String path = “music/bg.mp3”; //正確的參數 //String path = “assets/music/bg.mp3”; //錯誤的參數 //String path = “file:///android_asset/music/bg.mp3”; //錯誤的參數 //String path = “/music/bg.mp3”; //錯誤的參數 AssetFileDescriptor assetFileDescritor = mContext.getAssets().openFd(path); mediaPlayer.setDataSource(assetFileDescritor.getFileDescriptor(), assetFileDescritor.getStartOffset(), assetFileDescritor.getLength()); assetFileDescritor.close();
1. java代碼中AssetManager的路徑參數不能包含"assets/",
2. 但是在NDK編程中C代碼里面如果采用zip方式訪問assets的文件,必須包含"assets/"
//ReadAssets fileName = assets/rabbit/img/banana_skin.png
off_t readFileFromAsset(const char* fileName, char ** buffer)
{
logd("ReadAssets fileName = %s", fileNmae);
struct zip* apkArchive=zip_open(assetPath, 0, NULL);
struct zip_stat fstat;
struct zip_file* file = zip_fopen(apkArchive, fileName, 0); if (!file) { loge("Error opening %s from APK", fileName); return -1; } zip_stat(apkArchive,fileName,0,&fstat); off_t bfsize = fstat.size; *buffer=(char *)malloc(bfsize+1); memset(*buffer, 0x0, bfsize+1); int numBytesRead = zip_fread(file, *buffer,bfsize);; zip_fclose(file); return bfsize; }
上述代碼中assetPath是在java層傳過來的,通過調用String assetPath = context.getPackageResourcePath(),傳遞到c++層調用
const char* assetPath = env->GetStringUTFChars(jassetPath, false);
env->ReleaseStringUTFChars(jassetPath, assetPath);
得到。
3. 在C++層使用AAssetManager也是一樣必須以"assets/"開頭。
AAsset* asset = AAssetManager_open(assetMgr, realPath, AASSET_MODE_UNKNOWN); off_t bufferSize = AAsset_getLength(asset); char* buffer=(char*)malloc(bufferSize+1); memset(buffer, 0, bufferSize); buffer[bufferSize]=0; int numBytesRead = AAsset_read(asset, buffer, bufferSize); AAsset_close(asset);