Showing posts with label Media and Camera. Show all posts
Showing posts with label Media and Camera. Show all posts

Wednesday, December 14, 2011

[This post is by Dan Galpin, who lives the Android Games lifestyle every day. — Tim Bray]

Making a game on Android is easy. Making a great game for a mobile, multitasking, often multi-core, multi-purpose system like Android is trickier. Even the best developers frequently make mistakes in the way they interact with the Android system and with other applications — mistakes that don’t affect the quality of gameplay, but which affect the quality of the user’s experience in other ways.

A truly great Android game knows how to play nice: how to fit seamlessly into the system of apps, services, and UI features that run on Android devices. In this multi-part series of posts, Android Developer Relations engineers who specialize in games explain what it takes to make your game play nice.

II: Navigation and Lifecycle

Android users get used to using the back key. We expect the volume keys to work in some intuitive fashion. We expect that the home key behaves in a manner consistent with the Android navigation paradigm. Sometimes we even expect the menu key to do something.

1. Problem: There’s no place like [Home]

I’m playing [insert favorite game here] and I accidentally hit the [Home] key or the [Back] key. This is probably happening because I’m furiously using the touchscreen to actually play the game. Whether I’ve been cutting ropes, controlling aircraft, cleaving fruit, or flinging birds, I’m almost certainly angry if I’ve suddenly lost all of my game progress.

What went wrong?

Lots of developers assume that pressing the Home key exits a game. Perhaps this is because on some mobile devices the Home key is a somewhat-difficult-to-press physical button. Depending on the device and Android release, it might be a physical, capacitive, or soft button. This means that it is relatively easy to hit accidentally. Having progress lost by such an event as an incoming call is even worse.

How to avoid Angry Users

  1. Save as much about the status of the game into the Bundle in onSaveInstanceState() as you can. This helper function will get called whenever your application receives an onPause() callback. Note that you can save byte arrays into that bundle, so it can easily be used for raw data.


  2. If your game takes lots of native system resources, consider dumping large textures (or all textures and geometry) during onPause() or onStop(). (GLSurfaceView will do this automatically unless you tell it not to — at least you can tell it not to do so starting in API level 11). This will help your title continue to reside in memory, which will typically speed task-switching back to your game for very large titles that might otherwise be swapped out of memory, but may slow things down for smaller titles that can more efficiently multitask if they don’t bother to do this.


  3. When your game resumes, restore the state from the bundle in onRestoreInstanceState(). If there is any sort of time-consuming loading that has to be done, make sure that you notify the user of what is happening to give them the best possible experience.



  4. Test thoroughly!

2. Problem: [Back] I say!

I’m in the middle of playing a game and I hit the back key. One of several bad things can happen here:

  1. The game exits immediately, losing all state and leading to Angry User Syndrome. (see Problem 1).


  2. The game does nothing.


What went wrong?

We already know what is wrong with scenario 1. It’s essentially a data loss scenario, and it’s worse than pigs stealing your eggs. What is wrong with scenario 2?

The [Back] key is an essential part of the Android navigation paradigm. If the back key doesn’t return to the previous screen in the activity stack (or in the game hierarchy) there better be a very good reason, such as an active document with no capability to save a draft.

What to do about it

If the user is in the middle of gameplay It is customary to display some sort of dialog asking the user if they intended the action:

“Are you sure you wish to exit now? That monster looks hungry.”

In an extreme action game, you might also wish to do something similar to what Replica Island (RI) did. RI assumed that any [Back] keypress that happened within 200ms of another touch event was invalid in order to make it a bit more challenging to accidentally press the key.

At the Main Menu of the game, you can decide whether it makes sense to prompt the user or not. If your game has very long load times, you might want to prompt the user.

3. Problem: Quiet [Down]!

There’s nothing worse than wanting to settle down for a good session of [insert favorite game here] in some sort of public place with your volume turned up. Suddenly everyone has learned that you prefer pummelling produce to predicting present progressions and that’s practically profane in your profession.

What went wrong?

By default, volume keys in most Android devices will control the ringer volume, and your application must pass the volume keys through to the super class so this continues to work.

What to do about it

In order to make these keys control the music volume (which is the channel that your game will be using), you need to call setVolumeControlStream(AudioManager.STREAM_MUSIC). As stated previously, all you need to do is pass these keys through to the framework and you’ll get control of the audio in the standard and proper way. Do it as early as possible so a user can start changing the volume far before you begin playing anything.

Tuesday, November 22, 2011

[This post is by Ian Ni-Lewis, a Developer Advocate who devotes most of his time to making Android games more awesome. — Tim Bray]



Making a game on Android is easy. Making a great game for a mobile, multitasking, often multi-core, multi-purpose system like Android is trickier. Even the best developers frequently make mistakes in the way they interact with the Android system and with other applications
 — mistakes that don’t affect the quality of gameplay, but which affect the quality of the user’s experience in other ways.

A truly great Android game knows how to play nice: how to fit seamlessly into the system of apps, services, and UI features that run on Android devices. In this multi-part series of posts, Android Developer Relations engineers who specialize in games explain what it takes to make your game play nice.

I: The Audio Lifecycle (or, why is there music coming from my pants?)

One of the most awesome things about Android is that it can do so much stuff in the background. But when apps aren’t careful about their background behaviors, it can get annoying. Take my own personal pet peeve: game audio that doesn’t know when to quit.

The problem

I’m on the bus to work, passing the time with a great Android game. I’m completely entranced by whatever combination of birds, ropes, and ninjas is popular this week. Suddenly I panic: I’ve almost missed my stop! I leap up, quickly locking my phone as I shove it into a pocket.

I arrive breathless at my first meeting of the day. The boss, perhaps sensing my vulnerability, asks me a tough question. Not tough enough to stump me, though — I’ve got the answer to that right here on my Android phone! I whip out my phone and press the unlock button... and the room dissolves in laughter as a certain well-known game ditty blares out from the device.

The initial embarrassment is bad enough, but what’s this? I can’t even mute the thing! The phone is showing the lock screen and the volume buttons are inactive. My stress level is climbing and it takes me three tries to successfully type in my unlock code. Finally I get the thing unlocked, jam my finger on the home button and breathe a sigh of relief as the music stops. But the damage is done — my boss is glowering and for the rest of the week my co-workers make video game noises whenever they pass my desk.

What went wrong?

It’s a common mistake: the developer of the game assumed that if the game received an onResume() message, it was safe to resume audio. The problem is that onResume() doesn’t necessarily mean your app is visible — only that it’s active. In the case of a locked phone, onResume() is sent as soon as the screen turns on, even though the phone’s display is on the lock screen and the volume buttons aren’t enabled.

Fixing this is trickier than it sounds. Some games wait for onWindowFocusChanged() instead of onResume(), which works pretty well on Gingerbread. But on Honeycomb and higher, onWindowFocusChanged() is sent when certain foreground windows — like, ironically, the volume control display window — take focus. The result is that when the user changes the volume, all of the sound is muted. Not the developer’s original intent!

Waiting for onResume() and onFocusChanged() seems like a possible fix, and it works pretty well in a large number of cases. But even this approach has its Achilles’ heel. If the device falls asleep on its own, or if the user locks the phone and then immediately unlocks it, your app may not receive any focus changed messages at all.

What to do about it

Here’s the easy two-step way to avoid user embarrassment:

  1. Pause the game (and all sound effects) whenever you receive an onPause() message. When gameplay is interrupted — whether because the phone is locked, or the user received a call, or for some other reason — the game should be paused.


  2. After the game is paused, require user input to continue. The biggest mistake most game developers make is to automatically restart gameplay and audio as soon as the user returns to the game. This isn’t just a question of solving the “music over lock screen” issue. Users like to come back to a paused game. It’s no fun to switch back to a game, only to realize you’re about to die because gameplay has resumed before you expected it.


Some game designers don’t like the idea of pausing the background music when the game is paused. If you absolutely must resume music as soon as your game regains focus, then you should do the following:

  1. Pause playback when you receive onPause().


  2. When you receive onResume():

    1. If you have previously received an onFocusChanged(false) message, wait for an onFocusChanged(true) message to arrive before resuming playback.


    2. If you have not previously received an onFocusChanged(false) message, then resume audio immediately.



  3. Test thoroughly!


Fixing audio embarrassments is almost always a quick and easy process. Take the time to do it right, and your users will thank you.

Wednesday, June 2, 2010

[This post is by Jean-Michel Trivi, an engineer working on the Android Media framework, whose T-shirt of the day reads “all your media buttons are belong to you”. — Tim Bray]

Many Android devices come with the Music application used to play audio files stored on the device. Some devices ship with a wired headset that features transport control buttons, so users can for instance conveniently pause and restart music playback, directly from the headset.

But a user might use one application for music listening, and another for listening to podcasts, both of which should be controlled by the headset remote control.

If your media playback application creates a media playback service, just like Music, that responds to the media button events, how will the user know where those events are going to? Music, or your new application?

In this article, we’ll see how to handle this properly in Android 2.2. We’ll first see how to set up intents to receive “MEDIA_BUTTON” intents. We’ll then describe how your application can appropriately become the preferred media button responder in Android 2.2. Since this feature relies on a new API, we’ll revisit the use of reflection to prepare your app to take advantage of Android 2.2, without restricting it to API level 8 (Android 2.2).

An example of the handling of media button intents

In our AndroidManifest.xml for this package we declare the class RemoteControlReceiver to receive MEDIA_BUTTON intents:

<receiver android:name="RemoteControlReceiver">
<intent-filter>
<action android:name="android.intent.action.MEDIA_BUTTON" />
</intent-filter>
</receiver>

Our class to handle those intents can look something like this:

public class RemoteControlReceiver extends BroadcastReceiver {
@Override
public void onReceive(Context context, Intent intent) {
if (Intent.ACTION_MEDIA_BUTTON.equals(intent.getAction())) {
/* handle media button intent here by reading contents */
/* of EXTRA_KEY_EVENT to know which key was pressed */
}
}
}

In a media playback application, this is used to react to headset button presses when your activity doesn’t have the focus. For when it does, we override the Activity.onKeyDown() or onKeyUp() methods for the user interface to trap the headset button-related events.

However, this is problematic in the scenario we mentioned earlier. When the user presses “play”, what application should start playing? The Music application? The user’s preferred podcast application?

Becoming the “preferred” media button responder

In Android 2.2, we are introducing two new methods in android.media.AudioManager to declare your intention to become the “preferred” component to receive media button events: registerMediaButtonEventReceiver() and its counterpart, unregisterMediaButtonEventReceiver(). Once the registration call is placed, the designated component will exclusively receive the ACTION_MEDIA_BUTTON intent just as in the example above.

In the activity below were are creating an instance of AudioManager with which we will register our component. We therefore create a ComponentName instance that references our intended media button event responder.

public class MyMediaPlaybackActivity extends Activity {
private AudioManager mAudioManager;
private ComponentName mRemoteControlResponder;

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mAudioManager = (AudioManager)getSystemService(Context.AUDIO_SERVICE);
mRemoteControlResponder = new ComponentName(getPackageName(),
RemoteControlReceiver.class.getName());
}

The system handles the media button registration requests in a “last one wins” manner. This means we need to select where it makes sense for the user to make this request. In a media playback application, proper uses of the registration are for instance:

  • when the UI is displayed: the user is interacting with that application, so (s)he expects it to be the one that will respond to the remote control,


  • when content starts playing (e.g. content finished downloading, or another application caused your service to play content)


Registering is here performed for instance when our UI comes to the foreground:

    @Override
public void onResume() {
super.onResume();
mAudioManager.registerMediaButtonEventReceiver(
mRemoteControlResponder);
}

If we had previously registered our receiver, registering it again will push it up the stack, and doesn’t cause any duplicate registration.

Additionally, it may make sense for your registered component not to be called when your service or application is destroyed (as illustrated below), or under conditions that are specific to your application. For instance, in an application that reads to the user her/his appointments of the day, it could unregister when it’s done speaking the calendar entries of the day.

    @Override
public void onDestroy() {
super.onDestroy();
mAudioManager.unregisterMediaButtonEventReceiver(
mRemoteControlResponder);
}

After “unregistering”, the previous component that requested to receive the media button intents will once again receive them.

Preparing your code for Android 2.2 without restricting it to Android 2.2

While you may appreciate the benefit this new API offers to the users, you might not want to restrict your application to devices that support this feature. Andy McFadden shows us how to use reflection to take advantage of features that are not available on all devices. Let’s use what we learned then to enable your application to use the new media button mechanism when it runs on devices that support this feature.

First we declare in our Activity the two new methods we have used previously for the registration mechanism:

    private static Method mRegisterMediaButtonEventReceiver;
private static Method mUnregisterMediaButtonEventReceiver;

We then add a method that will use reflection on the android.media.AudioManager class to find the two methods when the feature is supported:

private static void initializeRemoteControlRegistrationMethods() {
try {
if (mRegisterMediaButtonEventReceiver == null) {
mRegisterMediaButtonEventReceiver = AudioManager.class.getMethod(
"registerMediaButtonEventReceiver",
new Class[] { ComponentName.class } );
}
if (mUnregisterMediaButtonEventReceiver == null) {
mUnregisterMediaButtonEventReceiver = AudioManager.class.getMethod(
"unregisterMediaButtonEventReceiver",
new Class[] { ComponentName.class } );
}
/* success, this device will take advantage of better remote */
/* control event handling */
} catch (NoSuchMethodException nsme) {
/* failure, still using the legacy behavior, but this app */
/* is future-proof! */
}
}

The method fields will need to be initialized when our Activity class is loaded:

    static {
initializeRemoteControlRegistrationMethods();
}

We’re almost done. Our code will be easier to read and maintain if we wrap the use of our methods initialized through reflection by the following. Note in bold the actual method invocation on our AudioManager instance:

    private void registerRemoteControl() {
try {
if (mRegisterMediaButtonEventReceiver == null) {
return;
}
mRegisterMediaButtonEventReceiver.invoke(mAudioManager,
mRemoteControlResponder);

} catch (InvocationTargetException ite) {
/* unpack original exception when possible */
Throwable cause = ite.getCause();
if (cause instanceof RuntimeException) {
throw (RuntimeException) cause;
} else if (cause instanceof Error) {
throw (Error) cause;
} else {
/* unexpected checked exception; wrap and re-throw */
throw new RuntimeException(ite);
}
} catch (IllegalAccessException ie) {
Log.e(”MyApp”, "unexpected " + ie);
}
}

private void unregisterRemoteControl() {
try {
if (mUnregisterMediaButtonEventReceiver == null) {
return;
}
mUnregisterMediaButtonEventReceiver.invoke(mAudioManager,
mRemoteControlResponder);

} catch (InvocationTargetException ite) {
/* unpack original exception when possible */
Throwable cause = ite.getCause();
if (cause instanceof RuntimeException) {
throw (RuntimeException) cause;
} else if (cause instanceof Error) {
throw (Error) cause;
} else {
/* unexpected checked exception; wrap and re-throw */
throw new RuntimeException(ite);
}
} catch (IllegalAccessException ie) {
System.err.println("unexpected " + ie);
}
}

We are now ready to use our two new methods, registerRemoteControl() and unregisterRemoteControl() in a project that runs on devices supporting API level 1, while still taking advantage of the features found in devices running Android 2.2.

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