ANDROID音頻系統散記之四:4.0音頻系統HAL初探

昨天(2011-11-15)發佈了Android4.0的源碼,今天download下來,開始挺進4.0時代。簡單看了一下,發現音頻系統方面與2.3的有較多地方不同,下面逐一描述。


一、代碼模塊位置


1、AudioFlinger


frameworks/base/services/audioflinger/
+-- Android.mk
+-- AudioBufferProvider.h
+-- AudioFlinger.cpp
+-- AudioFlinger.h
+-- AudioMixer.cpp
+-- AudioMixer.h
+-- AudioPolicyService.cpp
+-- AudioPolicyService.h
+-- AudioResampler.cpp
+-- AudioResamplerCubic.cpp
+-- AudioResamplerCubic.h
+-- AudioResampler.h
+-- AudioResamplerSinc.cpp
+-- AudioResamplerSinc.h
AudioFlinger相關代碼,好像這部分與2.3相差不大,至少接口是兼容的。值得注意的是:2.3位於這裏的還有AudioHardwareGeneric、AudioHardwareInterface、A2dpAudioInterface等一系列接口代碼,現在都移除了。實際上,這些接口變更爲legacy(有另外更好的實現方式,但也兼容之前的方法),取而代之的是要實現hardware/libhardware/include/hardware/audio.h提供的接口,這是一個較大的變化。

兩種Audio Hardware HAL接口定義:
1/ legacy:hardware/libhardware_legacy/include/hardware_legacy/AudioHardwareInterface.h
2/ current:hardware/libhardware/include/hardware/audio.h

2、audio_hw


hardware/libhardware_legacy/audio/
+-- A2dpAudioInterface.cpp
+-- A2dpAudioInterface.h
+-- Android.mk
+-- AudioDumpInterface.cpp
+-- AudioDumpInterface.h
+-- AudioHardwareGeneric.cpp
+-- AudioHardwareGeneric.h
+-- AudioHardwareInterface.cpp
+-- AudioHardwareStub.cpp
+-- AudioHardwareStub.h
+-- audio_hw_hal.cpp
+-- AudioPolicyCompatClient.cpp
+-- AudioPolicyCompatClient.h
+-- audio_policy_hal.cpp
+-- AudioPolicyManagerBase.cpp
+-- AudioPolicyManagerDefault.cpp
+-- AudioPolicyManagerDefault.h
上面提及的AudioHardwareGeneric、AudioHardwareInterface、A2dpAudioInterface等都放到libhardware_legacy裏。
事實上legacy也要封裝成current中的audio.h,確切的說需要一個聯繫legacy interface和not legacy interface的中間層,這裏的audio_hw_hal.cpp就充當這樣的一個角色了。因此,我們其實也可以把2.3之前的alsa_sound這一套東西也搬過來。

hardware/libhardware/modules/audio/
+-- Android.mk
+-- audio_hw.c
+-- audio_policy.c
這是一個stub(類似於2.3中的AudioHardwareStub),大多數函數只是簡單的返回一個值,並沒有實際操作,只是保證Android能得到一個audio hardware hal實例,從而啓動運行,當然聲音沒有輸出到外設的。在底層音頻驅動或audio hardware hal還沒有實現好的情況下,可以使用這個stub device,先讓Android跑起來。

device/samsung/tuna/audio/
+-- Android.mk
+-- audio_hw.c
+-- ril_interface.c
+-- ril_interface.h
這是Samsung Tuna的音頻設備抽象層,很有參考價值,計劃以後就在它的基礎上進行移植。它調用tinyalsa的接口,可見這個方案的底層音頻驅動是alsa。

3、tinyalsa


external/tinyalsa/
+-- Android.mk
+-- include
|   +-- tinyalsa
|       +-- asoundlib.h
+-- mixer.c      ##類alsa-lib的control,作用音頻部件開關、音量調節等
+-- pcm.c        ##類alsa-lib的pcm,作用音頻pcm數據回放錄製
+-- README
+-- tinycap.c    ##類alsa_arecord
+-- tinymix.c    ##類alsa_amixer
+-- tinyplay.c   ##類alsa_aplay
在2.3時代,Android還隱晦把它放在android2.3.1-gingerbread/device/samsung/crespo/libaudio,現在終於把alsa-lib一腳踢開,小三變正室了,正名tinyalsa。
這其實是歷史的必然了,alsa-lib太過複雜繁瑣了,我看得也很不爽;更重要的商業上面的考慮,必須移除被GNU GPL授權證所約束的部份,alsa-lib並不是個例。

注意:上面的hardware/libhardware_legacy/audio/、hardware/libhardware/modules/audio/、device/samsung/tuna/audio/是同層的。之一是legacy audio,用於兼容2.2時代的alsa_sound;之二是stub audio接口;之三是Samsung Tuna的音頻抽象層實現。調用層次:AudioFlinger -> audio_hw -> tinyalsa。

二、Audio Hardware HAL加載


1、AudioFlinger


//加載audio hardware hal
static int load_audio_interface(const char *if_name, const hw_module_t **mod,
                                audio_hw_device_t **dev)
{
    int rc;
    
    //根據classid和if_name找到指定的動態庫並加載,這裏加載的是音頻動態庫,如libaudio.primary.tuna.so
    rc = hw_get_module_by_class(AUDIO_HARDWARE_MODULE_ID, if_name, mod);
    if (rc)
        goto out;

    //加載好的動態庫模塊必有個open方法,調用open方法打開音頻設備模塊
    rc = audio_hw_device_open(*mod, dev);
    LOGE_IF(rc, "couldn't open audio hw device in %s.%s (%s)",
            AUDIO_HARDWARE_MODULE_ID, if_name, strerror(-rc));
    if (rc)
        goto out;

    return 0;

out:
    *mod = NULL;
    *dev = NULL;
    return rc;
}

//音頻設備接口,hw_get_module_by_class需要根據這些字符串找到相關的音頻模塊庫
static const char *audio_interfaces[] = {
    "primary", //主音頻設備,一般爲本機codec
    "a2dp",    //a2dp設備,藍牙高保真音頻
    "usb",     //usb-audio設備,這個東東我2.3就考慮要實現了,現在終於支持了
};
#define ARRAY_SIZE(x) (sizeof((x))/sizeof(((x)[0])))

// ----------------------------------------------------------------------------

AudioFlinger::AudioFlinger()
    : BnAudioFlinger(),
        mPrimaryHardwareDev(0), mMasterVolume(1.0f), mMasterMute(false), mNextUniqueId(1),
        mBtNrecIsOff(false)
{
}

void AudioFlinger::onFirstRef()
{
    int rc = 0;

    Mutex::Autolock _l(mLock);

    /* TODO: move all this work into an Init() function */
    mHardwareStatus = AUDIO_HW_IDLE;

    //打開audio_interfaces數組定義的所有音頻設備
    for (size_t i = 0; i < ARRAY_SIZE(audio_interfaces); i++) {
        const hw_module_t *mod;
        audio_hw_device_t *dev;

        rc = load_audio_interface(audio_interfaces[i], &mod, &dev);
        if (rc)
            continue;

        LOGI("Loaded %s audio interface from %s (%s)", audio_interfaces[i],
             mod->name, mod->id);
        mAudioHwDevs.push(dev); //mAudioHwDevs是一個Vector,存儲已打開的audio hw devices

        if (!mPrimaryHardwareDev) {
            mPrimaryHardwareDev = dev;
            LOGI("Using '%s' (%s.%s) as the primary audio interface",
                 mod->name, mod->id, audio_interfaces[i]);
        }
    }

    mHardwareStatus = AUDIO_HW_INIT;

    if (!mPrimaryHardwareDev || mAudioHwDevs.size() == 0) {
        LOGE("Primary audio interface not found");
        return;
    }

    //對audio hw devices進行一些初始化,如mode、master volume的設置
    for (size_t i = 0; i < mAudioHwDevs.size(); i++) {
        audio_hw_device_t *dev = mAudioHwDevs[i];

        mHardwareStatus = AUDIO_HW_INIT;
        rc = dev->init_check(dev);
        if (rc == 0) {
            AutoMutex lock(mHardwareLock);

            mMode = AUDIO_MODE_NORMAL;
            mHardwareStatus = AUDIO_HW_SET_MODE;
            dev->set_mode(dev, mMode);
            mHardwareStatus = AUDIO_HW_SET_MASTER_VOLUME;
            dev->set_master_volume(dev, 1.0f);
            mHardwareStatus = AUDIO_HW_IDLE;
        }
    }
}

以上對AudioFlinger進行的分析,主要是通過hw_get_module_by_class()找到模塊接口名字if_name相匹配的模塊庫,加載,然後audio_hw_device_open()調用模塊的open方法,完成音頻設備模塊的初始化。

留意AudioFlinger的構造函數只有簡單的私有變量的初始化操作了,把音頻設備初始化放到onFirstRef(),Android終於改進了這一點,好的設計根本不應該把可能會失敗的操作放到構造函數中。onFirstRef是RefBase類的一個虛函數,在構造sp的時候就會被調用。因此,在構造sp<AudioFlinger>的時候就會觸發onFirstRef方法,從而完成音頻設備模塊初始化。

2、hw_get_module_by_class


我們接下來看看hw_get_module_by_class,實現在hardware/libhardware/ hardware.c中,它作用加載指定名字的模塊庫(.so文件),這個應該是用於加載所有硬件設備相關的庫文件,並不只是音頻設備。
int hw_get_module_by_class(const char *class_id, const char *inst,
                           const struct hw_module_t **module)
{
    int status;
    int i;
    const struct hw_module_t *hmi = NULL;
    char prop[PATH_MAX];
    char path[PATH_MAX];
    char name[PATH_MAX];

    if (inst)
        snprintf(name, PATH_MAX, "%s.%s", class_id, inst);
    else
        strlcpy(name, class_id, PATH_MAX);
        
    //這裏我們以音頻庫爲例,AudioFlinger調用到這個函數時,
    //class_id=AUDIO_HARDWARE_MODULE_ID="audio",inst="primary"(或"a2dp"或"usb")
    //那麼此時name="audio.primary"

    /*
     * Here we rely on the fact that calling dlopen multiple times on
     * the same .so will simply increment a refcount (and not load
     * a new copy of the library).
     * We also assume that dlopen() is thread-safe.
     */

    /* Loop through the configuration variants looking for a module */
    for (i=0 ; i<HAL_VARIANT_KEYS_COUNT+1 ; i++) {
        if (i < HAL_VARIANT_KEYS_COUNT) {
        	  //通過property_get找到廠家標記如"ro.product.board=tuna",這時prop="tuna"
            if (property_get(variant_keys[i], prop, NULL) == 0) {
                continue;
            }
            snprintf(path, sizeof(path), "%s/%s.%s.so",
                     HAL_LIBRARY_PATH2, name, prop); //#define HAL_LIBRARY_PATH2 "/vendor/lib/hw"
            if (access(path, R_OK) == 0) break;

            snprintf(path, sizeof(path), "%s/%s.%s.so",
                     HAL_LIBRARY_PATH1, name, prop); //#define HAL_LIBRARY_PATH1 "/system/lib/hw"
            if (access(path, R_OK) == 0) break;
        } else {
            snprintf(path, sizeof(path), "%s/%s.default.so", //如沒有指定的庫文件,則加載default.so,即stub-device
                     HAL_LIBRARY_PATH1, name);
            if (access(path, R_OK) == 0) break;
        }
    }
    //到這裏,完成一個模塊庫的完整路徑名稱,如path="/system/lib/hw/audio.primary.tuna.so"
    //如何生成audio.primary.tuna.so?請看相關的Android.mk文件,其中有定義LOCAL_MODULE := audio.primary.tuna

    status = -ENOENT;
    if (i < HAL_VARIANT_KEYS_COUNT+1) {
        /* load the module, if this fails, we're doomed, and we should not try
         * to load a different variant. */
        status = load(class_id, path, module); //加載模塊庫
    }

    return status;
}

load()函數不詳細分析了,它通過dlopen加載庫文件,然後dlsym找到hal_module_info的首地址。我們先看看hal_module_info的定義:
/**
 * Every hardware module must have a data structure named HAL_MODULE_INFO_SYM
 * and the fields of this data structure must begin with hw_module_t
 * followed by module specific information.
 */
typedef struct hw_module_t {
    /** tag must be initialized to HARDWARE_MODULE_TAG */
    uint32_t tag;

    /** major version number for the module */
    uint16_t version_major;

    /** minor version number of the module */
    uint16_t version_minor;

    /** Identifier of module */
    const char *id;

    /** Name of this module */
    const char *name;

    /** Author/owner/implementor of the module */
    const char *author;

    /** Modules methods */
    struct hw_module_methods_t* methods;

    /** module's dso */
    void* dso;

    /** padding to 128 bytes, reserved for future use */
    uint32_t reserved[32-7];

} hw_module_t;

typedef struct hw_module_methods_t {
    /** Open a specific device */
    int (*open)(const struct hw_module_t* module, const char* id,
            struct hw_device_t** device);

} hw_module_methods_t;
這個結構體很重要,註釋很詳細。dlsym拿到這個結構體的首地址後,就可以調用Modules methods進行設備模塊的初始化了。設備模塊中,都應該按照這個格式初始化好這個結構體,否則dlsym找不到它,也就無法調用Modules methods進行初始化了。

例如,在audio_hw.c中,它是這樣定義的:
static struct hw_module_methods_t hal_module_methods = {
    .open = adev_open,
};

struct audio_module HAL_MODULE_INFO_SYM = {
    .common = {
        .tag = HARDWARE_MODULE_TAG,
        .version_major = 1,
        .version_minor = 0,
        .id = AUDIO_HARDWARE_MODULE_ID,
        .name = "Tuna audio HW HAL",
        .author = "The Android Open Source Project",
        .methods = &hal_module_methods,
    },
};

3、audio_hw


好了,經過一番周折,又dlopen又dlsym的,終於進入我們的audio_hw。這部分沒什麼好說的,按照hardware/libhardware/include/hardware/audio.h定義的接口實現就行了。這些接口全扔到一個結構體裏面的,這樣做的好處是:不必用大量的dlsym來獲取各個接口函數的地址,只需找到這個結構體即可,從易用性和可擴充性來說,都是首選方式。

接口定義如下:
struct audio_hw_device {
    struct hw_device_t common;

    /**
     * used by audio flinger to enumerate what devices are supported by
     * each audio_hw_device implementation.
     *
     * Return value is a bitmask of 1 or more values of audio_devices_t
     */
    uint32_t (*get_supported_devices)(const struct audio_hw_device *dev);

    /**
     * check to see if the audio hardware interface has been initialized.
     * returns 0 on success, -ENODEV on failure.
     */
    int (*init_check)(const struct audio_hw_device *dev);

    /** set the audio volume of a voice call. Range is between 0.0 and 1.0 */
    int (*set_voice_volume)(struct audio_hw_device *dev, float volume);

    /**
     * set the audio volume for all audio activities other than voice call.
     * Range between 0.0 and 1.0. If any value other than 0 is returned,
     * the software mixer will emulate this capability.
     */
    int (*set_master_volume)(struct audio_hw_device *dev, float volume);

    /**
     * setMode is called when the audio mode changes. AUDIO_MODE_NORMAL mode
     * is for standard audio playback, AUDIO_MODE_RINGTONE when a ringtone is
     * playing, and AUDIO_MODE_IN_CALL when a call is in progress.
     */
    int (*set_mode)(struct audio_hw_device *dev, int mode);

    /* mic mute */
    int (*set_mic_mute)(struct audio_hw_device *dev, bool state);
    int (*get_mic_mute)(const struct audio_hw_device *dev, bool *state);

    /* set/get global audio parameters */
    int (*set_parameters)(struct audio_hw_device *dev, const char *kv_pairs);

    /*
     * Returns a pointer to a heap allocated string. The caller is responsible
     * for freeing the memory for it.
     */
    char * (*get_parameters)(const struct audio_hw_device *dev,
                             const char *keys);

    /* Returns audio input buffer size according to parameters passed or
     * 0 if one of the parameters is not supported
     */
    size_t (*get_input_buffer_size)(const struct audio_hw_device *dev,
                                    uint32_t sample_rate, int format,
                                    int channel_count);

    /** This method creates and opens the audio hardware output stream */
    int (*open_output_stream)(struct audio_hw_device *dev, uint32_t devices,
                              int *format, uint32_t *channels,
                              uint32_t *sample_rate,
                              struct audio_stream_out **out);

    void (*close_output_stream)(struct audio_hw_device *dev,
                                struct audio_stream_out* out);

    /** This method creates and opens the audio hardware input stream */
    int (*open_input_stream)(struct audio_hw_device *dev, uint32_t devices,
                             int *format, uint32_t *channels,
                             uint32_t *sample_rate,
                             audio_in_acoustics_t acoustics,
                             struct audio_stream_in **stream_in);

    void (*close_input_stream)(struct audio_hw_device *dev,
                               struct audio_stream_in *in);

    /** This method dumps the state of the audio hardware */
    int (*dump)(const struct audio_hw_device *dev, int fd);
};
typedef struct audio_hw_device audio_hw_device_t;

注:這是比較標準的C接口設計方法了,但是個人感覺還是用C++比較好,直觀易讀。2.3之前都是用C++實現這些接口設計的,到了4.0,不知道爲何採納用C?不會理由是做底層的不懂C++吧?!

三、Audio Hardware HAL的legacy實現


之前提到兩種Audio Hardware HAL接口定義:
1/ legacy:hardware/libhardware_legacy/include/hardware_legacy/AudioHardwareInterface.h
2/ current:hardware/libhardware/include/hardware/audio.h
前者是2.3及之前的音頻設備接口定義,後者是4.0的接口定義。

爲了兼容以前的設計,4.0實現一箇中間層:hardware/libhardware_legacy/audio/audio_hw_hal.cpp,結構與其他的audio_hw.c大同小異,差別在於open方法:
static int legacy_adev_open(const hw_module_t* module, const char* name,
                            hw_device_t** device)
{
    ......

    ladev->hwif = createAudioHardware();
    if (!ladev->hwif) {
        ret = -EIO;
        goto err_create_audio_hw;
    }

    ......
}
看到那個熟悉的createAudioHardware()沒有?這是以前我提到的Vendor Specific Audio接口,然後新的接口再調用ladev->hwif的函數就是了。
因此老一套的alsa-lib、alsa-utils和alsa_sound也可以照搬過來,這裏的文件被編譯成靜態庫的,因此你需要修改alsa_sound裏面的Android.mk文件,鏈接這個靜態庫。還有alsa_sound的命名空間原來是“android”,現在需要改成“android_audio_legacy”。

四、a2dp Audio HAL的實現


4.0的a2dp audio hal放到bluez裏實現了,我找了好一會才找到:
external/Bluetooth/bluez/audio/android_audio_hw.c
大致與上面提到的audio_hw.c類似,因爲都是基於audio.h定義的接口來實現的。
如果需要編譯這個庫,須在BoardConfig.mk裏定義:
BOARD_HAVE_BLUETOOTH := true

開始還提到現在支持3種audio設備了,分別是primary、a2dp和usb。目前剩下usb audio hal我沒有找到,不知是否需要自己去實現?其實alsa-driver都支持大部分的usb-audio設備了,因此上層也可調用tinyalsa的接口,就像samsung tuna的audio_hw.c那樣。

五、音質改進???


可使用audio echo cancel和更好的resampler(SRC)???

--to be continued…
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