Posts Tagged ‘Android’
Loud and Clear
Yay! Sounds are now a lot more audible than the last time. Read the rest of this entry »
Adding POI’s using long press
¡Mas alto, por favor!
2 out of 3 mini-games are now ready for polishing! But one critical issue that we still have to address at this point is the volume of our game. It’s almost inaudible without speakers or earphones.
What we are currently doing is that we generate individual MIDI files (for each pitch and beat) using JFugue, a free Java API for programming music. Then we play these files in Android by using a loop which plays the sequence of notes one after another, given a specified time interval. We’ve already maxed out the volume using Android’s sound manager, but that didn’t seem to work.
We’re now looking at the MIDI files themselves. We chose to retain them as MIDI files because they’re small in size which saves a lot of time and memory. But we’ll see what happens if we convert them to another format with louder volume, say MP3 or OGG.
AR mode radar added
I added a radar that shows the user nearby points of interests within a range of 300km. It also shows the POI’s positions in relation to the user.
As for the marker position on the screen, I still have to calculate this based on the altitude and pitch values.
task # 1
As we had our thesis meeting last Tuesday, I realized that we still had a lot of things to do. So, I’m not gonna waste my time ranting about not having a sembreak. I’m gonna start doing the tasks. T_T
The first task was to remove this screen



