an application specifies 832 an array of desired interfaces that it plans to acquire later. Note 833 that this array does <i>not</i> automatically acquire the interfaces; 834 it merely indicates a future intention to acquire them. Interfaces 835 are distinguished as "implicit" or "explicit". An explicit interface 836 <i>must</i> be listed in the array if it will be acquired later. 837 An implicit interface need not be listed in the object create array, 838 but there is no harm in listing it there. OpenSL ES has one more 839 kind of interface called "dynamic", which does not need to be 840 specified in the object create array, and can be added later after 841 the object is created. The Android implementation provides a 842 convenience feature to avoid this complexity; see section "Dynamic 843 interfaces at object creation" above. 844 <p> 845 After the object is created and realized, the application should 846 acquire interfaces for each feature it needs, using 847 <code>GetInterface</code> on the initial <code>SLObjectItf</code>. 848 <p> 849 Finally, the object is available for use via its interfaces, though 850 note that some objects require further setup. In particular, an 851 audio player with URI data source needs a bit more preparation in 852 order to detect connection errors. See the next section 853 "Audio player prefetch" for details. 854 <p> 855 After your application is done with the object, you should explicitly 856 destroy it; see section "Destroy" below. 857 858 <h3>Audio player prefetch</h3> 859 860 For an audio player with URI data source, <code>Object::Realize</code> allocates resources 861 but does not connect to the data source (i.e. "prepare") or begin 862 pre-fetching data. These occur once the player state is set to 863 either <code>SL_PLAYSTATE_PAUSED</code> or <code>SL_PLAYSTATE_PLAYING</code>. 864 <p> 865 Note that some information may still be unknown until relatively 866 late in this sequence. In particular, initially 867 <code>Player::GetDuration</code> will return <code>SL_TIME_UNKNOWN</code> 868 and <code>MuteSolo::GetChannelCount</code> will either return successfully 869 with channel count zero 870 or the error result <code>SL_RESULT_PRECONDITIONS_VIOLATED</code>. 871 These APIs will return the proper values once they are known. 872 <p> 873 Other properties that are initially unknown include the sample rate 874 and actual media content type based on examining the content's header 875 (as opposed to the application-specified MIME type and container type). 876 These too, are determined later during prepare / prefetch, but there are 877 no APIs to retrieve them. 878 <p> 879 The prefetch status interface is useful for detecting when all 880 information is available. Or, your application can poll periodically. 881 Note that some information may <i>never</i> be known, for example, 882 the duration of a streaming MP3. 883 <p> 884 The prefetch status interface is also useful for detecting errors. 885 Register a callback and enable at least the 886 <code>SL_PREFETCHEVENT_FILLLEVELCHANGE</code> and 887 <code>SL_PREFETCHEVENT_STATUSCHANGE</code> events. If both of these 888 events are delivered simultaneously, and 889 <code>PrefetchStatus::GetFillLevel</code> reports a zero level, and 890 <code>PrefetchStatus::GetPrefetchStatus</code> reports 891 <code>SL_PREFETCHSTATUS_UNDERFLOW</code>, then this indicates a 892 non-recoverable error in the data source. 893 This includes the inability to connect to the data source because 894 the local filename does not exist or the network URI is invalid. 895 <p> 896 The next version of OpenSL ES is expected to add more explicit 897 support for handling errors in the data source. However, for future 898 binary compatibility, we intend to continue to support the current 899 method for reporting a non-recoverable error. 900 <p> 901 In summary, a recommended code sequence is: 902 <ul> 903 <li>Engine::CreateAudioPlayer 904 <li>Object:Realize 905 <li>Object::GetInterface for SL_IID_PREFETCHSTATUS 906 <li>PrefetchStatus::SetCallbackEventsMask 907 <li>PrefetchStatus::SetFillUpdatePeriod 908 <li>PrefetchStatus::RegisterCallback 909 <li>Object::GetInterface for SL_IID_PLAY 910 <li>Play::SetPlayState to SL_PLAYSTATE_PAUSED or SL_PLAYSTATE_PLAYING 911 <li>preparation and prefetching occur here; during this time your 912 callback will be called with periodic status updates 913 </ul> 914 915 <h3>Destroy</h3> 916 917 Be sure to destroy all objects on exit from your application. Objects 918 should be destroyed in reverse order of their creation, as it is 919 not safe to destroy an object that has any dependent objects. 920 For example, destroy in this order: audio players and recorders, 921 output mix, then finally the engine. 922 <p> 923 OpenSL ES does not support automatic garbage collection or 924 <a href="http://en.wikipedia.org/wiki/Reference_counting">reference counting</a> 925 of interfaces. After you call <code>Object::Destroy</code>, all extant 926 interfaces derived from the associated object become <i>undefined</i>. 927 <p> 928 The Android OpenSL ES implementation does not detect the incorrect 929 use of such interfaces. 930 Continuing to use such interfaces after the object is destroyed will 931 cause your application to crash or behave in unpredictable ways. 932 <p> 933 We recommend that you explicitly set both the primary object interface 934 and all associated interfaces to NULL as part of your object 935 destruction sequence, to prevent the accidental misuse of a stale 936 interface handle. 937 938 <h3>Stereo panning</h3> 939 940 When <code>Volume::EnableStereoPosition</code> is used to enable 941 stereo panning of a mono source, there is a 3 dB reduction in total 942 <a href="http://en.wikipedia.org/wiki/Sound_power_level"> 943 sound power level</a>. This is needed to permit the total sound 944 power level to remain constant as the source is panned from one 945 channel to the other. Therefore, don't enable stereo positioning 946 if you don't need it. See the Wikipedia article on 947 <a href="http://en.wikipedia.org/wiki/Panning_(audio)">audio panning</a> 948 for more information. 949 950 <h3>Callbacks and threads</h3> 951 952 Callback handlers are generally called <i>synchronously</i> with 953 respect to the event, that is, at the moment and location where the 954 event is detected by the implementation. But this point is 955 <i>asynchronous</i> with respect to the application. Thus you should 956 use a non-blocking synchronization mechanism to control access 957 to any variables shared between the application and the callback 958 handler. In the example code, such as for buffer queues, we have 959 either omitted this synchronization or used blocking synchronization in 960 the interest of simplicity. However, proper non-blocking synchronization 961 would be critical for any production code. 962 <p> 963 Callback handlers are called from internal 964 non-application thread(s) which are not attached to the Dalvik virtual machine and thus 965 are ineligible to use JNI. Because these internal threads are 966 critical to the integrity of the OpenSL ES implementation, a callback 967 handler should also not block or perform excessive work. 968 <p> 969 If your callback handler needs to use JNI, or execute work that is 970 not proportional to the callback, the handler should instead post an 971 event for another thread to process. Examples of acceptable callback 972 workload include rendering and enqueuing the next output buffer (for an 973 AudioPlayer), processing the just-filled input buffer and enqueueing the 974 next empty buffer (for an AudioRecorder), or simple APIs such as most 975 of the "Get" family. See section "Performance" below regarding the workload. 976 <p> 977 Note that the converse is safe: a Dalvik application thread which has 978 entered JNI is allowed to directly call OpenSL ES APIs, including 979 those which block. However, blocking calls are not recommended from 980 the main thread, as they may result in the dreaded "Application Not 981 Responding" (ANR). 982 <p> 983 The choice of which thread calls a callback handler is largely left up 984 to the implementation. The reason for this flexibility is to permit 985 future optimizations, especially on multi-core devices. 986 <p> 987 The thread on which the callback handler runs is not guaranteed to have 988 the same identity across different calls. Therefore do not rely on the 989 <code>pthread_t</code> returned by <code>pthread_self()</code>, or the 990 <code>pid_t</code> returned by <code>gettid()</code>, to be consistent 991 across calls. Don't use the thread local storage (TLS) APIs such as 992 <code>pthread_setspecific()</code> and <code>pthread_getspecific()</code> 993 from a callback, for the same reason. 994 <p> 995 The implementation guarantees that concurrent callbacks of the same kind, 996 for the same object, will not occur. However, concurrent callbacks of 997 <i>different</i> kinds for the same object are possible, on different threads. 998 999 <h3>Performance</h3> 1000 1001 As OpenSL ES is a native C API, non-Dalvik application threads which 1002 call OpenSL ES have no Dalvik-related overhead such as garbage 1003 collection pauses. With one exception described below, there is no additional performance 1004 benefit to the use of OpenSL ES other than this. In particular, use 1005 of OpenSL ES does not guarantee a lower audio latency, higher scheduling 1006 priority, etc. than what the platform generally provides. 1007 On the other hand, as the Android platform and specific device 1008 implementations continue to evolve, an OpenSL ES application can 1009 expect to benefit from any future system performance improvements. 1010 <p> 1011 One such evolution is support for reduced audio output latency. 1012 The underpinnings for reduced output latency were first included in 1013 the Android 4.1 platform release ("Jellybean"), and then continued 1014 progress occurred in the Android 4.2 platform. These improvements 1015 are available via OpenSL ES for device implementations that claim feature 1016 "android.hardware.audio.low_latency". If the device doesn't claim this 1017 feature but supports API level 9 (Android platform version 2.3) or later, 1018 then you can still use the OpenSL ES APIs but the output latency may be higher. 1019 The lower output latency path is used only if the application requests a 1020 buffer count of 2 or more, and a buffer size and sample rate that are 1021 compatible with the device's native output configuration. 1022 These parameters are device-specific and should be obtained as follows. 1023 <p> 1024 Beginning with API level 17 (Android platform version 4.2), an application 1025 can query for the native or optimal output sample rate and buffer size 1026 for the device's primary output stream. When combined with the feature 1027 test just mentioned, an app can now configure itself appropriately for 1028 lower latency output on devices that claim support. 1029 <p> 1030 The recommended sequence is: 1031 <ol> 1032 <li>Check for API level 9 or higher, to confirm use of OpenSL ES. 1033 <li>Check for feature "android.hardware.audio.low_latency" using code such as this: 1034 <pre> 1035 import android.content.pm.PackageManager; 1036 ... 1037 PackageManager pm = getContext().getPackageManager(); 1038 boolean claimsFeature = pm.hasSystemFeature(PackageManager.FEATURE_AUDIO_LOW_LATENCY); 1039 </pre> 1040 <li>Check for API level 17 or higher, to confirm use of 1041 <code>android.media.AudioManager.getProperty()</code>. 1042 <li>Get the native or optimal output sample rate and buffer size for this device's primary output 1043 stream, using code such as this: 1044 <pre> 1045 import android.media.AudioManager; 1046 ... 1047 AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE); 1048 String sampleRate = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE)); 1049 String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER)); 1050 </pre> 1051 Note that <code>sampleRate</code> and <code>framesPerBuffer</code> 1052 are <code>String</code>s. First check for <code>null</code> 1053 and then convert to <code>int</code> using <code>Integer.parseInt()</code>. 1054 <li>Now use OpenSL ES to create an AudioPlayer with PCM buffer queue data locator. 1055 </ol> 1056 The number of lower latency audio players is limited. If your application 1057 requires more than a few audio sources, consider mixing your audio at 1058 application level. Be sure to destroy your audio players when your 1059 activity is paused, as they are a global resource shared with other apps. 1060 <p> 1061 To avoid audible glitches, the buffer queue callback handler must execute 1062 within a small and predictable time window. This typically implies no 1063 unbounded blocking on mutexes, conditions, or I/O operations. Instead consider 1064 "try locks", locks and waits with timeouts, and non-blocking algorithms. 1065 <p> 1066 The computation required to render the next buffer (for AudioPlayer) or 1067 consume the previous buffer (for AudioRecord) should take approximately 1068 the same amount of time for each callback. Avoid algorithms that execute in 1069 a non-deterministic amount of time, or are "bursty" in their computations. 1070 A callback computation is bursty if the CPU time spent in any 1071 given callback is significantly larger than the average. 1072 In summary, the ideal is for the CPU execution time of the handler to have 1073 variance near zero, and for the handler to not block for unbounded times. 1074 <p> 1075 Lower latency audio is for these outputs only: on-device speaker, wired 1076 headphones, wired headset, and line out. 1077 <p> 1078 As of API level 21, lower latency audio input is supported on select 1079 devices. To take advantage of this feature, first confirm that lower 1080 latency output is available as described above. The capability for lower 1081 latency output is a prerequisite for the lower latency input feature. 1082 Then create an AudioRecorder with the same sample rate and buffer size 1083 as would be used for output. 1084 <p> 1085 For simultaneous input and output, separate buffer queue 1086 completion handlers are used for each side. There is no guarantee of 1087 the relative order of these callbacks, or the synchronization of the 1088 audio clocks, even when both sides use the same sample rate. 1089 Your application should buffer the data with proper buffer synchronization. 1090 <p> 1091 One consequence of potentially independent audio clocks is the need 1092 for asynchronous sample rate conversion. A simple (though not ideal 1093 for audio quality) technique for asynchronous sample rate conversion 1094 is to duplicate or drop samples as needed near a zero-crossing point. 1095 More sophisticated conversions are possible. 1096 1097 <h3>Security and permissions</h3> 1098 1099 As far as who can do what, security in Android is done at the 1100 process level. Java programming language code can't do anything more than native code, nor 1101 can native code do anything more than Java programming language code. The only differences 1102 between them are what APIs are available that provide functionality 1103 that the platform promises to support in the future and across 1104 different devices. 1105 <p> 1106 Applications using OpenSL ES must request whatever permissions they 1107 would need for similar non-native APIs. For example, if your application 1108 records audio, then it needs the <code>android.permission.RECORD_AUDIO</code> 1109 permission. Applications that use audio effects need 1110 <code>android.permission.MODIFY_AUDIO_SETTINGS</code>. Applications that play 1111 network URI resources need <code>android.permission.NETWORK</code>. 1112 <p> 1113 Depending on the platform version and implementation, 1114 media content parsers and software codecs may run within the context 1115 of the Android application that calls OpenSL ES (hardware codecs 1116 are abstracted, but are device-dependent). Malformed content 1117 designed to exploit parser and codec vulnerabilities is a known attack 1118 vector. We recommend that you play media only from trustworthy 1119 sources, or that you partition your application such that code that 1120 handles media from untrustworthy sources runs in a relatively 1121 sandboxed environment. For example you could process media from 1122 untrustworthy sources in a separate process. Though both processes 1123 would still run under the same UID, this separation does make an 1124 attack more difficult. 1125 1126 <h2>Platform issues</h2> 1127 1128 This section describes known issues in the initial platform 1129 release which supports these APIs. 1130 1131 <h3>Dynamic interface management</h3> 1132 1133 <code>DynamicInterfaceManagement::AddInterface</code> does not work. 1134 Instead, specify the interface in the array passed to Create, as 1135 shown in the example code for environmental reverb. 1136 1137 <h2>References and resources</h2> 1138 1139 Android: 1140 <ul> 1141 <li><a href="http://developer.android.com/resources/index.html"> 1142 Android developer resources</a> 1143 <li><a href="http://groups.google.com/group/android-developers"> 1144 Android developers discussion group</a> 1145 <li><a href="http://developer.android.com/sdk/ndk/index.html">Android NDK</a> 1146 <li><a href="http://groups.google.com/group/android-ndk"> 1147 Android NDK discussion group</a> (for developers of native code, including OpenSL ES) 1148 <li><a href="http://code.google.com/p/android/issues/"> 1149 Android open source bug database</a> 1150 </ul> 1151 1152 Khronos Group: 1153 <ul> 1154 <li><a href="http://www.khronos.org/opensles/"> 1155 Khronos Group OpenSL ES Overview</a> 1156 <li><a href="http://www.khronos.org/registry/sles/"> 1157 Khronos Group OpenSL ES 1.0.1 specification</a> 1158 <li><a href="http://www.khronos.org/message_boards/viewforum.php?f=15"> 1159 Khronos Group public message board for OpenSL ES</a> 1160 (please limit to non-Android questions) 1161 </ul> 1162 For convenience, we have included a copy of the OpenSL ES 1.0.1 1163 specification with the NDK in 1164 <code>docs/opensles/OpenSL_ES_Specification_1.0.1.pdf</code>. 1165 1166 <p> 1167 Miscellaneous: 1168 <ul> 1169 <li><a href="http://en.wikipedia.org/wiki/Java_Native_Interface">JNI</a> 1170 <li><a href="http://stackoverflow.com/search?q=android+audio"> 1171 Stack Overflow</a> 1172 <li>web search for "interactive audio", "game audio", "sound design", 1173 "audio programming", "audio content", "audio formats", etc. 1174 <li><a href="http://en.wikipedia.org/wiki/Advanced_Audio_Coding">AAC</a> 1175 </ul> 1176 1177 </body> 1178 </html> 1179