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Audio engine and DSP for Android, written in C++ providing low latency performance in a musical context, using both OpenSL and AAudio.

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MWEngine is..

...an audio engine for Android, using either OpenSL (compatible with Android 4.1 and up) or the new AAudio (Android 8.0 and up) drivers for low latency audio performance. The engine has been written for both MikroWave and Kosm to provide fast live audio synthesis.

The engine provides an architecture that allows you to work with audio within a musical context. It is easy to build upon the base classes and create your own noise generating mayhem. A few keywords describing the out-of-the-box possibilities are:

  • tempo-based sequencing
  • support for alternate time signatures
  • multi-channel audio output
  • effect chains operating on individual channels
  • on-the-fly audio synthesis
  • sample-based playback (e.g. drum machines)
  • bouncing output to WAV files, either live or "offline"

SWIG / What about Java ?

Though the library is written in C++ (and can be used solely within this context), the library is built using JNI (Java Native Interface) allowing its methods to be exposed to Java while still executing in a native layer outside of the Dalvik/ART VM. In other words : high performance of the engine is ensured by the native layer operations, while ease of development is ensured by keeping application logic / UI within the realm of the Android Java SDK.

If you intend to use the MWEngine for sample based playback / use the built-in synthesizer and processors you will not need to write any additional C++ code. If you however intend to create your own processors or synthesis routines (which is fun!), you must write them in C++, but can rely on SWIG for making them usable in Java.

A note on garbage collection and SWIG

It is important to note that when a Java object finalizes (i.e. all its references are broken and is garbage collected), the destructors of the native objects are invoked, which can lead to unpredictable results if you happen to overlook this! As such, audio engine objects such as effects processors or events that are created on the Java side, must also hold strong references during their lifecycle.

Environment setup

You will need both the Android SDK and the Android NDK. Additionally, you will need SWIG (available on most package managers like Brew for OS X or apt-get on Linux)

You will need Gradle to run the build scripts.

Long story short: nothing out of the ordinary with the possible exception of the NDK and SWIG which might not be part of the average Android development environment. All aforementioned utilities are available on all major Operating Systems.

Build instructions

After making sure you have all the correct tools (see Environment setup):

The makefile (/jni/Android.mk) will by default compile the library with all available modules. The SWIG interface file (/jni/mwengine.i) includes all the engine's actors that will be exposed to Java.

Those of a Unix-bent can run the build.sh-file in the root folder of the repository whereas Windows users can run the build.bat-file that resides in the same directory, just make sure "ndk-build" and "swig" are globally available through the PATH settings of your system (or adjust the shell scripts accordingly). Note: the NDK platform version is defined in project.properties.

After compiling the C++ code, the SWIG wrappers will generate the nl.igorski.lib.audio.mwengine-namespace, making the code available to Java.

You can create the .APK package and deploy it instantly onto an attached device / emulator by using Gradle e.g. :

gradle installDebug

The usual Gradle suspects such as "clean", "build", etc. are also present.

To create a signed release build, add the following into the Gradle's properties file inside your home folder (~/.gradle/gradle.properties) and replace the values accordingly:

RELEASE_STORE_FILE={path_to_.keystore_file}
RELEASE_STORE_PASSWORD={password_for_.keystore}
RELEASE_KEY_ALIAS={alias_for_.keystore}
RELEASE_KEY_PASSWORD={password_for_.keystore}

You can now build and sign a releasable APK by running:

gradle build

FAQ / Troubleshooting

The contents of this repository should result in a stable application. If you experience issues with the setup, consult the Troubleshooting Wiki page.

Documentation

This repository is constantly being updated and as such so is the documentation. You can view the Wiki (which will document the basic engine architecture) here:

https://github.com/igorski/MWEngine/wiki

Note you can also view the contents of the header files to get more details about the inner workings of each class.

Unit tests

The library comes with unit tests (/jni/tests/), written using the Googletest C++ testing framework (distributed with NDK 10). To run the tests, simply execute the test.sh (sorry Unix-only shell at the moment)-script with a device attached. This will also build the library prior to running the tests by calling the build script described above. Note: adb must be specified in your global path settings.

Note on unit testing: To build the application for unit testing observe that there is a separate makefile for the unit test mode (see Application_test.mk). In short: this files set the compiler preprocesser MOCK_ENGINE which replaces the OpenSL driver with a mocked driver so the engine can be unit tested "offline".

Demo

The repository contains an example Activity that is ready to deploy onto any Android device/emulator supporting ARM-, ARMv7-, x86- or MIPS-architecture and running Android 2.3 or higher. The example will demonstrate how to quickly get a musical sequence going using the library.

To install the demo: first build the library as described above, and then run the build script to deploy the .APK unto an attached device/emulator (note that older emulated devices can only operate at a sample rate of 8 kHz!).

Note on AAudio

The AAudio implementation has been built using (in Googles words): "a Preview release of the AAudio library. The API might change in backward-incompatible ways in future releases. It is not recommended for production use." so use it at your own peril. To use AAudio instead of OpenSL:

  • change the desired driver in global.h from type 0 (OpenSL) to 1 (AAudio)
  • update the Android.mk file to include all required adapters and libraries (simply set BUILD_AAUDIO to 'true')
  • update target in project.properties to android-26

Once AAudio is a stable library, MWEngine will allow on-the-fly switching between OpenSL and AAudio drivers.

(!) MWEngine does not support recording from the device inputs using AAudio just yet.

Contributors

MWEngine has received welcome contributions (either suggestions on improving the API or proposal of new features, solving of bugs, etc.) from the following developers :

  • Andrey Stavrinov (@hypeastrum)
  • Koert Gaaikema (@koertgaaikema)
  • Matt Logan (@mattlogan)
  • Aran Arunakiri

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Audio engine and DSP for Android, written in C++ providing low latency performance in a musical context, using both OpenSL and AAudio.

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