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1# Adding Oboe to your project
2There are two ways use Oboe in your Android Studio project:
3
41) **Use the Oboe pre-built library binaries and headers**. Use this approach if you just want to use a stable version of the Oboe library in your project.
5
6or
7
82) **Build Oboe from source.** Use this approach if you would like to debug or make changes to the Oboe source code and contribute back to the project.
9
10## Option 1) Using pre-built binaries and headers
11
12Oboe is distributed as a [prefab](https://github.com/google/prefab) package via [Google Maven](https://maven.google.com/web/index.html) (search for "oboe"). [Prefab support was added](https://android-developers.googleblog.com/2020/02/native-dependencies-in-android-studio-40.html) to [Android Studio Preview 4.0 Canary 9](https://developer.android.com/studio/preview) so you'll need to be using this version of Android Studio or above.
13
14Add the oboe dependency to your app's `build.gradle` file. Replace "1.4.3" with the [latest stable version](https://github.com/google/oboe/releases/) of Oboe:
15
16    dependencies {
17        implementation 'com.google.oboe:oboe:1.4.3'
18    }
19
20Also enable prefab by adding:
21
22    android {
23        buildFeatures {
24            prefab true
25        }
26    }
27
28Include and link to oboe by updating your `CMakeLists.txt`:
29
30    find_package (oboe REQUIRED CONFIG)
31    target_link_libraries(app oboe::oboe) # You may have other libraries here such as `log`.
32
33Here's a complete example `CMakeLists.txt` file:
34
35    cmake_minimum_required(VERSION 3.4.1)
36
37    # Build our own native library
38    add_library (native-lib SHARED native-lib.cpp )
39
40    # Find the Oboe package
41    find_package (oboe REQUIRED CONFIG)
42
43    # Specify the libraries which our native library is dependent on, including Oboe
44    target_link_libraries(app log oboe::oboe)
45
46Configure your app to use the shared STL by updating your `app/build.gradle`:
47
48    android {
49        defaultConfig {
50            externalNativeBuild {
51                cmake {
52                    arguments "-DANDROID_STL=c++_shared"
53                }
54	        }
55	    }
56    }
57
58## Option 2) Building from source
59
60### 1. Clone the github repository
61Start by cloning the [latest stable release](https://github.com/google/oboe/releases/) of the Oboe repository, for example:
62
63    git clone -b 1.4-stable https://github.com/google/oboe
64
65**Make a note of the path which you cloned oboe into - you will need it shortly**
66
67If you use git as your version control system, consider adding Oboe as a [submodule](https://gist.github.com/gitaarik/8735255)  (underneath your
68cpp directory)
69
70```
71git submodule add https://github.com/google/oboe
72```
73
74This makes it easier to integrate updates to Oboe into your app, as well as contribute to the Oboe project.
75
76### 2. Update CMakeLists.txt
77Open your app's `CMakeLists.txt`. This can be found under `External Build Files` in the Android project view. If you don't have a `CMakeLists.txt` you will need to [add C++ support to your project](https://developer.android.com/studio/projects/add-native-code).
78
79![CMakeLists.txt location in Android Studio](images/cmakelists-location-in-as.png "CMakeLists.txt location in Android Studio")
80
81Now add the following commands to the end of `CMakeLists.txt`. **Remember to update `**PATH TO OBOE**` with your local Oboe path from the previous step**:
82
83    # Set the path to the Oboe directory.
84    set (OBOE_DIR ***PATH TO OBOE***)
85
86    # Add the Oboe library as a subdirectory in your project.
87    # add_subdirectory tells CMake to look in this directory to
88    # compile oboe source files using oboe's CMake file.
89    # ./oboe specifies where the compiled binaries will be stored
90    add_subdirectory (${OBOE_DIR} ./oboe)
91
92    # Specify the path to the Oboe header files.
93    # This allows targets compiled with this CMake (application code)
94    # to see public Oboe headers, in order to access its API.
95    include_directories (${OBOE_DIR}/include)
96
97
98In the same file find the [`target_link_libraries`](https://cmake.org/cmake/help/latest/command/target_link_libraries.html) command.
99Add `oboe` to the list of libraries which your app's library depends on. For example:
100
101    target_link_libraries(native-lib oboe)
102
103Here's a complete example `CMakeLists.txt` file:
104
105    cmake_minimum_required(VERSION 3.4.1)
106
107    # Build our own native library
108    add_library (native-lib SHARED native-lib.cpp )
109
110    # Build the Oboe library
111    set (OBOE_DIR ./oboe)
112    add_subdirectory (${OBOE_DIR} ./oboe)
113
114    # Make the Oboe public headers available to our app
115    include_directories (${OBOE_DIR}/include)
116
117    # Specify the libraries which our native library is dependent on, including Oboe
118    target_link_libraries (native-lib log oboe)
119
120
121Now go to `Build->Refresh Linked C++ Projects` to have Android Studio index the Oboe library.
122
123Verify that your project builds correctly. If you have any issues building please [report them here](issues/new).
124
125# Using Oboe
126Once you've added Oboe to your project you can start using Oboe's features. The simplest, and probably most common thing you'll do in Oboe is to create an audio stream.
127
128## Creating an audio stream
129Include the Oboe header:
130
131    #include <oboe/Oboe.h>
132
133Streams are built using an `AudioStreamBuilder`. Create one like this:
134
135    oboe::AudioStreamBuilder builder;
136
137Use the builder's set methods to set properties on the stream (you can read more about these properties in the [full guide](FullGuide.md)):
138
139    builder.setDirection(oboe::Direction::Output);
140    builder.setPerformanceMode(oboe::PerformanceMode::LowLatency);
141    builder.setSharingMode(oboe::SharingMode::Exclusive);
142    builder.setFormat(oboe::AudioFormat::Float);
143    builder.setChannelCount(oboe::ChannelCount::Mono);
144
145The builder's set methods return a pointer to the builder. So they can be easily chained:
146
147```
148oboe::AudioStreamBuilder builder;
149builder.setPerformanceMode(oboe::PerformanceMode::LowLatency)
150  ->setSharingMode(oboe::SharingMode::Exclusive)
151  ->setDataCallback(myCallback)
152  ->setFormat(oboe::AudioFormat::Float);
153```
154
155Define an `AudioStreamDataCallback` class to receive callbacks whenever the stream requires new data.
156
157    class MyCallback : public oboe::AudioStreamDataCallback {
158    public:
159        oboe::DataCallbackResult
160        onAudioReady(oboe::AudioStream *audioStream, void *audioData, int32_t numFrames) {
161
162            // We requested AudioFormat::Float so we assume we got it.
163            // For production code always check what format
164            // the stream has and cast to the appropriate type.
165            auto *outputData = static_cast<float *>(audioData);
166
167            // Generate random numbers (white noise) centered around zero.
168            const float amplitude = 0.2f;
169            for (int i = 0; i < numFrames; ++i){
170                outputData[i] = ((float)drand48() - 0.5f) * 2 * amplitude;
171            }
172
173            return oboe::DataCallbackResult::Continue;
174        }
175    };
176
177You can find examples of how to play sound using digital synthesis and pre-recorded audio in the [code samples](../samples).
178
179Declare your callback somewhere that it won't get deleted while you are using it.
180
181    MyCallback myCallback;
182
183Supply this callback class to the builder:
184
185    builder.setDataCallback(&myCallback);
186
187Declare a shared pointer for the stream. Make sure it is declared in an appropriate scope (e.g.the member of a managing class). Avoid declaring it as a global.
188```
189std::shared_ptr<oboe::AudioStream> mStream;
190```
191Open the stream:
192
193    oboe::Result result = builder.openStream(mStream);
194
195Check the result to make sure the stream was opened successfully. Oboe has a convenience method for converting its types into human-readable strings called `oboe::convertToText`:
196
197    if (result != oboe::Result::OK) {
198        LOGE("Failed to create stream. Error: %s", oboe::convertToText(result));
199    }
200
201Note that this sample code uses the [logging macros from here](https://github.com/googlesamples/android-audio-high-performance/blob/master/debug-utils/logging_macros.h).
202
203## Playing audio
204Check the properties of the created stream. If you did not specify a channelCount, sampleRate, or format then you need to
205query the stream to see what you got. The **format** property will dictate the `audioData` type in the `AudioStreamDataCallback::onAudioReady` callback. If you did specify any of those three properties then you will get what you requested.
206
207    oboe::AudioFormat format = mStream->getFormat();
208    LOGI("AudioStream format is %s", oboe::convertToText(format));
209
210Now start the stream.
211
212    mStream->requestStart();
213
214At this point you should start receiving callbacks.
215
216To stop receiving callbacks call
217
218    mStream->requestStop();
219
220## Closing the stream
221It is important to close your stream when you're not using it to avoid hogging audio resources which other apps could use. This is particularly true when using `SharingMode::Exclusive` because you might prevent other apps from obtaining a low latency audio stream.
222
223Streams should be explicitly closed when the app is no longer playing audio.
224
225    mStream->close();
226
227`close()` is a blocking call which also stops the stream.
228
229For apps which only play or record audio when they are in the foreground this is usually done when [`Activity.onPause()`](https://developer.android.com/guide/components/activities/activity-lifecycle#onpause) is called.
230
231## Reconfiguring streams
232After closing, in order to change the configuration of the stream, simply call `openStream`
233again. The existing stream is deleted and a new stream is built and
234populates the `mStream` variable.
235```
236// Modify the builder with some additional properties at runtime.
237builder.setDeviceId(MY_DEVICE_ID);
238// Re-open the stream with some additional config
239// The old AudioStream is automatically deleted
240builder.openStream(mStream);
241```
242
243## Example
244
245The following class is a complete implementation of an audio player that
246renders a sine wave.
247```
248#include <oboe/Oboe.h>
249#include <math.h>
250
251class OboeSinePlayer: public oboe::AudioStreamDataCallback {
252public:
253
254    virtual ~OboeSinePlayer() = default;
255
256    // Call this from Activity onResume()
257    int32_t startAudio() {
258        std::lock_guard<std::mutex> lock(mLock);
259        oboe::AudioStreamBuilder builder;
260        // The builder set methods can be chained for convenience.
261        Result result = builder.setSharingMode(oboe::SharingMode::Exclusive)
262                ->setPerformanceMode(oboe::PerformanceMode::LowLatency)
263                ->setChannelCount(kChannelCount)
264                ->setSampleRate(kSampleRate)
265		->setSampleRateConversionQuality(oboe::SampleRateConversionQuality::Medium);
266                ->setFormat(oboe::AudioFormat::Float)
267                ->setDataCallback(this)
268                ->openStream(mStream);
269	if (result != Result::OK) return (int32_t) result;
270
271        // Typically, start the stream after querying some stream information, as well as some input from the user
272        result = outStream->requestStart();
273	return (int32_t) result;
274    }
275
276    // Call this from Activity onPause()
277    void stopAudio() {
278        // Stop, close and delete in case not already closed.
279        std::lock_guard<std::mutex> lock(mLock);
280        if (mStream) {
281            mStream->stop();
282            mStream->close();
283            mStream.reset();
284        }
285    }
286
287    oboe::DataCallbackResult onAudioReady(oboe::AudioStream *oboeStream, void *audioData, int32_t numFrames) override {
288        float *floatData = (float *) audioData;
289        for (int i = 0; i < numFrames; ++i) {
290            float sampleValue = kAmplitude * sinf(mPhase);
291            for (int j = 0; j < kChannelCount; j++) {
292                floatData[i * kChannelCount + j] = sampleValue;
293            }
294            mPhase += mPhaseIncrement;
295            if (mPhase >= kTwoPi) mPhase -= kTwoPi;
296        }
297        return oboe::DataCallbackResult::Continue;
298    }
299
300private:
301    std::mutex         mLock;
302    std::shared_ptr<oboe::AudioStream> mStream;
303
304    // Stream params
305    static int constexpr kChannelCount = 2;
306    static int constexpr kSampleRate = 48000;
307    // Wave params, these could be instance variables in order to modify at runtime
308    static float constexpr kAmplitude = 0.5f;
309    static float constexpr kFrequency = 440;
310    static float constexpr kPI = M_PI;
311    static float constexpr kTwoPi = kPI * 2;
312    static double constexpr mPhaseIncrement = kFrequency * kTwoPi / (double) kSampleRate;
313    // Keeps track of where the wave is
314    float mPhase = 0.0;
315};
316```
317Note that this implementation computes sine values at run-time for simplicity,
318rather than pre-computing them.
319Additionally, best practice is to implement a separate data callback class, rather
320than managing the stream and defining its data callback in the same class.
321
322For more examples on how to use Oboe look in the [samples](https://github.com/google/oboe/tree/master/samples) folder.
323
324## Obtaining optimal latency
325One of the goals of the Oboe library is to provide low latency audio streams on the widest range of hardware configurations.
326When a stream is opened using AAudio, the optimal rate will be chosen unless the app requests a specific rate. The framesPerBurst is also provided by AAudio.
327
328But OpenSL ES cannot determine those values. So applications should query them using Java and then pass them to Oboe. They will be used for OpenSL ES streams on older devices.
329
330Here's a code sample showing how to set these default values.
331
332*MainActivity.java*
333
334    if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN_MR1){
335        AudioManager myAudioMgr = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
336        String sampleRateStr = myAudioMgr.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
337	    int defaultSampleRate = Integer.parseInt(sampleRateStr);
338	    String framesPerBurstStr = myAudioMgr.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
339	    int defaultFramesPerBurst = Integer.parseInt(framesPerBurstStr);
340
341	    native_setDefaultStreamValues(defaultSampleRate, defaultFramesPerBurst);
342	}
343
344*jni-bridge.cpp*
345
346	JNIEXPORT void JNICALL
347	Java_com_google_sample_oboe_hellooboe_MainActivity_native_1setDefaultStreamValues(JNIEnv *env,
348	                                                                                  jclass type,
349	                                                                                  jint sampleRate,
350	                                                                                  jint framesPerBurst) {
351	    oboe::DefaultStreamValues::SampleRate = (int32_t) sampleRate;
352	    oboe::DefaultStreamValues::FramesPerBurst = (int32_t) framesPerBurst;
353	}
354
355Note that the values from Java are for built-in audio devices. Peripheral devices, such as Bluetooth may need larger framesPerBurst.
356
357# Further information
358- [Code samples](https://github.com/google/oboe/tree/master/samples)
359- [Full guide to Oboe](FullGuide.md)
360