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39 lines
2.6 KiB
Markdown
39 lines
2.6 KiB
Markdown
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# Android support in Fluidsynth
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Fluidsynth supports Android audio outputs by Oboe and OpenSLES audio drivers.
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Android also has Android MIDI API which is exposed only in Android Java API, but it is not exposed as a native API, therefore there is no `mdriver` support for Android. There is an example MidiDeviceService implementation for Fluidsynth at: https://github.com/atsushieno/fluidsynth-midi-service-j
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## Usage
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`libfluidsynth.so` and `libfluidsynth-assetloader.so` are the library that should be packaged into apk. The latter is for asset-based "sfloader".
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By default, "oboe" is the default driver for Android. You can also explicitly specify "opensles" instead, with "audio.driver" setting:
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```
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fluid_settings_setstr (settings_handle, "audio.driver", "opensles");
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```
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## Custom SoundFont loader
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Since Android file access is quite limited and there is no common place
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to store soundfonts unlike Linux desktop (e.g. `/usr/share/sounds/sf2`), you
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will most likely have to provide custom soundfont loader.
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Since version 2.0.0 Fluidsynth comes with `fluid_sfloader_set_callbacks()` which brings
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[customizible file/stream reader](https://github.com/FluidSynth/fluidsynth/issues/241) (open/read/seek/tell/close). It is useful to implement simplified
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custom SF loader e.g. with Android assets or OBB streams.
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The Android implementation is in separate library called `libfluidsynth-assetloader.so`. It comes with native Asset sfloader. However, its usage is a bit tricky because AssetManager needs to be passed from Java code (even though we use AAssetManager API).
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Use `Java_fluidsynth_androidextensions_NativeHandler_setAssetManagerContext()` to initialize the this loader, then call `new_fluid_android_asset_sfloader()` to create a new sfloader. If you already have AAssetManager instance, then the first JNI function is ignorable and you only have to specify the manager to the second function.
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There is [an example source code](https://github.com/atsushieno/fluidsynth-midi-service-j/blob/a2a56b/fluidsynthjna/src/main/java/fluidsynth/androidextensions/AndroidNativeAssetSoundFontLoader.kt#L17) on how to do it.
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## Building
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By default, you are supposed to provide `PKG_CONFIG_PATH` to glib etc. as well as oboe. There is nothing special.
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However, in reality, Oboe does not come up with an official package specification, so you will have to create it manually... unless you use `oboe-1.0.pc` in this directory as well as the build system set up here.
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There are "non-normative" build scripts i.e. `Makefile.android` and a couple of helper files in this directory. In case you don't have any dependencies such as glib for Android, then it would be helpful.
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