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<title>dolphin/Source/Android/jni/AndroidCommon/IDCache.cpp, branch release-prep-2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Android: Convert NetworkHelper to Kotlin</title>
<updated>2025-11-11T20:58:07+00:00</updated>
<author>
<name>Simonx22</name>
<email>simon@oatmealdome.me</email>
</author>
<published>2025-11-10T00:24:26+00:00</published>
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<entry>
<title>Android: Use the shared HTTP analytics backend</title>
<updated>2025-11-08T17:14:40+00:00</updated>
<author>
<name>Simonx22</name>
<email>simon@oatmealdome.me</email>
</author>
<published>2025-11-08T15:47:24+00:00</published>
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We can now route Android analytics through Common::HttpAnalyticsBackend, drop the Volley sender, and keep the JNI layer limited to only transfer metadata since https://bugs.dolphin-emu.org/issues/11772 has been fixed.
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<pre>
We can now route Android analytics through Common::HttpAnalyticsBackend, drop the Volley sender, and keep the JNI layer limited to only transfer metadata since https://bugs.dolphin-emu.org/issues/11772 has been fixed.
</pre>
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</entry>
<entry>
<title>Android: Ask system for optimal audio buffer size and sample rate</title>
<updated>2025-05-25T09:59:33+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-06-06T13:38:41+00:00</published>
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This can reduce audio latency according to
https://developer.android.com/ndk/guides/audio/opensl/opensl-prog-notes#perform.

Previously we were using the hardcoded values of 48000 Hz and 256 frames
per buffer. The sample rate we use with this change is 48000 Hz on all
devices I'm aware of, but the buffer size does vary across devices.

Terminology note: The old code used the term "sample" to refer to what
Android refers to as a "frame". "Frame" is a clearer term to use for
this, so I've changed OpenSLESStream's terminology. One frame consists
of one sample per channel.
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<pre>
This can reduce audio latency according to
https://developer.android.com/ndk/guides/audio/opensl/opensl-prog-notes#perform.

Previously we were using the hardcoded values of 48000 Hz and 256 frames
per buffer. The sample rate we use with this change is 48000 Hz on all
devices I'm aware of, but the buffer size does vary across devices.

Terminology note: The old code used the term "sample" to refer to what
Android refers to as a "frame". "Frame" is a clearer term to use for
this, so I've changed OpenSLESStream's terminology. One frame consists
of one sample per channel.
</pre>
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</content>
</entry>
<entry>
<title>Android: Add emulated Wii Speak</title>
<updated>2025-05-07T16:33:22+00:00</updated>
<author>
<name>Sepalani</name>
<email>sepalani@hotmail.fr</email>
</author>
<published>2024-05-12T19:29:00+00:00</published>
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<entry>
<title>Android: Don't use separate thread for MotionAlertDialog</title>
<updated>2025-03-23T20:39:04+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2025-03-16T10:05:06+00:00</published>
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This is an Android continuation of bc95c00. We now call
InputDetector::Update immediately after receiving an input event from
Android instead of periodically calling it in a sleep loop. This
improves detection of very short inputs, which are especially likely to
occur for volume buttons on phones (or at least on my phone) if you
don't intentionally keep them held down.
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This is an Android continuation of bc95c00. We now call
InputDetector::Update immediately after receiving an input event from
Android instead of periodically calling it in a sleep loop. This
improves detection of very short inputs, which are especially likely to
occur for volume buttons on phones (or at least on my phone) if you
don't intentionally keep them held down.
</pre>
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</content>
</entry>
<entry>
<title>InputCommon/ControllerEmu: Break out functionality of EmulatedController</title>
<updated>2025-03-15T19:30:43+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-01-21T05:19:56+00:00</published>
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<id>ddb82a5e8ca84df1b95942c8b3a1fa6c9071010b</id>
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to eliminate redundant unused members in Wii Remote extension objects.
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to eliminate redundant unused members in Wii Remote extension objects.
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</entry>
<entry>
<title>Android: Replace log type names map with array</title>
<updated>2024-06-15T18:06:34+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2024-06-15T18:02:10+00:00</published>
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<id>ea7928b3cda5749ba1dcc8e534b1474a28efb28a</id>
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Storing the log type names in a map results in them getting re-sorted by
their keys, which doesn't quite give us the sorting we want. In
particular, the Achievements category ended up being sorted at R (for
RetroAchivements) instead of at A. Every use of the map is just
iterating through it, so there's no real reason why it has to be a map
anyway.
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<pre>
Storing the log type names in a map results in them getting re-sorted by
their keys, which doesn't quite give us the sorting we want. In
particular, the Achievements category ended up being sorted at R (for
RetroAchivements) instead of at A. Every use of the map is just
iterating through it, so there's no real reason why it has to be a map
anyway.
</pre>
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</content>
</entry>
<entry>
<title>NativeLibrary: Create displayToastMsg Method</title>
<updated>2024-04-06T22:41:23+00:00</updated>
<author>
<name>mitaclaw</name>
<email>140017135+mitaclaw@users.noreply.github.com</email>
</author>
<published>2024-04-05T23:09:01+00:00</published>
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<pre>
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</entry>
<entry>
<title>Android: Expose config changed callbacks</title>
<updated>2023-12-07T20:09:17+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-03-15T20:53:29+00:00</published>
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</entry>
<entry>
<title>Android: Use JNI for setting/getting ISO paths</title>
<updated>2023-09-02T10:58:20+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-09-02T10:44:26+00:00</published>
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<id>190e71a3188d1ade2a158c8aa0ec737b6929f5a8</id>
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This gets rid of the last Android-specific code that directly interfaces
with INI files.
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This gets rid of the last Android-specific code that directly interfaces
with INI files.
</pre>
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</content>
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