Added a little "waiting" spinner for Wear OS for when loading SoundPools takes more than 1 sec. The analog for App is yet unimplemented.
Reverted the single SoundPool creation, to multiple SoundPools, each with just 1 stream. Idea was to let multi-threading do the work to reduce time in loading notes. Limited success, especially on devices with few cores.
updated targetSdkVersion
Improved error handling in InstrumentTuning.
Had broken release versions with shrinkResources. Disabled that.
1) when many notes were played simultaneously, would stop playing them altogether. Problem was each note had its own SoundPool, and there are limited SoundPools. So made one SoundPoolOwner.
test_a.cpp -- triggers warning: #define BOOST_AUTO_TEST_CASE(...) void BOOST_AUTO_TEST_CASE_run(__VA_ARGS__) int x = 1; // file-scope declaration before first test case BOOST_AUTO_TEST_CASE( test_one ) { x = 2; } test_b.cpp -- no warning: #define BOOST_AUTO_TEST_CASE(...) void BOOST_AUTO_TEST_CASE_run(__VA_ARGS__) BOOST_AUTO_TEST_CASE( test_one ) { int x = 1; } Command: cppcheck --std=c++17 --enable=unusedFunction test_a.cpp test_b.cpp Expected: consistent behaviour -- either both warned or neither....
Fix problem with MediaPlayer running out of instances, so playing