shadowislord
8426bb7baf
Officially switch to the new Android audio system (PART 2..)
2014-11-20 20:36:36 -05:00
shadowislord
be1f219f29
The old Android MediaPlayer based audio renderer is now deprecated
2014-11-20 20:33:30 -05:00
shadowislord
6cad69e067
Officially switch to the new Android audio system
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Now uses OpenAL Soft 1.16 by default with the Tremor-based OGG/Vorbis decoder.
All jME3 audio features now work on Android.
2014-11-20 20:27:43 -05:00
shadowislord
915b0b8c61
Replace AtomicBoolean with Object as the audio thread lock
2014-11-20 20:24:23 -05:00
shadowislord
2ec7366fde
Initialize OpenAL context in the render thread
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Also remove useless AndroidAudioRenderer from jme3-ios
2014-11-20 20:21:37 -05:00
shadowislord
62a235fbf7
Add streaming + looping support for Android vorbis audio
2014-11-20 20:07:42 -05:00
shadowislord
96c3e554f4
Disable NDK downloading for Travis CI build
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NDK is multi-platform, so natives can be updated by developer.
2014-11-20 20:01:47 -05:00
shadowislord
4241ce9ead
Fix ESSL version parsing (incorrect prefix)
2014-11-20 20:00:28 -05:00
shadowislord
de0027eee3
Fix OGL version parsing
2014-11-20 19:40:31 -05:00
shadowislord
e1910fdff2
Fix OGG/Vorbis stream looping
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Previously, a discontinuity occurred when looping an OGG/Vorbis stream,
this happens due to a bug in J-Ogg library. To work around this issue,
we load the logical ogg stream and vorbis stream from scratch based
on the already loaded existing OGG pages instead of using the
buggy setTime(0) call.
2014-11-19 23:59:52 -05:00
shadowislord
6bdebb937a
Assume OpenGL ES 2.0 is supported on ICS and higher devices
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Fixes running jME3 in Android Emulator
2014-11-18 22:05:14 -05:00
shadowislord
18807cf175
Fix issue #138
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Texture arrays not supporting compressed formats
Also fixed loading texture arrays with mipmaps
2014-11-18 21:13:50 -05:00
shadowislord
9965d20c44
Make sure we copy the mipmap sizes when generating texture array from images
2014-11-18 21:12:15 -05:00
shadowislord
a947bcb64b
Fix build error
2014-11-17 22:42:41 -05:00
jmekaelthas
6a642ae1be
Feature: added support for 'Use tail' option in Inverse Kinematics
...
constraint.
Bugfix: fixed a bug that could cause bad computations when bones were
not directly 'in touch' with their parents.
2014-11-16 21:34:10 +01:00
shadowislord
a5699e9d82
Streaming audio data now works in a similar way to buffered data.
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It is possible to loop streaming sources, as well as play
them again after they finished playing. It is possible to stop()
and then play() a streaming source to start playing from the
beginning. Essentially the lifecycle of a streaming audio
is now completely controlled by the user, in the same fashion
as buffered data.
In addition, AudioNode status updates (when an audio stops playing)
now occur every frame rendered, as opposed to every 50 milliseconds.
2014-11-16 13:14:33 -05:00
shadowislord
3b384a7e58
Minor cleanup in ALC interface
2014-11-16 13:08:36 -05:00
Nehon
e8ca5fe8ff
fixed Issue in MeshLoader introduce in a previous commit
2014-11-16 19:04:50 +01:00
shadowislord
ad2a5366e1
WAVLoader now implements SeekableStream (but only if seeking to time = 0)
2014-11-16 13:02:51 -05:00
shadowislord
4e04f4629a
Native tremor decoder is now built in release mode
2014-11-16 12:59:49 -05:00
shadowislord
5f33bdfa95
JOAL audio renderer to use the unified OpenAL backend as well
2014-11-15 16:36:24 -05:00
shadowislord
a177ffa208
Fix syntax error when compiling jme3-lwjgl
2014-11-15 16:31:40 -05:00
shadowislord
7169b7433d
Updated Android OpenAL build based on latest changes
2014-11-15 15:20:53 -05:00
shadowislord
91715c4a48
Add support for URA, or Unified Renderer Architecture for audio
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* Unified all renderers into common class 'ALAudioRenderer'
* LWJGL and Android now implement the AL / ALC / EFX interfaces to provide a common OpenAL backend for jME
* Added support for OpenAL Soft "Pause Device" extension, which allows the engine to pause the context while running in the background (currently requires OpenAL soft 1.16 and thus is Android only feature)
2014-11-15 15:15:50 -05:00
shadowislord
e3c0b0ae38
Use ANDROID_NDK instead of ANDROID_NDK_HOME (that's what the build script uses)
2014-11-15 15:15:50 -05:00
Nehon
3bad91ef19
Single pass lighting now computes view dir in the appropriate space out of the lights loop as it's the same for all lights.
2014-11-15 11:11:11 +01:00
shadowislord
196744eec5
Extract NDK silently (pipe to /dev/null)
2014-11-14 23:36:18 -05:00
shadowislord
d0a3ffe06c
Make sure the 7z command is available prior to using it
2014-11-14 23:32:32 -05:00
shadowislord
d88cbc3f87
Do not execute Android NDK, but extract via 7z
2014-11-14 23:30:19 -05:00
shadowislord
c25fee7048
Try to fix the build again ..
2014-11-14 23:22:37 -05:00
shadowislord
beecab863a
Make Travis CI fetch Android NDK (see if it works ..)
2014-11-14 23:10:45 -05:00
shadowislord
c3542649b5
Fix the issue mentioned in PR #186
2014-11-12 22:11:46 -05:00
shadowislord
c8a2a7260e
Correct the previous PR a bit
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* Support 1D and 3D texture coordinates specified by ogre exporter as well as 2D
2014-11-12 22:03:57 -05:00
shadowislord
29be17fa35
Merge pull request #187 from NemesisMate/master
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Fixed "float2" added by some generators
2014-11-12 22:00:02 -05:00
shadowislord
d7a152e9a8
TremorAndroid: properly set the 'LIMIT_TO_64kHz' define
2014-11-12 21:56:28 -05:00
shadowislord
ba91da8db4
Tremor decoder now working on Android
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* fixed issue where FileDesc_read() would cause a stack overflow
* fixed incorrect NativeVorbisFile field values
* properly indicate that streaming is not supported yet
2014-11-12 21:47:36 -05:00
shadowislord
0c83407f99
Try to fix Travis build error
2014-11-12 20:32:00 -05:00
NemesisMate
c1ce9b0779
Fixed "float2" added by some generators
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As commented in: http://hub.jmonkeyengine.org/forum/topic/unable-to-import-3ds-max-models/#post-285056
2014-11-12 22:29:21 +01:00
shadowislord
2556f67a15
Implemented the rest of the missing functions in NativeVorbisFile
2014-11-11 23:24:29 -05:00
shadowislord
acdeba4a4d
Travis: Use Oracle JDK8 for building
2014-11-11 19:39:19 -05:00
shadowislord
54979b33e3
Enable SDK build again by default (seems to work on Travis now)
2014-11-11 19:28:57 -05:00
shadowislord
891ffa175d
More work on vorbis decoder
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* added support for decoding from a section of a file descriptor (needed if decoding from an asset inside APK)
* implemented seek function
2014-11-11 19:11:52 -05:00
shadowislord
d8c5985a73
Disable SDK build by default (maybe Travis can handle it then)
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Fix compile error in jme3-android project
2014-11-11 18:18:57 -05:00
shadowislord
5f84147154
Fix issue where loading material parameters from J3O would fail
2014-11-11 17:55:47 -05:00
shadowislord
d6e427a50f
Update .gitignore with new ignore files for jme3-android-native project
2014-11-11 17:35:17 -05:00
shadowislord
95ae7c386f
Added the travis.yml file, maybe it will do something interesting
2014-11-10 23:38:16 -05:00
shadowislord
e17375665d
Fix crash when loading ogre models due to changed lighting material
2014-11-10 23:30:59 -05:00
shadowislord
302ca00a3c
Remove STBI image libs which will not be used anymore
2014-11-10 23:28:55 -05:00
shadowislord
89aac97a4a
Fix crash when using AndroidNativeImageLoader due to changed lib name
2014-11-10 23:27:56 -05:00
shadowislord
5f0c2035c1
android native improvements
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* rename jme_stbi -> jme_decode, which is a new native library that will handle image and audio decoding in native code
* add a special version of tremor designed to run on android
* adjust the build process to handle these changes
2014-11-10 21:52:04 -05:00