• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
3DModelerMan

Playing music from the assets folder

7 posts in this topic

I'm trying to stream music that's stored in my assets folder, but it never works. I've already verified that filepath contains the correct local path from the root of my assets folder. I need to use AsyncPlayer so that I can stream music instead of loading it into memory. I use ogg files. I attached the debug output from logcat as well. How do you get a URI to a file in the assets folder that can be used with AsyncPlayer?

[attachment=12510:Screenshot from 2012-11-28 13:04:21.png]

[CODE]
public class MusicWrapper
{
public static void setContext(Context context)
{
m_context = context;

m_player = new AsyncPlayer(null);
}

public static void playTrack(String filepath)
{
m_player.play(m_context, Uri.parse("file:///android_asset/"+filepath), true, AudioManager.STREAM_MUSIC);
}

private static AsyncPlayer m_player;

private static Context m_context;
}
[/CODE]
0

Share this post


Link to post
Share on other sites
Why are you building the resource url yourself? Is there some reason you aren't using ClassLoader.getResource(filepath) ?
1

Share this post


Link to post
Share on other sites
[s]You're missing an [b]s[/b] on your path, I believe. Try "file:///android_assets/"[/s]. Nevermind. The Internets seem to be conflicting on this, with some sites saying "file:///android_asset/" and some saying "file:///android_assets/". So far, I've only seen WebView use that path, so it's possible the AsyncPlayer doesn't work with that path. [Edit again: [url="http://stackoverflow.com/questions/13638892/where-is-the-path-file-android-asset-documented"]I asked about this path on StackOverflow[/url] (there are more Android devs there), for the curious]

If that doesn't work, seriously consider using the MediaPlayer. AFAIK, it doesn't load the entire audio clip into memory, and can stream. Edited by Cornstalks
1

Share this post


Link to post
Share on other sites
I didn't know about ClassLoader.getResource. Thanks for the help. 'll just try both the extra s and without it and see what works.
0

Share this post


Link to post
Share on other sites
[quote name='3DModelerMan' timestamp='1354285653' post='5005698']
I didn't know about ClassLoader.getResource. Thanks for the help. 'll just try both the extra s and without it and see what works.
[/quote]
I [i]think [/i]that the [i]android_asset[/i] and [i]android_res[/i] directories only work with WebView. I don't think you can use it with other objects (or at least I'm failing to find any example of it being possible). AsyncPlayer was intended for playing audio files from an external server. I still think you really aught to be using MediaPlayer (are you already using MediaPlayer? because I can't tell if those MediaPlayer log entries in your log you posted are from you or from AsyncPlayer (which may just be a wrapper for MediaPlayer)).
0

Share this post


Link to post
Share on other sites
AsyncPlayer is a wrapper for MediaPlayer. I'll just switch to media player since it supports streaming anyways.
0

Share this post


Link to post
Share on other sites

why use assets in first place? use raw and your media files will get indexed and then its strigtforward playback usin soundpool and mediaplayer

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0