1) Use audioresgen to convert the target ringtone into data. The converted data is stored in resource_audio.c in the audioresgen directory.
The group name is the name of your ringtone file;
2) copy the generated array data to // custom/Audio/xx_bb/resource_audio.c in the project;
3) change the first in const audio_resource_struct mtk_resource_sounds [] = {to the name of the target array;
In this way, you can.
To replace the original MTK ringtone resource, you must first use a tool to convert your ringtone to Data. There are many such tools, such as binary conversion. It is also possible to use ue.
After the resource is converted to data, you can replace the ringtone resource by following these steps.
1. custpack_audio in custpack_audio.c is the ringtone of the incoming call.
Open the custpack_audio.c file. The custpack_audio struct variable in this file is the incoming call ringtone. The first of the Variable
Members are the number of ringtones, followed by the data of each ringtone.
For example:
Const custpack_audio_header custpack_audio =
{
10,
{Cs01_mid, sizeof (cs01_mid), 17 },
{Cs02_mid, sizeof (cs02_mid), 17 },
{Cs03_mid, sizeof (cs03_mid), 17 },
{Cs04_mid, sizeof (cs04_mid), 17 },
{Cs05_mid, sizeof (cs05_mid), 17 },
{Cs06_mid, sizeof (cs06_mid), 17 },
{Cs07_mid, sizeof (cs07_mid), 17 },
{Cs08_mid, sizeof (cs08_mid), 17 },
{Cs09_mid, sizeof (cs09_mid), 17 },
{Cs10_mid, sizeof (cs10_mid), 17 },},
};
This indicates that there are 10 ringtones. cs01_mid indicates the first ringtone data, that is, your ringtone data needs to be filled in cs01_mid
. The 17 test represents the ringtone format, 17 is the mid format, and 5 is the MP3 format.
2. mtk_resource_message_sounds in resource_audio.c is the SMS ringtone.
Mtk_resource_mms_sounds is a MMS ringtone.
Mtk_resource_sounds is the ringtone of the switch.
Mtk_resource_keypad_tones is the key sound.
The replacement method is basically the same as that for incoming call ringtones.