possible fix for the problem that the rendering did not work

This commit is contained in:
Volker Fischer 2014-01-30 21:19:04 +00:00
parent d0ffc5ceed
commit 01d662f064

View file

@ -90,7 +90,7 @@ CSound::CSound ( void (*fpNewProcessCallback) ( CVector<short>& psData, void* ar
// configure the input buffer queue
SLDataLocator_AndroidSimpleBufferQueue inBufferQueue;
inBufferQueue.locatorType = SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE;
inBufferQueue.numBuffers = 1; // max number of buffers in queue
inBufferQueue.numBuffers = 2; // max number of buffers in queue
// configure the audio (data) sink for input
SLDataSink inDataSink;
@ -131,7 +131,7 @@ CSound::CSound ( void (*fpNewProcessCallback) ( CVector<short>& psData, void* ar
// configure the output buffer queue
SLDataLocator_AndroidSimpleBufferQueue outBufferQueue;
outBufferQueue.locatorType = SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE;
outBufferQueue.numBuffers = 1; // max number of buffers in queue
outBufferQueue.numBuffers = 2; // max number of buffers in queue
// configure the audio (data) source for output
SLDataSource outDataSource;
@ -191,6 +191,31 @@ void CSound::CloseOpenSL()
void CSound::Start()
{
// TEST We have to supply the interface with initial buffers, otherwise
// the rendering will not start. As a quick hack we use the buffers in
// an unknown state which could lead to lowed noises at the very startup
// of the rendering (which is not too bad).
// Note that the number of buffers enqueued here must match the maximum
// numbers of buffers configured in the constructor of this class.
// enqueue initial buffers for record
(*recorderSimpleBufQueue)->Enqueue ( recorderSimpleBufQueue,
&vecsTmpAudioSndCrdStereo[0],
iOpenSLBufferSizeStereo * 2 /* 2 bytes */ );
(*recorderSimpleBufQueue)->Enqueue ( recorderSimpleBufQueue,
&vecsTmpAudioSndCrdStereo[0],
iOpenSLBufferSizeStereo * 2 /* 2 bytes */ );
// enqueue initial buffers for playback
(*playerSimpleBufQueue)->Enqueue ( playerSimpleBufQueue,
&vecsTmpAudioSndCrdStereo[0],
iOpenSLBufferSizeStereo * 2 /* 2 bytes */ );
(*playerSimpleBufQueue)->Enqueue ( playerSimpleBufQueue,
&vecsTmpAudioSndCrdStereo[0],
iOpenSLBufferSizeStereo * 2 /* 2 bytes */ );
// start the rendering
(*recorder)->SetRecordState ( recorder, SL_RECORDSTATE_RECORDING );
(*player)->SetPlayState ( player, SL_PLAYSTATE_PLAYING );