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author | Glenn Kasten <gkasten@google.com> | 2014-10-14 10:58:12 -0700 |
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committer | Andrew Hsieh <andrewhsieh@google.com> | 2014-10-21 17:50:36 -0700 |
commit | 7566d2259739b74cfe793f49e8a6ed4cd25cb686 (patch) | |
tree | 1c56be871dc1fc1333bf070f6814f7dacd962386 /docs | |
parent | dfa2fcd78c28ab867a64af269cd1362a47f7a043 (diff) | |
download | ndk-7566d2259739b74cfe793f49e8a6ed4cd25cb686.tar.gz |
Update OpenSL ES docs for API 21
Bug: 17985241
Change-Id: Ib5c5faede03bb58d279d71ed914804e62153891d
Diffstat (limited to 'docs')
-rw-r--r-- | docs/Additional_library_docs/opensles/index.html | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/docs/Additional_library_docs/opensles/index.html b/docs/Additional_library_docs/opensles/index.html index e3002286f..cb183ce25 100644 --- a/docs/Additional_library_docs/opensles/index.html +++ b/docs/Additional_library_docs/opensles/index.html @@ -36,6 +36,8 @@ Interface (JNI). NDK is not intended for writing pure C/C++ applications. That said, OpenSL ES is a full-featured API, and we expect that you should be able to accomplish most of your audio needs using only this API, without up-calls to code running in the Dalvik VM. +<p> +(Throughout this document, "Dalvik" can be considered to also refer to "ART"). <p> Note: though based on OpenSL ES, the Android native audio API @@ -309,6 +311,8 @@ units of milliHz, despite the misleading name. To avoid accidentally using the wrong value, you should initialize this field using one of the symbolic constants defined for this purpose (such as <code>SL_SAMPLINGRATE_44_1</code> etc.) +<p> +For API level 21 and above, see section "Floating-point data" below. <h4>Playback rate</h4> @@ -389,7 +393,7 @@ at the second destroy. The Android native audio APIs are based on Khronos Group OpenSL ES 1.0.1 (see section "References" below). -As of the time of this writing, Khronos has recently released +Khronos has released a revised version 1.1 of the standard. The revised version includes new features, clarifications, correction of typographical errors, and some incompatibilities. Most of the expected @@ -633,6 +637,15 @@ where # is the platform API level, 9 or higher <h3>Decode audio to PCM</h3> +<b>Note:</b> +For decoding an encoded stream to PCM without immediate playback, +<a +href="http://developer.android.com/reference/android/media/MediaCodec.html">android.media.MediaCodec</a> +is recommended for new applications at API level 16 and above. The NDK +equivalent (in <media/NdkMedia*.h>) is recommended for new native +applications at API level 21 and above. +<p> + Note: this feature is available at API level 14 and higher. <p> A standard audio player plays back to an audio device, and the data sink @@ -767,7 +780,7 @@ indices are shared for different object instances within the same run. <h3>Floating-point data</h3> -As of API level L and above, data can be supplied to an AudioPlayer in +As of API level 21 and above, data can be supplied to an AudioPlayer in single-precision floating-point format. <p> Example code fragment, to be used during the Engine::CreateAudioPlayer process: @@ -1062,7 +1075,7 @@ variance near zero, and for the handler to not block for unbounded times. Lower latency audio is for these outputs only: on-device speaker, wired headphones, wired headset, and line out. <p> -As of API level L, lower latency audio input is supported on select +As of API level 21, lower latency audio input is supported on select devices. To take advantage of this feature, first confirm that lower latency output is available as described above. The capability for lower latency output is a prerequisite for the lower latency input feature. |