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FFmpeg 开发系列连载:
FFmpeg 开发(01):FFmpeg 编译和集成
FFmpeg 开发(02):FFmpeg + ANativeWindow 实现视频解码播放
本文将利用 FFmpeg 对一个 Mp4 文件的音频流进行解码,而后应用 libswresample 将解码后的 PCM 音频数据转换为指标格局的数据,最初利用 OpenSLES 进行播放。
FFmpeg 音频解码
旧文中,咱们曾经对视频解码流程进行了具体的介绍,一个多媒体文件(Mp4)个别蕴含一个音频流和一个视频流,而FFmpeg 对音频流和视频流的解码流程统一。因而,本节将不再对音频解码流程进行赘述。
相似于视频流的解决,音频流的解决流程为:(Mp4文件)解协定->解封装->音频解码->重采样->播放。
这外面有重复提到重采样,相似于视频图像的转码,因为显示器最终显示的是 RGB 数据,这个一点比拟好了解。那么为什么要对解码的音频数据进行重采样呢?
个别录音(采集音频)时,可能有多种采样率能够抉择,当该采样率与音频设备驱动的固定采样率不符时,就会导致变声或者音频呈现快加快放成果,此时就须要用到重采样来确保音频采样率和设施驱动采样率统一,使音频正确播放。
利用 libswresample 库将对音频进行重采样,有如下几个步骤:
//1. 生成 resample 上下文,设置输出和输入的通道数、采样率以及采样格局,初始化上下文m_SwrContext = swr_alloc();av_opt_set_int(m_SwrContext, "in_channel_layout", codeCtx->channel_layout, 0);av_opt_set_int(m_SwrContext, "out_channel_layout", AUDIO_DST_CHANNEL_LAYOUT, 0);av_opt_set_int(m_SwrContext, "in_sample_rate", codeCtx->sample_rate, 0);av_opt_set_int(m_SwrContext, "out_sample_rate", AUDIO_DST_SAMPLE_RATE, 0);av_opt_set_sample_fmt(m_SwrContext, "in_sample_fmt", codeCtx->sample_fmt, 0);av_opt_set_sample_fmt(m_SwrContext, "out_sample_fmt", DST_SAMPLT_FORMAT, 0);swr_init(m_SwrContext);//2. 申请输入 Bufferm_nbSamples = (int)av_rescale_rnd(NB_SAMPLES, AUDIO_DST_SAMPLE_RATE, codeCtx->sample_rate, AV_ROUND_UP);m_BufferSize = av_samples_get_buffer_size(NULL, AUDIO_DST_CHANNEL_COUNTS,m_nbSamples, DST_SAMPLT_FORMAT, 1);m_AudioOutBuffer = (uint8_t *) malloc(m_BufferSize);//3. 重采样,frame 为解码帧int result = swr_convert(m_SwrContext, &m_AudioOutBuffer, m_BufferSize / 2, (const uint8_t **) frame->data, frame->nb_samples);if (result > 0 ) { //play}//4. 开释资源if(m_AudioOutBuffer) { free(m_AudioOutBuffer); m_AudioOutBuffer = nullptr;}if(m_SwrContext) { swr_free(&m_SwrContext); m_SwrContext = nullptr;}
OpenSL ES 播放音频
OpenSL ES 全称为: Open Sound Library for Embedded Systems,是一个针对嵌入式零碎的凋谢硬件音频减速库,反对音频的采集和播放,它提供了一套高性能、低提早的音频性能实现办法,并且实现了软硬件音频性能的跨平台部署,大大降低了下层解决音频利用的开发难度。
OpenSL ES 是基于 c 语言实现的,但其提供的接口是采纳面向对象的形式实现,OpenSL ES 的大多数 API 是通过对象来调用的。
Object 和 Interface OpenSL ES 中的两大基本概念,能够类比为 Java 中的对象和接口。在 OpenSL ES 中, 每个 Object 能够存在一系列的 Interface ,并且为每个对象都提供了一系列的基本操作,如 Realize,GetState,Destroy 等。
重要的一点,只有通过 GetInterface 办法拿到 Object 的 Interface ,能力应用 Object 提供的性能。
Audio 引擎对象和接口
Audio 引擎对象和接口,即 Engine Object 和 SLEngineItf Interface 。Engine Object 的次要性能是治理 Audio Engine 的生命周期,提供引擎对象的治理接口。引擎对象的应用办法如下:
SLresult result;// 创立引擎对象result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);assert(SL_RESULT_SUCCESS == result);(void)result;// 实例化result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);assert(SL_RESULT_SUCCESS == result);(void)result;// 获取引擎对象接口result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);assert(SL_RESULT_SUCCESS == result);(void)result;// 开释引擎对象的资源result = (*engineObject)->Destroy(engineObject, SL_BOOLEAN_FALSE);assert(SL_RESULT_SUCCESS == result);(void)result;
SLRecordItf 和 SLPlayItf
SLRecordItf 和 SLPlayItf 别离形象多媒体性能 recorder 和 player ,通过 SLEngineItf 的 CreateAudioPlayer 和 CreateAudioRecorder 办法别离创立 player 和 recorder 对象实例。
// 创立 audio recorder 对象result = (*engineEngine)->CreateAudioRecorder(engineEngine, &recorderObject , &recSource, &dataSink, NUM_RECORDER_EXPLICIT_INTERFACES, iids, required);// 创立 audio player 对象SLresult result = (*engineEngine)->CreateAudioPlayer( engineEngine, &audioPlayerObject, &dataSource, &dataSink, 1, interfaceIDs, requiredInterfaces);
SLDataSource 和 SLDataSink
OpenSL ES 中的 SLDataSource 和 SLDataSink 构造体,次要用于构建 audio player 和 recorder 对象,其中 SLDataSource 示意音频数据起源的信息,SLDataSink 示意音频数据输入信息。
// 数据源简略缓冲队列定位器SLDataLocator_AndroidSimpleBufferQueue dataSou SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEU 1};// PCM 数据源格局SLDataFormat_PCM dataSourceFormat = { SL_DATAFORMAT_PCM, // 格局类型 wav_get_channels(wav), // 通道数 wav_get_rate(wav) * 1000, //采样率 wav_get_bits(wav), // 位宽 wav_get_bits(wav), SL_SPEAKER_FRONT_CENTER, // 通道屏蔽 SL_BYTEORDER_LITTLEENDIAN // 字节程序(大小端序)};// 数据源SLDataSource dataSource = { &dataSourceLocator, &dataSourceFormat};// 针对数据接收器的输入混合定位器(混音器)SLDataLocator_OutputMix dataSinkLocator = { SL_DATALOCATOR_OUTPUTMIX, // 定位器类型 outputMixObject // 输入混合};// 输入SLDataSink dataSink = { &dataSinkLocator, // 定位器 0,};
OpenSL ES Recorder 和 Player 性能构建
Audio Recorder
Audio Player
Audio Player 的 Data Source 也能够是本地存储或缓存的音频数据,以上图片来自于 Jhuster 的博客。
因为本文只介绍音频的解码播放,上面的代码仅展现 OpenSLES Audio Player 播放音频的过程。
//OpenSLES 渲染器初始化void OpenSLRender::Init() { LOGCATE("OpenSLRender::Init"); int result = -1; do { //创立并初始化引擎对象 result = CreateEngine(); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::Init CreateEngine fail. result=%d", result); break; } //创立并初始化混音器 result = CreateOutputMixer(); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::Init CreateOutputMixer fail. result=%d", result); break; } //创立并初始化播放器 result = CreateAudioPlayer(); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::Init CreateAudioPlayer fail. result=%d", result); break; } //设置播放状态 (*m_AudioPlayerPlay)->SetPlayState(m_AudioPlayerPlay, SL_PLAYSTATE_PLAYING); //激活回调接口 AudioPlayerCallback(m_BufferQueue, this); } while (false); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::Init fail. result=%d", result); UnInit(); }}int OpenSLRender::CreateEngine() { SLresult result = SL_RESULT_SUCCESS; do { result = slCreateEngine(&m_EngineObj, 0, nullptr, 0, nullptr, nullptr); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateEngine slCreateEngine fail. result=%d", result); break; } result = (*m_EngineObj)->Realize(m_EngineObj, SL_BOOLEAN_FALSE); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateEngine Realize fail. result=%d", result); break; } result = (*m_EngineObj)->GetInterface(m_EngineObj, SL_IID_ENGINE, &m_EngineEngine); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateEngine GetInterface fail. result=%d", result); break; } } while (false); return result;}int OpenSLRender::CreateOutputMixer() { SLresult result = SL_RESULT_SUCCESS; do { const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB}; const SLboolean mreq[1] = {SL_BOOLEAN_FALSE}; result = (*m_EngineEngine)->CreateOutputMix(m_EngineEngine, &m_OutputMixObj, 1, mids, mreq); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateOutputMixer CreateOutputMix fail. result=%d", result); break; } result = (*m_OutputMixObj)->Realize(m_OutputMixObj, SL_BOOLEAN_FALSE); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateOutputMixer CreateOutputMix fail. result=%d", result); break; } } while (false); return result;}int OpenSLRender::CreateAudioPlayer() { SLDataLocator_AndroidSimpleBufferQueue android_queue = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2}; SLDataFormat_PCM pcm = { SL_DATAFORMAT_PCM,//format type (SLuint32)2,//channel count SL_SAMPLINGRATE_44_1,//44100hz SL_PCMSAMPLEFORMAT_FIXED_16,// bits per sample SL_PCMSAMPLEFORMAT_FIXED_16,// container size SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,// channel mask SL_BYTEORDER_LITTLEENDIAN // endianness }; SLDataSource slDataSource = {&android_queue, &pcm}; SLDataLocator_OutputMix outputMix = {SL_DATALOCATOR_OUTPUTMIX, m_OutputMixObj}; SLDataSink slDataSink = {&outputMix, nullptr}; 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}; SLresult result; do { result = (*m_EngineEngine)->CreateAudioPlayer(m_EngineEngine, &m_AudioPlayerObj, &slDataSource, &slDataSink, 3, ids, req); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateAudioPlayer CreateAudioPlayer fail. result=%d", result); break; } result = (*m_AudioPlayerObj)->Realize(m_AudioPlayerObj, SL_BOOLEAN_FALSE); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateAudioPlayer Realize fail. result=%d", result); break; } result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_PLAY, &m_AudioPlayerPlay); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result); break; } result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_BUFFERQUEUE, &m_BufferQueue); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result); break; } result = (*m_BufferQueue)->RegisterCallback(m_BufferQueue, AudioPlayerCallback, this); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateAudioPlayer RegisterCallback fail. result=%d", result); break; } result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_VOLUME, &m_AudioPlayerVolume); if(result != SL_RESULT_SUCCESS) { LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result); break; } } while (false); return result;}//播放器的 callbackvoid OpenSLRender::AudioPlayerCallback(SLAndroidSimpleBufferQueueItf bufferQueue, void *context) { OpenSLRender *openSlRender = static_cast<OpenSLRender *>(context); openSlRender->HandleAudioFrameQueue();}void OpenSLRender::HandleAudioFrameQueue() { LOGCATE("OpenSLRender::HandleAudioFrameQueue QueueSize=%d", m_AudioFrameQueue.size()); if (m_AudioPlayerPlay == nullptr) return; //播放寄存在音频帧队列中的数据 AudioFrame *audioFrame = m_AudioFrameQueue.front(); if (nullptr != audioFrame && m_AudioPlayerPlay) { SLresult result = (*m_BufferQueue)->Enqueue(m_BufferQueue, audioFrame->data, (SLuint32) audioFrame->dataSize); if (result == SL_RESULT_SUCCESS) { m_AudioFrameQueue.pop(); delete audioFrame; } }}
下一篇文章将会在本篇的根底上,利用 OpenGL ES 减少音频的可视化性能。
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