AssetManager中的路径参数不能包含"assets/"

String path = “music/bg.mp3”;      //正确的参数

//String path = “assets/music/bg.mp3”;   //错误的参数
//String path = “file:///android_asset/music/bg.mp3”;   //错误的参数
//String path = “/music/bg.mp3”;   //错误的参数

AssetFileDescriptor assetFileDescritor = mContext.getAssets().openFd(path); 
mediaPlayer.setDataSource(assetFileDescritor.getFileDescriptor(), 
assetFileDescritor.getStartOffset(), assetFileDescritor.getLength());    
assetFileDescritor.close();

1. java代码中AssetManager的路径参数不能包含"assets/",

2. 但是在NDK编程中C代码里面如果采用zip方式访问assets的文件,必须包含"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;
}

上述代码中assetPath是在java层传过来的,通过调用String assetPath = context.getPackageResourcePath(),传递到c++层调用

const char* assetPath = env->GetStringUTFChars(jassetPath, false);
env->ReleaseStringUTFChars(jassetPath, assetPath);

得到。

3. 在C++层使用AAssetManager也是一样必须以"assets/"开头。

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);
原文地址:https://www.cnblogs.com/zhujiabin/p/4831465.html