igor725
igor725
> > > Are you enabling it programmatically or via modifying AndroidManifest.xml? Tried both. As described [here](https://developer.android.com/guide/topics/display-cutout).
Finally I got it. Thank goodness StackOverflow exists, lol. Here is the fixed [unsigned apk](http://storage.igvx.ru/private/app-debug.apk).
Ummm... I think we can [calculate the soft keyboard height](https://stackoverflow.com/questions/16788959/is-there-any-way-in-android-to-get-the-height-of-virtual-keyboard-of-device) somehow then move the input box to top of it.
> Does this bit just make the gamepad speaker start reporting itself as some sort of standard USB/Bluetooth audio device? The operating system is already aware about the audio device,...
Gamepad reports itself as 4 channel audio device. First channel seems to be unsed, the second one is for said pad speaker. The rest of channels used for HD Rumble...
In my commit I made sure to initialize audio speaker only. If you unset any of those bits, the pad stops playing any sound again.
> > Does this bit just make the gamepad speaker start reporting itself as some sort of standard USB/Bluetooth audio device? > > The operating system is already aware about...
It would be nice to have a way to identify gamepad's audio sources, it will simplify speaker useage, but I haven't found any good solution to this problem yet. `SDL_GameControllerGetNumAudioDevices(...)`,...
> Does this enable the headphone jack or is there some external speaker built into the controller? I think jack should be initialized by some of the audioEnableBits. I'm not...
But they def can't play the different audio at the same time since DualSense creates only one audio device.