From moocow1452 at gmail.com Mon Dec 1 21:43:06 2014 From: moocow1452 at gmail.com (Joey Carlini) Date: Tue, 02 Dec 2014 02:43:06 +0000 Subject: [sdlsound] SDL_sound on Android References: Message-ID: Yeah, looking this over, it appears to be a pain upon pain in the butt region to actually suss this out. Using instructions from http://wiki.libsdl.org/Android, I've tried to compile something, but have gotten error upon error for stuff working out. Using their NDK-Build guide with SDL(4.1) and it's dependancies, I managed to get this set of errors, presumably for building Android libs including just files instead of compiled dependancies. http://pastebin.com/mnuq1FHS and building with my formed ndk-toolchain, I can't set the SDL2-Config to anything that works with the Android system or registers as a valid entry for that matter. I'll look into it some more, see what comes out. On Fri Nov 21 2014 at 4:37:40 AM Eric Wing wrote: > On 11/3/14, Joey Carlini wrote: > > So, I'm working on a port of MKXP to Android, so that we could get all of > > our RPG Maker XP goodness on our mobile devices, including To The Moon > and > > other homebrewed RPGs. The problem is that it uses a funky flow for how > it > > works with Audio, which requires a custom patched version of SDL_sound > that > > I am having a hard time building for Android. It doesn't want to take > when > > I try and use a standalone toolchain to compile the latest mercurial, and > > trying to fish one out of scummvm's project is no better, so I'm just > > having a hard time figuring out what to do without rewriting the entire > > audio delivery portion of the code. > > > > https://github.com/Ancurio/mkxp/tree/master/patches/SDL_sound > > > > Any ideas, guys? > > > > Hi Joey, > I'll share what I know, but at the end of the day, Android is really, > really painful. > > I built SDL_sound for Android several years ago. I did not use the > CMake build system, but rewrote the build process by hand in an > Android.mk because at the time, it was the easiest way to build it > into the product I was working on at the time because they had a > monolithic Android.mk. (This was Android 1.6 days, so the toolchain > sucked even more back then.) > > The hardest part were the dependencies, like mpg123. I recall x86 > assembly code in that library so figuring out how to reinvent the > build system and deal with arm was a pain. > > Fast forward a good number of years, and thanks to 3rd party CMake > toolchains, CMake is useable for Android. However, all the SDL_sound > dependencies don't necessarily have a CMake build system, so that will > be a pain. > > Honestly, I find build systems much harder/complicated than code a > large deal of the time. So I'm actually not using SDL_sound anymore, > but rolled a native Android OpenSL ES decoder into my audio library > ALmixer (which used to solely rely on SDL_sound). > > So you will need to figure out how to build the SDL_sound dependencies > and SDL_sound itself. I think SDL_sound is the easy part. > > I now have the CMake build process for Android down to a point where > I've been able to document it and repeat it for multiple projects. > There are still a bunch of hoops you have to jump through. (The > biggest are setting up the standalone toolchain and setting > environmental variables.) But I find it much better than using the > Android.mk/ndk-build system. > > > I setup an example with ALmixer here so other people could learn from it. > https://bitbucket.org/ewing/hello-android-almixer > > Additionally, OpenAL-Soft is a dependency that ALmixer depends on, > though this uses its own supplied Makefile system. This is actually a > good example of how to get CMake to find 3rd party dependencies on > Android. > > Once these components are built as dynamic libraries, the final Hello > World app build process relies on the official NDK external module system > to > find ALmixer and OpenAL and build appropriately. > > Because there are a lot of disjoint steps, all of this is strung > together by some Perl scripts. > > The README.txt contains a lot of information on how to setup things. > Android NDK development is really painful so take your time on this. > Don't expect to be able to grasp everything in 10 minutes. That said, > I think this example is one of the smoothest examples ever made of > building and using complicated 3rd party dependencies on Android with > the NDK. > > > I also built JavaScriptCore, which is one of the hardest, most > complicated projects I've ever had to build. I documented it here and > might be used to cross-reference what I did with ALmixer. > https://github.com/appcelerator/hyperloop/wiki/Building- > JavaScriptCore-for-Android > > > Anyway, I hope some of this might be of some help. > > Thanks, > Eric > > P.S. I love To the Moon, and just played A Bird Story. Beautiful. > > -- > Beginning iPhone Games Development > http://playcontrol.net/iphonegamebook/ > -------------- next part -------------- An HTML attachment was scrubbed... URL: