I've been trying to use the Android NDK's AssetManager class in my Flutter app, that works with Google Oboe, to access to audio files. Following this example in the Oboe repository, I learned that they obtain the AssetManager
from Java like this:
JNIEXPORT void JNICALL
Java_com_google_oboe_sample_rhythmgame_MainActivity_native_1onStart(JNIEnv *env, jobject instance,
jobject jAssetManager) {
AAssetManager *assetManager = AAssetManager_fromJava(env, jAssetManager);
if (assetManager == nullptr) {
LOGE("Could not obtain the AAssetManager");
return;
}
game = std::make_unique<Game>(*assetManager);
game->start();
}
Basically with the argument jAssetManager
they pass from Java to the C++ functions, through the JNI interface. Now I'm not working with JNI because I'm using Flutter and Dart, and the way in Dart for communicating with C++ functions is through dart:ffi, but since the only way I can create an AssetManager
is with AAssetManager_fromJava(env, jAssetManager)
, I need those two arguments that I can't find a way to replace with Flutter and Dart.
I did some research and when I created the Flutter FFI plugin, apparently the Dart code communicates with Kotlin code, which then calls the native C++ functions.
Here's my C++ function:
EXTERNC void *engine_create(void) {
AAssetManager *assetManager = AAssetManager_fromJava(env, jAssetManager); // ERROR: How do I get these?
if (assetManager == nullptr) {
LOGE("Could not obtain the AAssetManager");
return nullptr;
}
return new DSPAudioEngine(*assetManager);
}
Here's the Dart wrapper for that function:
import 'dart:ffi';
import 'dart:typed_data';
import 'package:ffi/ffi.dart';
import 'package:flutter/services.dart';
typedef oboe_engine_init = Pointer<Void> Function();
typedef OboeEngineInit = Pointer<Void> Function();
class FfiGoogleOboe {
static const MethodChannel _channel =
const MethodChannel('ffi_google_oboe');
static Future<String> get platformVersion async {
final String version = await _channel.invokeMethod('getPlatformVersion');
return version;
}
static FfiGoogleOboe _instance;
factory FfiGoogleOboe() {
if (_instance == null) {
_instance = FfiGoogleOboe._();
}
return _instance;
}
OboeEngineInit _engineInit;
FfiGoogleOboe._() {
final oboeLib = DynamicLibrary.open('libffi_google_oboe.so');
_engineInit = oboeLib
.lookup<NativeFunction<oboe_engine_init>>('engine_create')
.asFunction();
}
}
And here's the Kotlin code I found in the FFI plugin implementation:
package g1_assd_2020.ffi_google_oboe
import androidx.annotation.NonNull;
import io.flutter.embedding.engine.plugins.FlutterPlugin
import io.flutter.plugin.common.MethodCall
import io.flutter.plugin.common.MethodChannel
import io.flutter.plugin.common.MethodChannel.MethodCallHandler
import io.flutter.plugin.common.MethodChannel.Result
import io.flutter.plugin.common.PluginRegistry.Registrar
import android.content.res.AssetManager
/** FfiGoogleOboePlugin */
public class FfiGoogleOboePlugin: FlutterPlugin, MethodCallHandler {
/// The MethodChannel that will the communication between Flutter and native Android
///
/// This local reference serves to register the plugin with the Flutter Engine and unregister it
/// when the Flutter Engine is detached from the Activity
private lateinit var channel : MethodChannel
override fun onAttachedToEngine(@NonNull flutterPluginBinding: FlutterPlugin.FlutterPluginBinding) {
channel = MethodChannel(flutterPluginBinding.getFlutterEngine().getDartExecutor(), "ffi_google_oboe")
channel.setMethodCallHandler(this);
}
// This static function is optional and equivalent to onAttachedToEngine. It supports the old
// pre-Flutter-1.12 Android projects. You are encouraged to continue supporting
// plugin registration via this function while apps migrate to use the new Android APIs
// post-flutter-1.12 via https://flutter.dev/go/android-project-migration.
//
// It is encouraged to share logic between onAttachedToEngine and registerWith to keep
// them functionally equivalent. Only one of onAttachedToEngine or registerWith will be called
// depending on the user's project. onAttachedToEngine or registerWith must both be defined
// in the same class.
companion object {
@JvmStatic
fun registerWith(registrar: Registrar) {
val channel = MethodChannel(registrar.messenger(), "ffi_google_oboe")
channel.setMethodCallHandler(FfiGoogleOboePlugin())
}
}
override fun onMethodCall(@NonNull call: MethodCall, @NonNull result: Result) {
if (call.method == "getPlatformVersion") {
result.success("Android ${android.os.Build.VERSION.RELEASE}")
} else {
result.notImplemented()
}
}
override fun onDetachedFromEngine(@NonNull binding: FlutterPlugin.FlutterPluginBinding) {
channel.setMethodCallHandler(null)
}
}
Finally, here's how the people from Oboe handle it using JNI and Java:
package com.google.oboe.sample.rhythmgame;
import android.content.Context;
import android.content.res.AssetManager;
import androidx.appcompat.app.AppCompatActivity;
import android.media.AudioManager;
import android.os.Build;
import android.os.Bundle;
import android.view.WindowManager;
public class MainActivity extends AppCompatActivity {
// Used to load the 'native-lib' library on application startup.
static {
System.loadLibrary("native-lib");
}
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
setDefaultStreamValues(this);
}
protected void onResume(){
super.onResume();
native_onStart(getAssets());
}
protected void onPause(){
super.onPause();
native_onStop();
}
static void setDefaultStreamValues(Context context) {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN_MR1){
AudioManager myAudioMgr = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
String sampleRateStr = myAudioMgr.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
int defaultSampleRate = Integer.parseInt(sampleRateStr);
String framesPerBurstStr = myAudioMgr.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
int defaultFramesPerBurst = Integer.parseInt(framesPerBurstStr);
native_setDefaultStreamValues(defaultSampleRate, defaultFramesPerBurst);
}
}
private native void native_onStart(AssetManager assetManager);
private native void native_onStop();
private static native void native_setDefaultStreamValues(int defaultSampleRate,
int defaultFramesPerBurst);
}
Basically, you need to pass the AssetManager reference from your plugin's Kotlin file to the C++ library. This answer explains how to make the Kotlin file call C++ code: Android: How to call ndk function from Kotlin?
You'll want to use a methodChannel call to trigger this. You can get the AssetManager reference in the onAttachedToEngine method from flutterPluginBinding.applicationContext.assets
.
Here's an example Flutter plugin that reads an asset in a C++ library: https://github.com/mikeperri/ndk_asset_manager_example/commit/533d28b33c1d22f89028f89691f78e907bf19db3
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With