This set of changes implements audio drivers for Android, OpenSLES and Oboe. The changes in the original sources are kept minimal so that it should be easily maintained.
2.6 KiB
Android support in Fluidsynth
Fluidsynth supports Android audio outputs by Oboe and OpenSLES audio drivers.
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
Usage
libfluidsynth.so
and libfluidsynth-assetloader.so
are the library that should be packaged into apk. The latter is for asset-based "sfloader".
By default, "oboe" is the default driver for Android. You can also explicitly specify "opensles" instead, with "audio.driver" setting:
fluid_settings_setstr (settings_handle, "audio.driver", "opensles");
Custom SoundFont loader
Since Android file access is quite limited and there is no common place
to store soundfonts unlike Linux desktop (e.g. /usr/share/sounds/sf2
), you
will most likely have to provide custom soundfont loader.
Since version 2.0.0 Fluidsynth comes with fluid_sfloader_set_callbacks()
which brings
customizible file/stream reader (open/read/seek/tell/close). It is useful to implement simplified
custom SF loader e.g. with Android assets or OBB streams.
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).
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.
There is an example source code on how to do it.
Building
By default, you are supposed to provide PKG_CONFIG_PATH
to glib etc. as well as oboe. There is nothing special.
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.
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.