音视频--音频基础
Posted HAH-M
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了音视频--音频基础相关的知识,希望对你有一定的参考价值。
参考文章
- 音频相关的基础知识: https://zhuanlan.zhihu.com/p/91837880
1. 基础名词概念
1.10 重采样
(1) 什么是重采样
将音频三元组(采样率、采样大小、通道数)的值转成另外一组值。三元组其中任意一个值发生改变就称为重采样, 例如44100/16/2 转成 48000/16/2
(2) 为什么要重采样
- 从设备采集的音频数据与编码器要求的数据不一致
- 扬声器要求的音频数据与要播放的音频数据不一致
- 更方便运算(回音消除须使用单声道,需要先转换)
(3) 如何知道是否需要进行重采样
- 要了解音频设备的参数(在设备管理中查看相应要求)
- 查看ffmpeg源码(包括各平台几乎所有编解码器实现)
(4) 重采样的步骤
- 创建重采样上下文
- 设置参数
- 初始化重采样
- 进行重采样
2. 流程
2.1 音频的采集传输和播放
最简单的音频录制流程为:
设备采集获取模拟信号 —》模数转换 —》存储(播放、传输等)
播放端流程相反:
音频文件 —》数模转换 —》播放器播放
2.1 模数转换流程
音视频系列--OpenSL ES基础用法总结
一、前置
OpenSL ES
全称为Open Sound Library for Embedded Systems
,及嵌入式音频加速标准。OpenSL ES是无授权费、跨平台、针对嵌入式系统封精心优化的硬件音频加速API。它为嵌入式移动多媒体设备上的本地应用程序开发提供了标准化、高性能、低响应时间的音频功能实现方法,同时还实现了软/硬件音频性能的直接跨平台部署,降低了执行难度。
在Android中,High Level Audio Libs
是音频Java层API输入输出,属于高级API,相对来说,OpenSL ES
则是比较底层级的API,属于C语言API。这里记录下用法
二、OpenSL ES引入
Android的OpenSL ES库是在NDK的platforms文件夹对应android平台相应cpu类型里面,如:
CmakeList中引入
三、开发流程
3.1、OpenSL ES的开发流程主要有如下6个步骤
1、创建接口对象
2、设置混音器
3、创建播放器(录音器)
4、设置缓冲队列和回调函数
5、设置播放状态
6、启动回调函数
其中4和6是播放PCM等数据格式的音频是需要用到的。
四、播放PCM文件
4.1、 创建播放器和混音器
SLObjectItf engineObject = NULL;//用SLObjectItf声明引擎接口对象
SLEngineItf engineEngine = NULL;//声明具体的引擎对象实例
void createEngine()
{
SLresult result;//返回结果
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);//第一步创建引擎
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);//实现(Realize)engineObject接口对象
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);//通过engineObject的GetInterface方法初始化engineEngine
}
//第一步,创建引擎
createEngine();
//第二步,创建混音器
const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, mids, mreq);
(void)result;
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
(void)result;
result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);
if (SL_RESULT_SUCCESS == result) {
result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(
outputMixEnvironmentalReverb, &reverbSettings);
(void)result;
}
SLDataLocator_OutputMix outputMix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
SLDataSink audioSnk = {&outputMix, NULL};
4.2、设置pcm格式的频率位数等信息并创建播放器
// 第三步,配置PCM格式信息
SLDataLocator_AndroidSimpleBufferQueue android_queue={SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE,2};
SLDataFormat_PCM pcm={
SL_DATAFORMAT_PCM,//播放pcm格式的数据
2,//2个声道(立体声)
SL_SAMPLINGRATE_44_1,//44100hz的频率
SL_PCMSAMPLEFORMAT_FIXED_16,//位数 16位
SL_PCMSAMPLEFORMAT_FIXED_16,//和位数一致就行
SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,//立体声(前左前右)
SL_BYTEORDER_LITTLEENDIAN//结束标志
};
SLDataSource slDataSource = {&android_queue, &pcm};
const SLInterfaceID ids[3] = {SL_IID_BUFFERQUEUE, SL_IID_EFFECTSEND, SL_IID_VOLUME};
const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &pcmPlayerObject, &slDataSource, &audioSnk, 3, ids, req);
//初始化播放器
(*pcmPlayerObject)->Realize(pcmPlayerObject, SL_BOOLEAN_FALSE);
// 得到接口后调用 获取Player接口
(*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_PLAY, &pcmPlayerPlay);
4.3、设置缓冲队列和回调函数
// 注册回调缓冲区 获取缓冲队列接口
(*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_BUFFERQUEUE, &pcmBufferQueue);
//缓冲接口回调
(*pcmBufferQueue)->RegisterCallback(pcmBufferQueue, pcmBufferCallBack, NULL);
//回调函数
//喇叭没数据时候会回调这个函数,把数据写入到opensl es
void pcmBufferCallBack(SLAndroidSimpleBufferQueueItf bf, void * context)
{
Audio *wlAudio = (Audio *) context;
if(wlAudio != NULL)
{
int buffersize = wlAudio->resampleAudio();
if(buffersize > 0)
{
(* wlAudio-> pcmBufferQueue)->Enqueue( wlAudio->pcmBufferQueue, (char *) wlAudio-> buffer, buffersize);
}
}
}
4.4、设置播放状态并手动开始调用回调函数
pcmBufferCallBack(pcmBufferQueue, NULL);
4.5、音频重采样
FFmpeg从网络解码的音频格式和OpenSL ES设置的音频播放格式是不一样的,这里有个重采样的过程,可以看示例程序的resampleAudio方法
五、示例代码
OpenSL ES代码基本是固定的,写好基本不用修改
#include "Audio.h"
Audio::Audio(Playstatus *playstatus, int sample_rate) {
this->playstatus = playstatus;
this->sample_rate = sample_rate;
queue = new Queue(playstatus);
buffer = (uint8_t *) av_malloc(sample_rate * 2 * 2);
}
Audio::~Audio() {
}
void *decodPlay(void *data)
{
Audio *wlAudio = (Audio *) data;
wlAudio->initOpenSLES();
pthread_exit(&wlAudio->thread_play);
}
void Audio::play() {
pthread_create(&thread_play, NULL, decodPlay, this);
}
//重采样
int Audio::resampleAudio() {
while(playstatus != NULL && !playstatus->exit)
{
avPacket = av_packet_alloc();
if(queue->getAvpacket(avPacket) != 0)
{
av_packet_free(&avPacket);
av_free(avPacket);
avPacket = NULL;
continue;
}
ret = avcodec_send_packet(avCodecContext, avPacket);
if(ret != 0)
{
av_packet_free(&avPacket);
av_free(avPacket);
avPacket = NULL;
continue;
}
avFrame = av_frame_alloc();
ret = avcodec_receive_frame(avCodecContext, avFrame);
if(ret == 0)
{
if(avFrame->channels && avFrame->channel_layout == 0)
{
avFrame->channel_layout = av_get_default_channel_layout(avFrame->channels);
}
else if(avFrame->channels == 0 && avFrame->channel_layout > 0)
{
avFrame->channels = av_get_channel_layout_nb_channels(avFrame->channel_layout);
}
SwrContext *swr_ctx;
swr_ctx = swr_alloc_set_opts(
NULL,
AV_CH_LAYOUT_STEREO,
AV_SAMPLE_FMT_S16,
avFrame->sample_rate,
avFrame->channel_layout,
(AVSampleFormat) avFrame->format,
avFrame->sample_rate,
NULL, NULL
);
if(!swr_ctx || swr_init(swr_ctx) <0)
{
av_packet_free(&avPacket);
av_free(avPacket);
avPacket = NULL;
av_frame_free(&avFrame);
av_free(avFrame);
avFrame = NULL;
swr_free(&swr_ctx);
continue;
}
int nb = swr_convert(
swr_ctx,
&buffer,
avFrame->nb_samples,
(const uint8_t **) avFrame->data,
avFrame->nb_samples);
int out_channels = av_get_channel_layout_nb_channels(AV_CH_LAYOUT_STEREO);
data_size = nb * out_channels * av_get_bytes_per_sample(AV_SAMPLE_FMT_S16);
if(LOG_DEBUG)
{
LOGE("data_size is %d", data_size);
}
av_packet_free(&avPacket);
av_free(avPacket);
avPacket = NULL;
av_frame_free(&avFrame);
av_free(avFrame);
avFrame = NULL;
swr_free(&swr_ctx);
break;
} else{
av_packet_free(&avPacket);
av_free(avPacket);
avPacket = NULL;
av_frame_free(&avFrame);
av_free(avFrame);
avFrame = NULL;
continue;
}
}
return data_size;
}
//喇叭没数据时候会回调这个函数,把数据写入到opensl es
void pcmBufferCallBack(SLAndroidSimpleBufferQueueItf bf, void * context)
{
Audio *wlAudio = (Audio *) context;
if(wlAudio != NULL)
{
int buffersize = wlAudio->resampleAudio();
if(buffersize > 0)
{
(* wlAudio-> pcmBufferQueue)->Enqueue( wlAudio->pcmBufferQueue, (char *) wlAudio-> buffer, buffersize);
}
}
}
void Audio::initOpenSLES() {
//第一步 创建一个引擎接口对象
SLresult result;
result = slCreateEngine(&engineObject, 0, 0, 0, 0, 0);
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
//第二步,通过获取的引擎接口对象去创建混音器
const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, mids, mreq);
(void)result;
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
(void)result;
result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);
if (SL_RESULT_SUCCESS == result) {
result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(
outputMixEnvironmentalReverb, &reverbSettings);
(void)result;
}
SLDataLocator_OutputMix outputMix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
SLDataSink audioSnk = {&outputMix, 0};
// 第三步,配置PCM格式信息
SLDataLocator_AndroidSimpleBufferQueue android_queue={SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE,2};
SLDataFormat_PCM pcm={
SL_DATAFORMAT_PCM,//播放pcm格式的数据
2,//2个声道(立体声)
static_cast<SLuint32>(getCurrentSampleRateForOpensles(sample_rate)),//44100hz的频率
SL_PCMSAMPLEFORMAT_FIXED_16,//位数 16位
SL_PCMSAMPLEFORMAT_FIXED_16,//和位数一致就行
SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,//立体声(前左前右)
SL_BYTEORDER_LITTLEENDIAN//结束标志
};
SLDataSource slDataSource = {&android_queue, &pcm};
const SLInterfaceID ids[1] = {SL_IID_BUFFERQUEUE};
const SLboolean req[1] = {SL_BOOLEAN_TRUE};
(*engineEngine)->CreateAudioPlayer(engineEngine, &pcmPlayerObject, &slDataSource, &audioSnk, 1, ids, req);
//初始化播放器
(*pcmPlayerObject)->Realize(pcmPlayerObject, SL_BOOLEAN_FALSE);
// 得到接口后调用 获取Player接口
(*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_PLAY, &pcmPlayerPlay);
// 注册回调缓冲区 获取缓冲队列接口
(*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_BUFFERQUEUE, &pcmBufferQueue);
//缓冲接口回调
(*pcmBufferQueue)->RegisterCallback(pcmBufferQueue, pcmBufferCallBack, this);
// 获取播放状态接口
(*pcmPlayerPlay)->SetPlayState(pcmPlayerPlay, SL_PLAYSTATE_PLAYING);
pcmBufferCallBack(pcmBufferQueue, this);
}
int Audio::getCurrentSampleRateForOpensles(int sample_rate) {
int rate = 0;
switch (sample_rate)
{
case 8000:
rate = SL_SAMPLINGRATE_8;
break;
case 11025:
rate = SL_SAMPLINGRATE_11_025;
break;
case 12000:
rate = SL_SAMPLINGRATE_12;
break;
case 16000:
rate = SL_SAMPLINGRATE_16;
break;
case 22050:
rate = SL_SAMPLINGRATE_22_05;
break;
case 24000:
rate = SL_SAMPLINGRATE_24;
break;
case 32000:
rate = SL_SAMPLINGRATE_32;
break;
case 44100:
rate = SL_SAMPLINGRATE_44_1;
break;
case 48000:
rate = SL_SAMPLINGRATE_48;
break;
case 64000:
rate = SL_SAMPLINGRATE_64;
break;
case 88200:
rate = SL_SAMPLINGRATE_88_2;
break;
case 96000:
rate = SL_SAMPLINGRATE_96;
break;
case 192000:
rate = SL_SAMPLINGRATE_192;
break;
default:
rate = SL_SAMPLINGRATE_44_1;
}
return rate;
}
以上是关于音视频--音频基础的主要内容,如果未能解决你的问题,请参考以下文章