I submit my patch ( see Ticket #13267 )
@Montellese your patch is better than mine.
EDIT: @Montellese Is it ok to stream from SMB share?
juami
Junior Member Posts: 14 Joined: Aug 2012 Reputation: 0 |
2012-08-20 10:01
Post: #21
(This post was last modified: 2012-08-20 10:38 by juami.)
|
| find quote |
juami
Junior Member Posts: 14 Joined: Aug 2012 Reputation: 0 |
2012-08-20 10:11
Post: #22
(2012-08-20 09:12)Montellese Wrote: @juami: You don't seem to be keen on providing detailed info about your implementation but would be great to know how you achieve hardware acceleration with your android player. there are some problems. XBMC-android is not a normal android apps. it heavily depends on internal frameworks. Too different than our implementations. and there are no silver bullet to use hw accelerations. Every SoC have thier own hacks. there are different characteristics on same chipset with different android version. But I could not release all of my code, because I signed MNDA with major chipset and handset vendors. (2012-08-20 09:48)csgabe Wrote: I think he uses Stagefright framework & OpenMAX. Yes, It is a standard way. |
| find quote |
Nu7s
Senior Member Joined: Jun 2012 Reputation: 1 Location: Belgium |
2012-08-20 11:14
Post: #23
(2012-08-20 09:12)Montellese Wrote: This sounds similar to what I hacked together here: https://github.com/Montellese/android/co...nal_player What does it take to include this in a XMBC build? Can you just replace the original files with these changed one's when already build, or do you compile the build afterwards? |
| find quote |
Montellese
Team-XBMC Developer Joined: Jan 2009 Reputation: 20 Location: Switzerland |
2012-08-20 11:33
Post: #24
(2012-08-20 10:01)juami Wrote: I submit my patch ( see Ticket #13267 )My patch is very basic. I'm not sure whether it's better to use the existing external player implementation and extend it to support android apps or whether it should be its own player. The problem is there is no support for getting data from the android player to xbmc. (2012-08-20 10:11)juami Wrote: there are some problems.I thought as much. (2012-08-20 10:01)juami Wrote:That's what I figured but just wanted to know if there is a better API for android apps (using java). A lot of android players are able to handle 1080p on my SGS2 but with our very basic openmax implementation I only get software decoders and no hardware decoders.(2012-08-20 09:48)csgabe Wrote: I think he uses Stagefright framework & OpenMAX. Always read the XBMC online-manual, FAQ and search the forum before posting. Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules. For troubleshooting and bug reporting please make sure you read this first. ![]()
(This post was last modified: 2012-08-20 11:34 by Montellese.)
|
| find quote |
juami
Junior Member Posts: 14 Joined: Aug 2012 Reputation: 0 |
2012-08-21 15:12
Post: #25
(2012-08-20 11:33)Montellese Wrote: That's what I figured but just wanted to know if there is a better API for android apps (using java). A lot of android players are able to handle 1080p on my SGS2 but with our very basic openmax implementation I only get software decoders and no hardware decoders. See VLC android and ffmpeg-stagefright code. they also make a basic stagefright-openmax implementation. some guys build my patch you can download ( http://code.google.com/p/xbmc-korea/down...120821.apk ) and install diceplayer ( https://play.google.com/store/apps/detai...iaplayer.a ) and install playercorefactory.xml to userdata folder ( /sdcard/Android/data/...... ) Code: <playercorefactory>
(This post was last modified: 2012-08-21 15:21 by juami.)
|
| find quote |
spiff
Grumpy Bastard Developer Joined: Nov 2003 Reputation: 82 |
2012-08-21 15:27
Post: #26
and NOW I DEMAND your changes as my rights under GPL!
edit: just saw the link up there. sorry for the noise. Always read the XBMC online-manual, FAQ and search the forum before posting. Do not e-mail XBMC-Team members directly asking for support. Read/follow the forum rules. For troubleshooting and bug reporting please make sure you read this first.
(This post was last modified: 2012-08-21 15:30 by spiff.)
|
| find quote |
jjd-uk
Team-XBMC Member Posts: 1,072 Joined: Oct 2011 Reputation: 36 |
2012-08-21 16:13
Post: #27
(2012-08-21 15:12)juami Wrote: some guys build my patchYou've submitted your patch on trac at http://trac.xbmc.org/ticket/13267, however I believe that is only used for bug reports/tracking these days. I believe the proper procedure for patches is to now submit pull request on github at https://github.com/xbmc/xbmc where it's likely to get more attention, plus I believe it makes life easier for the developers to merge, perhaps one of the XBMC developers can clarify. Just pointing this out in case it gets lost amongst all the bug reports on trac and as an end user who'd like to see external player support on Android in XBMC.
(This post was last modified: 2012-08-21 16:15 by jjd-uk.)
|
| find quote |
Nu7s
Senior Member Joined: Jun 2012 Reputation: 1 Location: Belgium |
2012-08-21 20:50
Post: #28
I installed the above apk on my Mele A2000, but unfortunately XBMC does not start up. All I get is a black screen.
|
| find quote |
kimp93
Aeon Group Posts: 156 Joined: Mar 2004 |
2012-08-22 02:18
Post: #29
I tested the build on a touchpad running CM9. It works well as dice player support qualcomm chip. I would not recommend to try it because default language is Korean. It would be hard to figure out to change language itself.
Montellese already have his own version of android external player, so I don't think it is necessary to make a pull request as Montellese will add it as he decide how to implement it. |
| find quote |
juami
Junior Member Posts: 14 Joined: Aug 2012 Reputation: 0 |
2012-08-22 07:22
Post: #30
(2012-08-22 02:18)kimp93 Wrote: I tested the build on a touchpad running CM9. It works well as dice player support qualcomm chip. I would not recommend to try it because default language is Korean. It would be hard to figure out to change language itself.Sorry for language settings. that is not my build. There are some problems on sending authentication info(Username / Password ) to player. Montellese's patch is good and standard way but it has limitations. It only works with local file and http stream. I think external player should know about xbmc configurations ( language , encoding , subtitle , auth info ... ) |
| find quote |


![[Image: badge.gif]](http://www.ohloh.net/projects/9132/badge.gif)
Search
Help