Any update on anyone getting javax.sound.sampled (or something similar) working?
Pv On Nov 23 2008, 12:49 am, MichaelEGR <foun...@egrsoftware.com> wrote: > Greets... Wow.. good thread and discussion thus far. Best and most > recent audio thread I've seen. > > I am an audio/graphics professional and my first project, for kicks, > is to port my desktop Java Quake3 class game engine to Android and > OpenGL ES as a test of well my ability to get Q3 tech playing with ES > and Android and it didn't take long to realize the state of audio in > SDK 1.0_r1 is not suitable for lots of audio stuff I'd like to > accomplish in general and some novel features for my port (IE voice > chat with desktop clients from built in mic on G1, etc; fun!). We'll > see how the Q3 port turns out; gonna hack a file based push to talk > feature most likely via MediaRecorder; delayed audio w/ this though > and only one way to desktop clients to show proof of concept. > > I specifically did not adopt or even look at Android until a handset > device was released and the SDK hit 1.0 simply because I knew the > platform probably would not be complete and I don't have the time / > desire to work around incomplete APIs / implementation (yes, was > correct on that; for audio at least; lots of gold to be had elsewhere; > seriously, kudos Android team et al, I haven't been this excited in a > while about a new tech!). So, yes, lets continue to discuss how to > solve the audio issue that encroaches on all of us who want > performance audio on Android and all 'droid devices in general. I will > throw in my two cents on how I _am_ (not would be) solving it after > dealing with the woes and inadequacies of Java Sound on the desktop > _for years_ from an API perspective to simply incomplete > implementations on various platforms and JVM versions. (Java Sound - > Write once, test everywhe... oh wait you mean it doesn't fully work on > <X> platform at all?.?. gah!!!) > > One solution on the desktop has been to ditch Java Sound and support > PortAudio (www.portaudio.com) via JNI. I propose that Android can also > provide the best and most _portable_ audio solution not only on the G1 > and other devices, but _future_ hardware that supports Android by > adopting PortAudio and exposing a lean and mean API to developers that > then can be further extended with higher level APIs for purpose built > processes (speech detection / Jspeex port / DSP processing, even a > javax.sound implementation built _on top_ of PortAudio, etc). What is > needed is simple and efficient raw audio I/O functionality at the > core; PortAudio provides this and only this! For file I/O it's not a > bad idea to support Libsndfile (http://www.mega-nerd.com/libsndfile/). > Between PortAudio & Libsndfile raw hardware and file based audio I/O > can be solved by time tested open source solutions. > > Now... I mentioned future hardware supporting Android... I just so > happen to be developing an embedded audio hardware product that > focuses on advanced spatial processing (think large scale 2D and 3D > sound arrays; I have a 32 speaker hemisphere setup at my facility in > SF for instance; check here for those interested in an overview I > published for the recent AES conference in SF w/ picts & equipment > specifications --http://research.egrsoftware.com/conferences/2008/aes2008/) > and after finally dipping into Android (IE G1 & SDK 1.0 finally > available and in my hands) I've decided unanimously and almost > instantly to ditch my previous path which was Analog Devices Blackfin/ > Sharc based processors running uClinux and am switching to the TI > OMAP3 3550 and Android as the processor/stack. In doing this I already > am adopting PortAudio on my future Android based hardware and this is > how I presently plan to expose audio I/O to Android developers on my > hardware. So in time this is _going_ to be done already. > > Seeing as there isn't a published / unified vision on where to take > audio I/O for Android as is I do strongly propose supporting PortAudio > out of it's shear elegance and wide activity and support in the audio > community at large across numerous OSes / desktop to mobile. Not only > will it provide a mean and lean audio API at the core, but it will be > portable at its core between different hardware configurations on hand > sets to say custom built audio hardware like my own efforts which will > support high channel count analog, ADAT, audio over HDMI, and even > MADI I/O in time. There is absolutely no reason to support Java Sound > as the core implementation just because that is the most visible Java > API for audio to the layman programmer; that would be archaic and > quite honestly just silly which is nice to see folks mentioning in > this thread Including David S. Audio professionals and people serious > with audio and Java _likely_ concur. > > Anyway... Since I'm already planning PortAudio support with my own > 'droid based hardware and it's _very_ applicable to Android as a whole > for the entire developer community across all devices and isn't based > on a trade marked open or proprietary company oriented API / > implementation (SoniVox, sorry!), but a tried and true open source > solution that is known to work for many widely adopted cross platform > audio applications to great ASIO and device specific hardware it is a > compelling way forward. > > I'll even go so far as offering to get on that black bus for a few > months and simply knock PortAudio support out quickly and efficiently > for all as I'm passionate about audio and really like and am adopting > Android in a big way... > > Thoughts anyone? > > Is there a full time resource at Google dedicated to audio support > with Android or is this a Sun like operation where audio is completely > ignored / just an after thought and one resource at best is sometimes > on the gig? > > Regards, > --Mike --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. 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