Android音视频OpenSL ES音频播放示例一
Posted Taozi825232603
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Android音视频OpenSL ES音频播放示例一相关的知识,希望对你有一定的参考价值。
本文将实现一个使用OpenSL ES来播放assets目录下mp3歌曲的demo(实际推荐大家使用oboe库)。
android NDK之高性能音频https://developer.android.google.cn/ndk/guides/audio/opensl/getting-started
Oboe is a C++ library that makes it easy to build high-performance audio apps on Android.https://github.com/google/oboe NDK 软件包中包括 Khronos Group 开发的 OpenSL ES™ 1.0.1 API 规范的 Android 专用实现。利用这个库,不论您是编写合成器、数字音频工作站、卡拉 OK 应用、游戏还是其他实时应用,都可以使用 C 或 C++ 实现高性能、低延迟的音频。
OpenSL ES™ 标准与 Android Java 框架中的 MediaPlayer
和 MediaRecorder
API 提供类似的音频功能。
OpenSL ES API 可以帮助您开发和提升应用的音频性能。
标准 OpenSL ES 头文件 <SLES/OpenSLES.h> 和 <SLES/OpenSLES_Platform.h> 允许音频输入和输出。<SLES/OpenSLES_Android.h> 和 <SLES/OpenSLES_AndroidConfiguration.h> 中提供了其他 Android 专用功能。
OpenSL ES编程简述https://developer.android.google.cn/ndk/guides/audio/opensl/opensl-prog-notes
PlayerX.c
#include <stdlib.h>
#include <assert.h>
#include <jni.h>
#include <string.h>
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
#include <sys/types.h>
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
该示例将包含4个简单的接口
- 引擎初始化(学习 SLObjectItf,SLEngineItf)
- 创建播放器(学习 SLPlayItf)
- 切换播放状态
- 回收资源
static SLObjectItf engineObject = NULL;
static SLEngineItf engineEngine = NULL;
static SLObjectItf outputMixObject = NULL;
static SLEnvironmentalReverbItf outputMixEnvironmentalReverb = NULL;
JNIEXPORT void JNICALL
Java_tao_h_playerx_MainActivity_createEngine(JNIEnv *env, jclass clazz)
SLresult result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
assert(SL_RESULT_SUCCESS == result);
(void) result;
const SLInterfaceID ids[1] = SL_IID_ENVIRONMENTALREVERB;
const SLboolean req[1] = SL_BOOLEAN_FALSE;
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, ids, req);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB,
&outputMixEnvironmentalReverb);
const SLEnvironmentalReverbSettings reverbSettings = SL_I3DL2_ENVIRONMENT_PRESET_STONECORRIDOR;
if (result == SL_RESULT_SUCCESS)
result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(
outputMixEnvironmentalReverb, &reverbSettings);
(void) result;
(void)result 只是用于忽略编译警告
创建基于FD的音频播放器
static SLObjectItf fdPlayerObject = NULL;
static SLPlayItf fdPlayerPlay = NULL;
static SLSeekItf fdPlayerSeek = NULL;
JNIEXPORT jboolean JNICALL
Java_tao_h_playerx_MainActivity_createAssetAudioPlayer(JNIEnv *env, jclass clazz,
jobject asset_manager, jstring file_name)
SLresult result;
const char *utf8 = (*env)->GetStringUTFChars(env, file_name, NULL);
assert(NULL != utf8);
AAssetManager *mgr = AAssetManager_fromJava(env, asset_manager);
assert(NULL != mgr);
AAsset *asset = AAssetManager_open(mgr, utf8, AASSET_MODE_UNKNOWN);
(*env)->ReleaseStringUTFChars(env, file_name, utf8);
if (asset == NULL)
return JNI_FALSE;
off_t start, length;
int fd = AAsset_openFileDescriptor(asset, &start, &length);
assert(0 <= fd);
AAsset_close(asset);
SLDataLocator_AndroidFD loc_fd = SL_DATALOCATOR_ANDROIDFD, fd, start, length;
SLDataFormat_MIME format_mime = SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED;
SLDataSource audiosrc = &loc_fd, &format_mime;
SLDataLocator_OutputMix loc_output_mix = SL_DATALOCATOR_OUTPUTMIX, outputMixObject;
SLDataSink audioSink = &loc_output_mix, NULL;
const SLInterfaceID ids[3] = SL_IID_SEEK, SL_IID_MUTESOLO, SL_IID_VOLUME;
const SLboolean req[3] = SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE;
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &fdPlayerObject, &audioSrc,
&audioSink, 3, ids, req);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*fdPlayerObject)->Realize(fdPlayerObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*fdPlayerObject)->GetInterface(fdPlayerObject, SL_IID_PLAY, &fdPlayerPlay);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*fdPlayerObject)->GetInterface(fdPlayerObject, SL_IID_SEEK, &fdPlayerSeek);
assert(SL_RESULT_SUCCESS == result);
(void) result;
result = (*fdPlayerSeek)->SetLoop(fdPlayerSeek, SL_BOOLEAN_TRUE, 0, SL_TIME_UNKNOWN);
assert(SL_RESULT_SUCCESS == result);
(void) result;
return JNI_TRUE;
设置播放状态
JNIEXPORT void JNICALL
Java_tao_h_playerx_MainActivity_setPlayingAssetAudioPlayer(JNIEnv *env, jclass clazz,
jboolean is_playing)
SLresult result;
if (NULL != fdPlayerPlay)
result = (*fdPlayerPlay)->SetPlayState(fdPlayerPlay, is_playing ? SL_PLAYSTATE_PLAYING
: SL_PLAYSTATE_PAUSED);
assert(SL_RESULT_SUCCESS == result);
(void) result;
回收资源(务必按照与创建时相反的顺序进行资源释放)
JNIEXPORT void JNICALL
Java_tao_h_playerx_MainActivity_shutdown(JNIEnv *env, jclass clazz)
if (fdPlayerObject != NULL)
(*fdPlayerObject)->Destroy(fdPlayerObject);
fdPlayerPlay = NULL;
fdPlayerSeek = NULL;
if (outputMixObject != NULL)
(*outputMixObject)->Destroy(outputMixObject);
outputMixObject = NULL;
outputMixEnvironmentalReverb = NULL;
if (engineObject != NULL)
(*engineObject)->Destroy(engineObject);
engineObject = NULL;
engineEngine = NULL;
创建简单的页面来进行播放,布局就不放上来了
public class MainActivity extends AppCompatActivity
static
System.loadLibrary("PlayerX");
private AssetManager mAssetManager;
private boolean isPlayingAsset = false;
public static native void createEngine();
public static native boolean createAssetAudioPlayer(AssetManager assetManager, String fileName);
public static native void setPlayingAssetAudioPlayer(boolean isPlaying);
public static native void shutdown();
@Override
protected void onCreate(Bundle savedInstanceState)
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
mAssetManager = getAssets();
createEngine();
findViewById(R.id.asset_song).setOnClickListener(new View.OnClickListener()
boolean created = false;
@Override
public void onClick(View v)
if (!created)
created = createAssetAudioPlayer(mAssetManager, "Legend Of Heroes.mp3");
if (created)
isPlayingAsset = !isPlayingAsset;
setPlayingAssetAudioPlayer(isPlayingAsset);
);
@Override
protected void onDestroy()
shutdown();
super.onDestroy();
CMakeLists.txt
cmake_minimum_required(VERSION 3.4.1)
project("PlayerX")
set(CMAKE_C_FLAGS "$CMAKE_C_FLAGS -std=c99 -Wall")
add_library(PlayerX
SHARED
PlayerX.c)
target_link_libraries(PlayerX
android
log
OpenSLES)
Android音视频学习第7章:使用OpenSL ES进行音频解码
/*
*
*这里使用了transcode-1.1.7对wav文件进行解码,然后使用opensl es进行播放
*
*/
//用到的变量和结构体
WAV wav; //wav文件指针
SLObjectItf engineObject; //引擎对象
SLEngineItf engineInterface; //引擎接口
SLObjectItf outputMixObject; //混音器
SLObjectItf audioPlayerObject; //播放器对象
SLAndroidSimpleBufferQueueItf andioPlayerBufferQueueItf; //缓冲器队列接口
SLPlayItf audioPlayInterface; //播放接口
unsigned char *buffer; //缓冲区
size_t bufferSize; //缓冲区大小
//上下文
struct PlayerContext{
WAV wav;
unsigned char *buffer;
size_t bufferSize;
PlayerContext(WAV wav,
unsigned char *buffer,
size_t bufferSize){
this->wav = wav;
this->buffer = buffer;
this->bufferSize = bufferSize;
}
};
//实现对象
void RealizeObject(SLObjectItf object){
//非异步(阻塞)
(*object)->Realize(object,SL_BOOLEAN_FALSE);
}
具体实现流程:
1.打开文件
WAV wav = OpenWaveFile(env,jFileName);
//打开文件
WAV OpenWaveFile(JNIEnv *env,jstring jFileName){
const char *cFileName = env->GetStringUTFChars(jFileName,JNI_FALSE);
WAVError err;
WAV wav = wav_open(cFileName,WAV_READ,&err);
LOGI("%d",wav_get_bitrate(wav));
env->ReleaseStringUTFChars(jFileName,cFileName);
if(wav == 0){
LOGE("%s",wav_strerror(err));
}
return wav;
}
2.创建OpenSL ES引擎
//OpenSL ES在Android平台下默认是线程安全的,这样设置是为了为了兼容其他平台
SLEngineOption options[] = {
{(SLuint32)SL_ENGINEOPTION_THREADSAFE, (SLuint32)SL_BOOLEAN_TRUE}
};
slCreateEngine(&engineObject,ARRAY_LEN(engineObject),options,0,0,0); //没有接口
//实例化对象
//对象创建之后,处于未实例化状态,对象虽然存在但未分配任何资源,使用前先实例化(使用完之后destroy)
RealizeObject(engineObject);
3.获取引擎接口
(*engineObject)->GetInterface(engineObject,SL_IID_ENGINE,&engineInterface);
4.创建输出混音器
(*engineInterface)->CreateOutputMix(engineInterface,&outputMixObject,0,0,0); //没有接口
//实例化混音器
RealizeObject(outputMixObject);
5.创建缓冲区保存读取到的音频数据库
//缓冲区的大小
bufferSize = wav_get_channels(wav) * wav_get_rate(wav) * wav_get_bits(wav);
buffer = new unsigned char[bufferSize];
6.创建带有缓冲区队列的音频播放器
CreateBufferQueueAudioPlayer(wav,engineInterface,outputMixObject,audioPlayerObject);
//实例化音频播放器
RealizeObject(audioPlayerObject);
CreateBufferQueueAudioPlayer.cpp
extern "C" {
#include "wavlib.h"
}
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
#include <android/log.h>
#define ARRAY_LEN(a) (sizeof(a) / sizeof(a[0]))
//创建音频播放对象
void CreateBufferQueueAudioPlayer(
WAV wav,
SLEngineItf engineEngine,
SLObjectItf outputMixObject,
SLObjectItf &audioPlayerObject){
// Android针对数据源的简单缓冲区队列定位器
SLDataLocator_AndroidSimpleBufferQueue dataSourceLocator = {
SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, // 定位器类型
1 // 缓冲区数
};
// PCM数据源格式
SLDataFormat_PCM dataSourceFormat = {
SL_DATAFORMAT_PCM, // 格式类型
wav_get_channels(wav), // 通道数
wav_get_rate(wav) * 1000, // 毫赫兹/秒的样本数
wav_get_bits(wav), // 每个样本的位数
wav_get_bits(wav), // 容器大小
SL_SPEAKER_FRONT_CENTER, // 通道屏蔽
SL_BYTEORDER_LITTLEENDIAN // 字节顺序
};
// 数据源是含有PCM格式的简单缓冲区队列
SLDataSource dataSource = {
&dataSourceLocator, // 数据定位器
&dataSourceFormat // 数据格式
};
// 针对数据接收器的输出混合定位器
SLDataLocator_OutputMix dataSinkLocator = {
SL_DATALOCATOR_OUTPUTMIX, // 定位器类型
outputMixObject // 输出混合
};
// 数据定位器是一个输出混合
SLDataSink dataSink = {
&dataSinkLocator, // 定位器
0 // 格式
};
// 需要的接口
SLInterfaceID interfaceIds[] = {
SL_IID_BUFFERQUEUE
};
// 需要的接口,如果所需要的接口不要用,请求将失败
SLboolean requiredInterfaces[] = {
SL_BOOLEAN_TRUE // for SL_IID_BUFFERQUEUE
};
// 创建音频播放器对象
SLresult result = (*engineEngine)->CreateAudioPlayer(
engineEngine,
&audioPlayerObject,
&dataSource,
&dataSink,
ARRAY_LEN(interfaceIds),
interfaceIds,
requiredInterfaces);
}
7.获得缓冲区队列接口Buffer Queue Interface
//通过缓冲区队列接口对缓冲区进行排序播放
(*audioPlayerObject)->GetInterface(audioPlayerObject,SL_IID_BUFFERQUEUE,&andioPlayerBufferQueueItf);
8.注册音频播放器回调函数
//当播放器完成对前一个缓冲区队列的播放时,回调函数会被调用,然后我们又继续读取音频数据,直到结束
//上下文,包裹参数方便再回调函数中使用
PlayerContext *ctx = new PlayerContext(wav,buffer,bufferSize);
(*andioPlayerBufferQueueItf)->RegisterCallback(andioPlayerBufferQueueItf,PlayerCallBack,ctx);
//回调函数
void PlayerCallBack(SLAndroidSimpleBufferQueueItf andioPlayerBufferQueue,void *context){
PlayerContext* ctx = (PlayerContext*)context;
//读取数据
ssize_t readSize = wav_read_data(ctx->wav,ctx->buffer,ctx->bufferSize);
if(0 < readSize){
(*andioPlayerBufferQueue)->Enqueue(andioPlayerBufferQueue,ctx->buffer,readSize);
}else{
//destroy context
CloseWaveFile(ctx->wav); //关闭文件
delete ctx->buffer; //释放缓存
}
}
9.获取Play Interface通过对SetPlayState函数来启动播放音乐
//一旦播放器被设置为播放状态,该音频播放器开始等待缓冲区排队就绪
(*audioPlayerObject)->GetInterface(audioPlayerObject,SL_IID_PLAY,&audioPlayInterface);
//设置播放状态
(*audioPlayInterface)->SetPlayState(audioPlayInterface,SL_PLAYSTATE_PLAYING);
10.开始,让第一个缓冲区入队
PlayerCallBack(andioPlayerBufferQueueItf,ctx);
完整代码
#include "com_dongnaoedu_jasonaudioplayer_AudioPlayer.h"
extern "C" {
#include "wavlib.h"
}
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
#include <android/log.h>
#include "CreateBufferQueueAudioPlayer.cpp"
#define LOGI(FORMAT,...) __android_log_print(ANDROID_LOG_INFO,"jason",FORMAT,##__VA_ARGS__);
#define LOGE(FORMAT,...) __android_log_print(ANDROID_LOG_ERROR,"jason",FORMAT,##__VA_ARGS__);
#define ARRAY_LEN(a) (sizeof(a) / sizeof(a[0]))
WAV wav; //wav文件指针
SLObjectItf engineObject; //引擎对象
SLEngineItf engineInterface; //引擎接口
SLObjectItf outputMixObject; //混音器
SLObjectItf audioPlayerObject; //播放器对象
SLAndroidSimpleBufferQueueItf andioPlayerBufferQueueItf; //缓冲器队列接口
SLPlayItf audioPlayInterface; //播放接口
unsigned char *buffer; //缓冲区
size_t bufferSize; //缓冲区大小
//上下文
struct PlayerContext{
WAV wav;
unsigned char *buffer;
size_t bufferSize;
PlayerContext(WAV wav,
unsigned char *buffer,
size_t bufferSize){
this->wav = wav;
this->buffer = buffer;
this->bufferSize = bufferSize;
}
};
//打开文件
WAV OpenWaveFile(JNIEnv *env,jstring jFileName){
const char *cFileName = env->GetStringUTFChars(jFileName,JNI_FALSE);
WAVError err;
WAV wav = wav_open(cFileName,WAV_READ,&err);
LOGI("%d",wav_get_bitrate(wav));
env->ReleaseStringUTFChars(jFileName,cFileName);
if(wav == 0){
LOGE("%s",wav_strerror(err));
}
return wav;
}
//关闭文件
void CloseWaveFile(WAV wav){
wav_close(wav);
}
//实现对象
void RealizeObject(SLObjectItf object){
//非异步(阻塞)
(*object)->Realize(object,SL_BOOLEAN_FALSE);
}
//回调函数
void PlayerCallBack(SLAndroidSimpleBufferQueueItf andioPlayerBufferQueue,void *context){
PlayerContext* ctx = (PlayerContext*)context;
//读取数据
ssize_t readSize = wav_read_data(ctx->wav,ctx->buffer,ctx->bufferSize);
if(0 < readSize){
(*andioPlayerBufferQueue)->Enqueue(andioPlayerBufferQueue,ctx->buffer,readSize);
}else{
//destroy context
CloseWaveFile(ctx->wav); //关闭文件
delete ctx->buffer; //释放缓存
}
}
JNIEXPORT void JNICALL Java_com_dongnaoedu_jasonaudioplayer_AudioPlayer_play
(JNIEnv *env, jclass jthiz, jstring jFileName){
//1.打开文件
WAV wav = OpenWaveFile(env,jFileName);
//2.创建OpenSL ES引擎
//OpenSL ES在Android平台下默认是线程安全的,这样设置是为了为了兼容其他平台
SLEngineOption options[] = {
{(SLuint32)SL_ENGINEOPTION_THREADSAFE, (SLuint32)SL_BOOLEAN_TRUE}
};
slCreateEngine(&engineObject,ARRAY_LEN(engineObject),options,0,0,0); //没有接口
//实例化对象
//对象创建之后,处于未实例化状态,对象虽然存在但未分配任何资源,使用前先实例化(使用完之后destroy)
RealizeObject(engineObject);
//3.获取引擎接口
(*engineObject)->GetInterface(engineObject,SL_IID_ENGINE,&engineInterface);
//4.创建输出混音器
(*engineInterface)->CreateOutputMix(engineInterface,&outputMixObject,0,0,0); //没有接口
//实例化混音器
RealizeObject(outputMixObject);
//5.创建缓冲区保存读取到的音频数据库
//缓冲区的大小
bufferSize = wav_get_channels(wav) * wav_get_rate(wav) * wav_get_bits(wav);
buffer = new unsigned char[bufferSize];
//6.创建带有缓冲区队列的音频播放器
CreateBufferQueueAudioPlayer(wav,engineInterface,outputMixObject,audioPlayerObject);
//实例化音频播放器
RealizeObject(audioPlayerObject);
//7.获得缓冲区队列接口Buffer Queue Interface
//通过缓冲区队列接口对缓冲区进行排序播放
(*audioPlayerObject)->GetInterface(audioPlayerObject,SL_IID_BUFFERQUEUE,&andioPlayerBufferQueueItf);
//8.注册音频播放器回调函数
//当播放器完成对前一个缓冲区队列的播放时,回调函数会被调用,然后我们又继续读取音频数据,直到结束
//上下文,包裹参数方便再回调函数中使用
PlayerContext *ctx = new PlayerContext(wav,buffer,bufferSize);
(*andioPlayerBufferQueueItf)->RegisterCallback(andioPlayerBufferQueueItf,PlayerCallBack,ctx);
//9.获取Play Interface通过对SetPlayState函数来启动播放音乐
//一旦播放器被设置为播放状态,该音频播放器开始等待缓冲区排队就绪
(*audioPlayerObject)->GetInterface(audioPlayerObject,SL_IID_PLAY,&audioPlayInterface);
//设置播放状态
(*audioPlayInterface)->SetPlayState(audioPlayInterface,SL_PLAYSTATE_PLAYING);
//10.开始,让第一个缓冲区入队
PlayerCallBack(andioPlayerBufferQueueItf,ctx);
//关闭文件
//CloseWaveFile(wav);
}
以上是关于Android音视频OpenSL ES音频播放示例一的主要内容,如果未能解决你的问题,请参考以下文章
Android音视频学习第7章:使用OpenSL ES进行音频解码
Android 音视频深入 十三 OpenSL ES 制作音乐播放器,能暂停和调整音量(附源码下载)
Android音视频十三OpenSL ES介绍&基于OpenSL ES实现音频采集
Android音视频十三OpenSL ES介绍&基于OpenSL ES实现音频采集