Android OpenSL ES播放pcm音頻

OpenSL ES是一個嵌入式、跨平臺、免費的、音頻處理庫,android ndk也引入了它,在android-ndk-r14b/platforms/android-21/arch-arm/usr/lib/libOpenSLES.so的目錄下,libOpenSLES.so就是適用於Android平臺的開發庫。OpenELES對於android平臺的支持只有部分API,因此,對於 OpenSL ES API 的使用,我們還需要特別留意哪些是 Android 支持的,哪些是不支持的,具體相關文檔的地址位於 NDK docs 目錄下:
NDK根目錄/docs/Additional_library_docs/opensles/index.html
NDK根目錄/docs/Additional_library_docs/opensles/OpenSL_ES_Specification_1.0.1.pdf
OpenSLES詳情請參考Google官網介紹:https://developer.android.com/ndk/guides/audio/opensl-for-android?hl=es
向大家介紹一款免費的播放pcm格式音頻的軟件windows和mac都有安裝包:Audacity

接口解釋:

類接口:SLObjectltf
通過SLObjectltf接口類,可以創建所需要的各種類型的類接口,比如:
創建引擎接口對象:SLObjectltf engineObject
創建混音器接口對象:SLObjectltf outputMixObject
創建播放器接口對象:SLObjectltf playerObject
具體接口類
引擎:SLEngineltf
播放器:SLPlayltf
聲音控制器:SLVolumeltf等

創建三部曲

以創建引擎接口對象爲例(create->realize->get)

SLObjectltf engineObject = NULL;//用SLObjectltf聲明引擎接口對象
SLEngineltf engineEngine = NULL;//聲明具體的引擎對象實例
void createEnngine()
{
SLresult result;//返回結果
//第一步:創建引擎
result=slCreateEngine(&engineObject,0,NULL,0,NULL,NULL);
//第二步:實現(Realize)engineObject,SL_BOOLEAN_FALSE);
result=(*engineObject)->Realize(engineObject,SL_BOOLEAN_FALSE);
//第三步:通過engineObject的GetInterface方法初始化enngineEngine
result=(*engineObject)->GetInterface(engineObject,SL_IID_ENGINNE,&engineEngine);
}
//銷燬
(*engineObject)->Destroy(engineObject);

OpenEL ES使用流程:
1、創建接口對象;

 // TODO
    //讀取pcm文件
    pcmFile = fopen(url, "r");
    if(pcmFile == NULL)
    {
        LOGE("%s", "fopen file error");
        return;
    }
    out_buffer = (uint8_t *) malloc(44100 * 2 * 2);
    SLresult result;
    // 創建引擎對象
   slCreateEngine(&engineObject, 0, 0, 0, 0, 0);
    (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
    (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);

2、設置混音器;

//設置混音器;
  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};

3、創建播放器(錄音器);

 // 創建播放器
 SLDataLocator_AndroidSimpleBufferQueue android_queue={SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE,2};
    SLDataFormat_PCM pcm={
            SL_DATAFORMAT_PCM,//播放pcm格式的數據
            2,//2個聲道(立體聲)
            SL_SAMPLINGRATE_44_1,//44100hz的頻率
            SL_PCMSAMPLEFORMAT_FIXED_16,//位數 16位
            SL_PCMSAMPLEFORMAT_FIXED_16,//和位數一致就行
            SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,//立體聲(前左前右)
            SL_BYTEORDER_LITTLEENDIAN//結束標誌
    };

    SLDataSource slDataSource = {&android_queue, &pcm};
    SLDataSink audioSnk = {&outputMix, NULL};
    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);
    //得到接口後調用  獲取Player接口
    (*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_PLAY, &pcmPlayerPlay);

4、設置緩衝隊列和回調函數;

  // 創建緩衝區和回調函數
    (*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_BUFFERQUEUE, &pcmBufferQueue);

    //緩衝接口回調
    (*pcmBufferQueue)->RegisterCallback(pcmBufferQueue, pcmBufferCallBack, NULL);
    //獲取音量接口
    (*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_VOLUME, &pcmPlayerVolume);
    //初始化pcm文件數據
    void getPcmData(void **pcm)
{
    while(!feof(pcmFile))
    {
        fread(out_buffer, 44100 * 2 * 2, 1, pcmFile);
        if(out_buffer == NULL)
        {
            LOGI("%s", "read end");
            break;
        } else{
            LOGI("%s", "reading");
        }
        *pcm = out_buffer;
        break;
    }
}
//取出緩衝數據
void pcmBufferCallBack(SLAndroidSimpleBufferQueueItf bf, void * context)
{
    //assert(NULL == context);
    getPcmData(&buffer);
    // for streaming playback, replace this test by logic to find and fill the next buffer
    if (NULL != buffer) {
        SLresult result;
        // enqueue another buffer
        result = (*pcmBufferQueue)->Enqueue(pcmBufferQueue, buffer, 44100 * 2 * 2);
        // the most likely other result is SL_RESULT_BUFFER_INSUFFICIENT,
        // which for this code example would indicate a programming error
    }
}

5、設置播放狀態;

// 設置播放狀態
    (*pcmPlayerPlay)->SetPlayState(pcmPlayerPlay, SL_PLAYSTATE_PLAYING);

6、啓動回到函數;

   // 主動調用回調函數開始工作
    pcmBufferCallBack(pcmBufferQueue, NULL);

請參考Demo

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