Android平台音量调节(二)Native的流程处理

Native的流程处理

前面只是说了AudioService中的逻辑,最终是通过AudioSystem.setStreamVolumeIndex(mStreamType, index, device);设置到native层的。那么我们就来看看native是怎么处理的。

##音频device
setStreamVolumeIndex根据device和流类型来设置,换言之,每种设备的每种流类型的音量是分开的,可以不一样。比如蓝牙耳机的Music音量可以是15,而Speaker的音量可以是5。那么问题来了,上层根本没有 这些逻辑?这个是怎么实现的。我们先来看,怎么获取到的设备!

* frameworks/base/services/core/java/com/android/server/audio/AudioService.java::VolumeStreamState

        public int observeDevicesForStream_syncVSS(boolean checkOthers) {
            final int devices = AudioSystem.getDevicesForStream(mStreamType);
            if (devices == mObservedDevices) {
                return devices;
            }
            final int prevDevices = mObservedDevices;
            mObservedDevices = devices;
            if (checkOthers) {
                // one stream's devices have changed, check the others
                observeDevicesForStreams(mStreamType);
            }
            // log base stream changes to the event log
            if (mStreamVolumeAlias[mStreamType] == mStreamType) {
                EventLogTags.writeStreamDevicesChanged(mStreamType, prevDevices, devices);
            }
            sendBroadcastToAll(mStreamDevicesChanged
                    .putExtra(AudioManager.EXTRA_PREV_VOLUME_STREAM_DEVICES, prevDevices)
                    .putExtra(AudioManager.EXTRA_VOLUME_STREAM_DEVICES, devices));
            return devices;
        }

device是通过AudioSystem.getDevicesForStream(mStreamType)获取到的,mStreamType是流类型,不是映射的别名。

native的getDevicesForStream函数如下:

audio_devices_t AudioSystem::getDevicesForStream(audio_stream_type_t stream)
{
    const sp<IAudioPolicyService>& aps = AudioSystem::get_audio_policy_service();
    if (aps == 0) return AUDIO_DEVICE_NONE;
    return aps->getDevicesForStream(stream);
}

最后都是通过AudioPolicy来决定的。

* frameworks/av/services/audiopolicy/service/AudioPolicyInterfaceImpl.cpp

audio_devices_t AudioPolicyService::getDevicesForStream(audio_stream_type_t stream)
{
    if (uint32_t(stream) >= AUDIO_STREAM_PUBLIC_CNT) {
        return AUDIO_DEVICE_NONE;
    }
    if (mAudioPolicyManager == NULL) {
        return AUDIO_DEVICE_NONE;
    }
    Mutex::Autolock _l(mLock);
    return mAudioPolicyManager->getDevicesForStream(stream);
}

mAudioPolicyManagers是AudioPolicy的核心,AudioPolicyService起来的时候就创建了mAudioPolicyManager以及相应的一些线程。

frameworks/av/services/audiopolicy/service/AudioPolicyService.cpp

void AudioPolicyService::onFirstRef()
{
    {
        Mutex::Autolock _l(mLock);

        // start tone playback thread
        mTonePlaybackThread = new AudioCommandThread(String8("ApmTone"), this);
        // start audio commands thread
        mAudioCommandThread = new AudioCommandThread(String8("ApmAudio"), this);
        // start output activity command thread
        mOutputCommandThread = new AudioCommandThread(String8("ApmOutput"), this);

        mAudioPolicyClient = new AudioPolicyClient(this);
        mAudioPolicyManager = createAudioPolicyManager(mAudioPolicyClient);
    }
    // load audio processing modules
    sp<AudioPolicyEffects>audioPolicyEffects = new AudioPolicyEffects();
    {
        Mutex::Autolock _l(mLock);
        mAudioPolicyEffects = audioPolicyEffects;
    }
}

mAudioPolicyManager通过createAudioPolicyManager函数创建的,AOSP的createAudioPolicyManager如下:

* frameworks/av/services/audiopolicy/manager/AudioPolicyFactory.cpp

extern "C" AudioPolicyInterface* createAudioPolicyManager(
        AudioPolicyClientInterface *clientInterface)
{
    return new AudioPolicyManager(clientInterface);
}

Vendor也可以自己实现自己的AudioPolicyManager,比如高通的:

* hardware/qcom/audio/policy_hal/AudioPolicyManager.cpp

extern "C" AudioPolicyInterface* createAudioPolicyManager(
         AudioPolicyClientInterface *clientInterface)
{
     return new AudioPolicyManagerCustom(clientInterface);
}

我们继续来看getDevicesForStream函数:

* frameworks/av/services/audiopolicy/managerdefault/AudioPolicyManager.cpp

audio_devices_t AudioPolicyManager::getDevicesForStream(audio_stream_type_t stream) {
    // By checking the range of stream before calling getStrategy, we avoid
    // getStrategy's behavior for invalid streams.  getStrategy would do a ALOGE
    // and then return STRATEGY_MEDIA, but we want to return the empty set.
    if (stream < (audio_stream_type_t) 0 || stream >= AUDIO_STREAM_PUBLIC_CNT) {
        return AUDIO_DEVICE_NONE;
    }
    audio_devices_t devices = AUDIO_DEVICE_NONE;
    for (int curStream = 0; curStream < AUDIO_STREAM_FOR_POLICY_CNT; curStream++) {
        if (!streamsMatchForvolume(stream, (audio_stream_type_t)curStream)) {
            continue;
        }
        routing_strategy curStrategy = getStrategy((audio_stream_type_t)curStream);
        audio_devices_t curDevices =
                getDeviceForStrategy((routing_strategy)curStrategy, false /*fromCache*/);
        SortedVector<audio_io_handle_t> outputs = getOutputsForDevice(curDevices, mOutputs);
        for (size_t i = 0; i < outputs.size(); i++) {
            sp<AudioOutputDescriptor> outputDesc = mOutputs.valueFor(outputs[i]);
            if (outputDesc->isStreamActive((audio_stream_type_t)curStream)) {
                curDevices |= outputDesc->device();
            }
        }
        devices |= curDevices;
    }

    /*Filter SPEAKER_SAFE out of results, as AudioService doesn't know about it
      and doesn't really need to.*/
    if (devices & AUDIO_DEVICE_OUT_SPEAKER_SAFE) {
        devices |= AUDIO_DEVICE_OUT_SPEAKER;
        devices &= ~AUDIO_DEVICE_OUT_SPEAKER_SAFE;
    }
    return devices;
}
  • streamsMatchForvolume 就是判断两个是否相等
  • getStrategy函数,将stream转换为Strategy
  • getDeviceForStrategy 根据 Strategy 获取device
  • getOutputsForDevice 获取device相关的output
  • output相关的device,outputDesc->device()

##音频流到音频策略的映射
在native会将流转换为策略,根据策略选择设备等。

* frameworks/av/services/audiopolicy/managerdefault/AudioPolicyManager.cpp

routing_strategy AudioPolicyManager::getStrategy(audio_stream_type_t stream) const
{
    ALOG_ASSERT(stream != AUDIO_STREAM_PATCH,"getStrategy() called for AUDIO_STREAM_PATCH");
    return mEngine->getStrategyForStream(stream);
}

mEngine是在AudioPolicyManager的构造函数中生成的。

AudioPolicyManager::AudioPolicyManager(AudioPolicyClientInterface *clientInterface)
    :
... ...
{
    ... ...

    // Once policy config has been parsed, retrieve an instance of the engine and initialize it.
    audio_policy::EngineInstance *engineInstance = audio_policy::EngineInstance::getInstance();
    if (!engineInstance) {
        ALOGE("%s:  Could not get an instance of policy engine", __FUNCTION__);
        return;
    }
    // Retrieve the Policy Manager Interface
    mEngine = engineInstance->queryInterface<AudioPolicyManagerInterface>();
    if (mEngine == NULL) {
        ALOGE("%s: Failed to get Policy Engine Interface", __FUNCTION__);
        return;
    }
    mEngine->setObserver(this);
    status_t status = mEngine->initCheck();

Engine可以可以配置的,根据 USE_CONFIGURABLE_AUDIO_POLICY定义,我们这里分析Default的enginedefault。

* frameworks/av/services/audiopolicy/enginedefault/src/Engine.cpp

routing_strategy Engine::getStrategyForStream(audio_stream_type_t stream)
{
    // stream to strategy mapping
    switch (stream) {
    case AUDIO_STREAM_VOICE_CALL:
    case AUDIO_STREAM_BLUETOOTH_SCO:
        return STRATEGY_PHONE;
    case AUDIO_STREAM_RING:
    case AUDIO_STREAM_ALARM:
        return STRATEGY_SONIFICATION;
    case AUDIO_STREAM_NOTIFICATION:
        return STRATEGY_SONIFICATION_RESPECTFUL;
    case AUDIO_STREAM_DTMF:
        return STRATEGY_DTMF;
    default:
        ALOGE("unknown stream type %d", stream);
    case AUDIO_STREAM_SYSTEM:
        // NOTE: SYSTEM stream uses MEDIA strategy because muting music and switching outputs
        // while key clicks are played produces a poor result
    case AUDIO_STREAM_MUSIC:
        return STRATEGY_MEDIA;
    case AUDIO_STREAM_ENFORCED_AUDIBLE:
        return STRATEGY_ENFORCED_AUDIBLE;
    case AUDIO_STREAM_TTS:
        return STRATEGY_TRANSMITTED_THROUGH_SPEAKER;
    case AUDIO_STREAM_ACCESSIBILITY:
        return STRATEGY_ACCESSIBILITY;
    case AUDIO_STREAM_REROUTING:
        return STRATEGY_REROUTING;
    }
}

native声音流的定义:

* system/media/audio/include/system/audio-base.h

typedef enum {
    AUDIO_STREAM_DEFAULT = -1, // (-1)
    AUDIO_STREAM_MIN = 0,
    AUDIO_STREAM_VOICE_CALL = 0,
    AUDIO_STREAM_SYSTEM = 1,
    AUDIO_STREAM_RING = 2,
    AUDIO_STREAM_MUSIC = 3,
    AUDIO_STREAM_ALARM = 4,
    AUDIO_STREAM_NOTIFICATION = 5,
    AUDIO_STREAM_BLUETOOTH_SCO = 6,
    AUDIO_STREAM_ENFORCED_AUDIBLE = 7,
    AUDIO_STREAM_DTMF = 8,
    AUDIO_STREAM_TTS = 9,
    AUDIO_STREAM_ACCESSIBILITY = 10,
    AUDIO_STREAM_REROUTING = 11,
    AUDIO_STREAM_PATCH = 12,
    AUDIO_STREAM_PUBLIC_CNT = 11, // (ACCESSIBILITY + 1)
    AUDIO_STREAM_FOR_POLICY_CNT = 12, // PATCH
    AUDIO_STREAM_CNT = 13, // (PATCH + 1)
} audio_stream_type_t;

策略定义:

* frameworks/av/services/audiopolicy/common/include/RoutingStrategy.h

enum routing_strategy {
    STRATEGY_MEDIA,
    STRATEGY_PHONE,
    STRATEGY_SONIFICATION,
    STRATEGY_SONIFICATION_RESPECTFUL,
    STRATEGY_DTMF,
    STRATEGY_ENFORCED_AUDIBLE,
    STRATEGY_TRANSMITTED_THROUGH_SPEAKER,
    STRATEGY_ACCESSIBILITY,
    STRATEGY_REROUTING,
    NUM_STRATEGIES
};

相互将的对应关系如下:

流代号流类型Strategy映射描述
0STREAM_VOICE_CALLSTRATEGY_PHONE通话相关音频
6AUDIO_STREAM_BLUETOOTH_SCOSTRATEGY_PHONE蓝牙SCO通话相关音频
2AUDIO_STREAM_RINGSTRATEGY_SONIFICATION铃声
4AUDIO_STREAM_ALARMSTRATEGY_SONIFICATION闹钟
5AUDIO_STREAM_NOTIFICATIONSTRATEGY_SONIFICATION_RESPECTFUL通知音
8AUDIO_STREAM_DTMFSTRATEGY_DTMFDTMF音
1AUDIO_STREAM_SYSTEMSTRATEGY_MEDIA系统音
3AUDIO_STREAM_MUSICSTRATEGY_MEDIA媒体音
7AUDIO_STREAM_ENFORCED_AUDIBLESTRATEGY_ENFORCED_AUDIBLE强制为Speaker出声
9AUDIO_STREAM_TTSSTRATEGY_TRANSMITTED_THROUGH_SPEAKERTTS 播报
10AUDIO_STREAM_ACCESSIBILITYSTRATEGY_ACCESSIBILITY辅助音
11AUDIO_STREAM_REROUTINGSTRATEGY_REROUTING动态输出混音

AUDIO_STREAM_ENFORCED_AUDIBLE 这个流是不让用户静音的,强制为Speaker出声。比如拍照音,拍照音是必须Speaker出声的,防偷拍。

回到getDevicesForStream函数~

获取设备

根据流类型,获取到策略后,再根据策略获取相关的设备。

* frameworks/av/services/audiopolicy/managerdefault/AudioPolicyManager.cpp

audio_devices_t AudioPolicyManager::getDeviceForStrategy(routing_strategy strategy,
                                                         bool fromCache)
{
    // Routing
    // see if we have an explicit route
    // scan the whole RouteMap, for each entry, convert the stream type to a strategy
    // (getStrategy(stream)).
    // if the strategy from the stream type in the RouteMap is the same as the argument above,
    // and activity count is non-zero and the device in the route descriptor is available
    // then select this device.
    for (size_t routeIndex = 0; routeIndex < mOutputRoutes.size(); routeIndex++) {
        sp<SessionRoute> route = mOutputRoutes.valueAt(routeIndex);
        routing_strategy routeStrategy = getStrategy(route->mStreamType);
        if ((routeStrategy == strategy) && route->isActiveOrChanged() &&
                (mAvailableOutputDevices.indexOf(route->mDeviceDescriptor) >= 0)) {
            return route->mDeviceDescriptor->type();
        }
    }

    if (fromCache) {
        ALOGVV("getDeviceForStrategy() from cache strategy %d, device %x",
              strategy, mDeviceForStrategy[strategy]);
        return mDeviceForStrategy[strategy];
    }
    return mEngine->getDeviceForStrategy(strategy);
}

最终通过mEngine来实现的。STRATEGY_TRANSMITTED_THROUGH_SPEAKER

* frameworks/av/services/audiopolicy/enginedefault/src/Engine.cpp

audio_devices_t Engine::getDeviceForStrategy(routing_strategy strategy) const
{
    DeviceVector availableOutputDevices = mApmObserver->getAvailableOutputDevices();
    DeviceVector availableInputDevices = mApmObserver->getAvailableInputDevices();

    const SwAudioOutputCollection &outputs = mApmObserver->getOutputs();

    return getDeviceForStrategyInt(strategy, availableOutputDevices,
                                   availableInputDevices, outputs);
}

主要实现在 getDeviceForStrategyInt 函数中。getDeviceForStrategyInt函数非常长。这里就不贴全部的代码。起主要有以下几个方面决定:

  1. 是否在通话中
  2. 当前是什么流出于Active状态
  3. 有没有ForceUse

我们来看看STRATEGY_SONIFICATION_RESPECTFUL,AUDIO_STREAM_NOTIFICATION场景的:

    case STRATEGY_SONIFICATION_RESPECTFUL:
        if (isInCall()) {
            device = getDeviceForStrategyInt(
                    STRATEGY_SONIFICATION, availableOutputDevices, availableInputDevices, outputs);
        } else if (outputs.isStreamActiveRemotely(AUDIO_STREAM_MUSIC,
                SONIFICATION_RESPECTFUL_AFTER_MUSIC_DELAY)) {
            // while media is playing on a remote device, use the the sonification behavior.
            // Note that we test this usecase before testing if media is playing because
            //   the isStreamActive() method only informs about the activity of a stream, not
            //   if it's for local playback. Note also that we use the same delay between both tests
            device = getDeviceForStrategyInt(
                    STRATEGY_SONIFICATION, availableOutputDevices, availableInputDevices, outputs);
            //user "safe" speaker if available instead of normal speaker to avoid triggering
            //other acoustic safety mechanisms for notification
            if ((device & AUDIO_DEVICE_OUT_SPEAKER) &&
                    (availableOutputDevicesType & AUDIO_DEVICE_OUT_SPEAKER_SAFE)) {
                device |= AUDIO_DEVICE_OUT_SPEAKER_SAFE;
                device &= ~AUDIO_DEVICE_OUT_SPEAKER;
            }
        } else if (outputs.isStreamActive(
                                AUDIO_STREAM_MUSIC, SONIFICATION_RESPECTFUL_AFTER_MUSIC_DELAY)
                    || outputs.isStreamActive(
                            AUDIO_STREAM_ACCESSIBILITY, SONIFICATION_RESPECTFUL_AFTER_MUSIC_DELAY))
        {
            // while media/a11y is playing (or has recently played), use the same device
            device = getDeviceForStrategyInt(
                    STRATEGY_MEDIA, availableOutputDevices, availableInputDevices, outputs);
        } else {
            // when media is not playing anymore, fall back on the sonification behavior
            device = getDeviceForStrategyInt(
                    STRATEGY_SONIFICATION, availableOutputDevices, availableInputDevices, outputs);
            //user "safe" speaker if available instead of normal speaker to avoid triggering
            //other acoustic safety mechanisms for notification
            if ((device & AUDIO_DEVICE_OUT_SPEAKER) &&
                    (availableOutputDevicesType & AUDIO_DEVICE_OUT_SPEAKER_SAFE)) {
                device |= AUDIO_DEVICE_OUT_SPEAKER_SAFE;
                device &= ~AUDIO_DEVICE_OUT_SPEAKER;
            }
        }
        break;
  1. 如果是通话中,转换为STRATEGY_SONIFICATION
  2. 如果Remote Music Active,转换为STRATEGY_SONIFICATION,但是如果支持SPEAKER_SAFE,优先使用SPEAKER_SAFE
  3. 如果AUDIO_STREAM_MUSIC或AUDIO_STREAM_ACCESSIBILITY,转换为STRATEGY_MEDIA
  4. 其余情况,采用STRATEGY_SONIFICATION,但是如果支持SPEAKER_SAFE,优先使用SPEAKER_SAFE

具体情况,具体看,比较复杂的。Anyway,到此,我们的device算是获取到了。

Native设置音量

音量都是通过AudioSystem的setStreamVolumeIndex函数,设置到native的:

        public void applyDeviceVolume_syncVSS(int device) {
            int index;
            if (mIsMuted) {
                index = 0;
            } else if ((device & AudioSystem.DEVICE_OUT_ALL_A2DP) != 0 && mAvrcpAbsVolSupported) {
                index = getAbsoluteVolumeIndex((getIndex(device) + 5)/10);
            } else if ((device & mFullVolumeDevices) != 0) {
                index = (mIndexMax + 5)/10;
            } else {
                index = (getIndex(device) + 5)/10;
            }
            AudioSystem.setStreamVolumeIndex(mStreamType, index, device);
        }

中间的过程省略,我们直接AudioPolicyManager的实现:

* frameworks/av/services/audiopolicy/managerdefault/AudioPolicyManager.cpp

status_t AudioPolicyManager::setStreamVolumeIndex(audio_stream_type_t stream,
                                                  int index,
                                                  audio_devices_t device)
{

    ... ...

    // Force max volume if stream cannot be muted
    if (!mVolumeCurves->canBeMuted(stream)) index = mVolumeCurves->getVolumeIndexMax(stream);

    ALOGV("setStreamVolumeIndex() stream %d, device %08x, index %d",
          stream, device, index);

    // update other private stream volumes which follow this one
    for (int curStream = 0; curStream < AUDIO_STREAM_FOR_POLICY_CNT; curStream++) {
        if (!streamsMatchForvolume(stream, (audio_stream_type_t)curStream)) {
            continue;
        }
        mVolumeCurves->addCurrentVolumeIndex((audio_stream_type_t)curStream, device, index);
    }

    status_t status = NO_ERROR;
    for (size_t i = 0; i < mOutputs.size(); i++) {
        sp<SwAudioOutputDescriptor> desc = mOutputs.valueAt(i);
        audio_devices_t curDevice = Volume::getDeviceForVolume(desc->device());
        for (int curStream = 0; curStream < AUDIO_STREAM_FOR_POLICY_CNT; curStream++) {
            if (!streamsMatchForvolume(stream, (audio_stream_type_t)curStream)) {
                continue;
            }
            if (!(desc->isStreamActive((audio_stream_type_t)curStream) ||
                    (isInCall() && (curStream == AUDIO_STREAM_VOICE_CALL)))) {
                continue;
            }
            routing_strategy curStrategy = getStrategy((audio_stream_type_t)curStream);
            audio_devices_t curStreamDevice = Volume::getDeviceForVolume(getDeviceForStrategy(
                    curStrategy, false /*fromCache*/));
            if ((device != AUDIO_DEVICE_OUT_DEFAULT_FOR_VOLUME) &&
                    ((curStreamDevice & device) == 0)) {
                continue;
            }
            bool applyVolume;
            if (device != AUDIO_DEVICE_OUT_DEFAULT_FOR_VOLUME) {
                curStreamDevice |= device;
                applyVolume = (curDevice & curStreamDevice) != 0;
            } else {
                applyVolume = !mVolumeCurves->hasVolumeIndexForDevice(
                        stream, curStreamDevice);
            }

            if (applyVolume) {
                //FIXME: workaround for truncated touch sounds
                // delayed volume change for system stream to be removed when the problem is
                // handled by system UI
                status_t volStatus =
                        checkAndSetVolume((audio_stream_type_t)curStream, index, desc, curDevice,
                            (stream == AUDIO_STREAM_SYSTEM) ? TOUCH_SOUND_FIXED_DELAY_MS : 0);
                if (volStatus != NO_ERROR) {
                    status = volStatus;
                }
            }
        }
    }
    return status;
}
  • mVolumeCurves, 流的描述,是一个集合,用StreamDescriptorCollection表示。具体的流用StreamDescriptor描述。前面的流都是用一个int类型来描述的,现在用StreamDescriptor来描述了。
frameworks/av/services/audiopolicy/common/managerdefinitions/src/StreamDescriptor.cpp
  • Volume的index值,通过addCurrentVolumeIndex,保存到了StreamDescriptor中:
* frameworks/av/services/audiopolicy/common/managerdefinitions/src/StreamDescriptor.cpp

void StreamDescriptor::addCurrentVolumeIndex(audio_devices_t device, int index)
{
    mIndexCur.add(device, index);
}

Volume按照device保存到mIndexCur中:

KeyedVector<audio_devices_t, int> mIndexCur;
  • mOutputs 当前的输出设备
    每一个输出设备用SwAudioOutputDescriptor描述:
frameworks/av/services/audiopolicy/common/managerdefinitions/src/AudioOutputDescriptor.cpp
  • 获取设备,再次确认
Volume::getDeviceForVolume

    static audio_devices_t getDeviceForVolume(audio_devices_t device)
    {
        if (device == AUDIO_DEVICE_NONE) {
            device =  AUDIO_DEVICE_OUT_SPEAKER;
        } else if (popcount(device) > 1) {
            if (device & AUDIO_DEVICE_OUT_SPEAKER) {
                device = AUDIO_DEVICE_OUT_SPEAKER;
            } else if (device & AUDIO_DEVICE_OUT_SPEAKER_SAFE) {
                device = AUDIO_DEVICE_OUT_SPEAKER_SAFE;
            } else if (device & AUDIO_DEVICE_OUT_HDMI_ARC) {
                device = AUDIO_DEVICE_OUT_HDMI_ARC;
            } else if (device & AUDIO_DEVICE_OUT_AUX_LINE) {
                device = AUDIO_DEVICE_OUT_AUX_LINE;
            } else if (device & AUDIO_DEVICE_OUT_SPDIF) {
                device = AUDIO_DEVICE_OUT_SPDIF;
            } else {
                device = (audio_devices_t)(device & AUDIO_DEVICE_OUT_ALL_A2DP);
            }
        }

        /*SPEAKER_SAFE is an alias of SPEAKER for purposes of volume control*/
        if (device == AUDIO_DEVICE_OUT_SPEAKER_SAFE)
            device = AUDIO_DEVICE_OUT_SPEAKER;

        return device;
    }
  • 根据流获取策略,根据测试获取device,再根据device判断是否需要应用音量,音量是通过checkAndSetVolume来生效的。

如果当前没有任何流处在active,音量设置时是没有生效的,这根据前面的applyVolume来决定。如果这个时候没有生效,后续在startSource时,也会checkAndSetVolume。

* frameworks/av/services/audiopolicy/managerdefault/AudioPolicyManager.cpp

status_t AudioPolicyManager::checkAndSetVolume(audio_stream_type_t stream,
                                                   int index,
                                                   const sp<AudioOutputDescriptor>& outputDesc,
                                                   audio_devices_t device,
                                                   int delayMs,
                                                   bool force)
{
    // 静音,不修改音量值
    if (outputDesc->mMuteCount[stream] != 0) {
        ALOGVV("checkAndSetVolume() stream %d muted count %d",
              stream, outputDesc->mMuteCount[stream]);
        return NO_ERROR;
    }
    audio_policy_forced_cfg_t forceUseForComm =
            mEngine->getForceUse(AUDIO_POLICY_FORCE_FOR_COMMUNICATION);
    // 如果是蓝牙通话,不修改音量值,反之亦然
    if ((stream == AUDIO_STREAM_VOICE_CALL && forceUseForComm == AUDIO_POLICY_FORCE_BT_SCO) ||
        (stream == AUDIO_STREAM_BLUETOOTH_SCO && forceUseForComm != AUDIO_POLICY_FORCE_BT_SCO)) {
        ALOGV("checkAndSetVolume() cannot set stream %d volume with force use = %d for comm",
             stream, forceUseForComm);
        return INVALID_OPERATION;
    }

    if (device == AUDIO_DEVICE_NONE) {
        device = outputDesc->device();
    }

    // 关键代码computeVolume,计算音量值,将index值转换为Db值。
    float volumeDb = computeVolume(stream, index, device);
    if (outputDesc->isFixedVolume(device)) {
        volumeDb = 0.0f;
    }

    // 设置音量
    outputDesc->setVolume(volumeDb, stream, device, delayMs, force);

    // 通话音量,SCO设置为最大,headset自己管理。
    if (stream == AUDIO_STREAM_VOICE_CALL ||
        stream == AUDIO_STREAM_BLUETOOTH_SCO) {
        float voiceVolume;
        if (stream == AUDIO_STREAM_VOICE_CALL) {
            voiceVolume = (float)index/(float)mVolumeCurves->getVolumeIndexMax(stream);
        } else {
            voiceVolume = 1.0;
        }

        if (voiceVolume != mLastVoiceVolume) {
            mpClientInterface->setVoiceVolume(voiceVolume, delayMs);
            mLastVoiceVolume = voiceVolume;
        }
    }

    return NO_ERROR;
}

计算音量Db值

* frameworks/av/services/audiopolicy/managerdefault/AudioPolicyManager.cpp

float AudioPolicyManager::computeVolume(audio_stream_type_t stream,
                                        int index,
                                        audio_devices_t device)
{
    float volumeDB = mVolumeCurves->volIndexToDb(stream, Volume::getDeviceCategory(device), index);

    // 处理辅助功能开启,响铃的场景
    if ((stream == AUDIO_STREAM_ACCESSIBILITY)
            && (AUDIO_MODE_RINGTONE == mEngine->getPhoneState())
            && isStreamActive(AUDIO_STREAM_RING, 0)) {
        const float ringVolumeDB = computeVolume(AUDIO_STREAM_RING, index, device);
        return ringVolumeDB - 4 > volumeDB ? ringVolumeDB - 4 : volumeDB;
    }

    // 通话中的场景
    if ((stream != AUDIO_STREAM_VOICE_CALL) && (device & AUDIO_DEVICE_OUT_EARPIECE) && isInCall()) {
        switch (stream) {
        case AUDIO_STREAM_SYSTEM:
        case AUDIO_STREAM_RING:
        case AUDIO_STREAM_MUSIC:
        case AUDIO_STREAM_ALARM:
        case AUDIO_STREAM_NOTIFICATION:
        case AUDIO_STREAM_ENFORCED_AUDIBLE:
        case AUDIO_STREAM_DTMF:
        case AUDIO_STREAM_ACCESSIBILITY: {
            const float maxVoiceVolDb = computeVolume(AUDIO_STREAM_VOICE_CALL, index, device)
                    + IN_CALL_EARPIECE_HEADROOM_DB;
            if (volumeDB > maxVoiceVolDb) {
                ALOGV("computeVolume() stream %d at vol=%f overriden by stream %d at vol=%f",
                        stream, volumeDB, AUDIO_STREAM_VOICE_CALL, maxVoiceVolDb);
                volumeDB = maxVoiceVolDb;
            }
            } break;
        default:
            break;
        }
    }

    // 插耳机的场景,防止响铃等声音过大
    const routing_strategy stream_strategy = getStrategy(stream);
    if ((device & (AUDIO_DEVICE_OUT_BLUETOOTH_A2DP |
            AUDIO_DEVICE_OUT_BLUETOOTH_A2DP_HEADPHONES |
            AUDIO_DEVICE_OUT_WIRED_HEADSET |
            AUDIO_DEVICE_OUT_WIRED_HEADPHONE |
            AUDIO_DEVICE_OUT_USB_HEADSET)) &&
        ((stream_strategy == STRATEGY_SONIFICATION)
                || (stream_strategy == STRATEGY_SONIFICATION_RESPECTFUL)
                || (stream == AUDIO_STREAM_SYSTEM)
                || ((stream_strategy == STRATEGY_ENFORCED_AUDIBLE) &&
                    (mEngine->getForceUse(AUDIO_POLICY_FORCE_FOR_SYSTEM) == AUDIO_POLICY_FORCE_NONE))) &&
            mVolumeCurves->canBeMuted(stream)) {
        // when the phone is ringing we must consider that music could have been paused just before
        // by the music application and behave as if music was active if the last music track was
        // just stopped
        if (isStreamActive(AUDIO_STREAM_MUSIC, SONIFICATION_HEADSET_MUSIC_DELAY) ||
                mLimitRingtoneVolume) {
            volumeDB += SONIFICATION_HEADSET_VOLUME_FACTOR_DB;
            audio_devices_t musicDevice = getDeviceForStrategy(STRATEGY_MEDIA, true /*fromCache*/);
            float musicVolDB = computeVolume(AUDIO_STREAM_MUSIC,
                                             mVolumeCurves->getVolumeIndex(AUDIO_STREAM_MUSIC,
                                                                              musicDevice),
                                             musicDevice);
            float minVolDB = (musicVolDB > SONIFICATION_HEADSET_VOLUME_MIN_DB) ?
                    musicVolDB : SONIFICATION_HEADSET_VOLUME_MIN_DB;
            if (volumeDB > minVolDB) {
                volumeDB = minVolDB;
                ALOGV("computeVolume limiting volume to %f musicVol %f", minVolDB, musicVolDB);
            }
            if (device & (AUDIO_DEVICE_OUT_BLUETOOTH_A2DP |
                    AUDIO_DEVICE_OUT_BLUETOOTH_A2DP_HEADPHONES)) {
                // on A2DP, also ensure notification volume is not too low compared to media when
                // intended to be played
                if ((volumeDB > -96.0f) &&
                        (musicVolDB - SONIFICATION_A2DP_MAX_MEDIA_DIFF_DB > volumeDB)) {
                    ALOGV("computeVolume increasing volume for stream=%d device=0x%X from %f to %f",
                            stream, device,
                            volumeDB, musicVolDB - SONIFICATION_A2DP_MAX_MEDIA_DIFF_DB);
                    volumeDB = musicVolDB - SONIFICATION_A2DP_MAX_MEDIA_DIFF_DB;
                }
            }
        } else if ((Volume::getDeviceForVolume(device) != AUDIO_DEVICE_OUT_SPEAKER) ||
                stream_strategy != STRATEGY_SONIFICATION) {
            volumeDB += SONIFICATION_HEADSET_VOLUME_FACTOR_DB;
        }
    }

    return volumeDB;
}

Db值通过mVolumeCurves->volIndexToDb,进行转换,转换后,再根据实际的场景进行调整。

我们先来看看Volume::getDeviceCategory,Audio这边就死麻烦,各种概念。device_category将设备进行分类。

* frameworks/av/services/audiopolicy/common/include/Volume.h

    static device_category getDeviceCategory(audio_devices_t device)
    {
        switch(getDeviceForVolume(device)) {
        case AUDIO_DEVICE_OUT_EARPIECE:
            return DEVICE_CATEGORY_EARPIECE;
        case AUDIO_DEVICE_OUT_WIRED_HEADSET:
        case AUDIO_DEVICE_OUT_WIRED_HEADPHONE:
        case AUDIO_DEVICE_OUT_BLUETOOTH_SCO:
        case AUDIO_DEVICE_OUT_BLUETOOTH_SCO_HEADSET:
        case AUDIO_DEVICE_OUT_BLUETOOTH_A2DP:
        case AUDIO_DEVICE_OUT_BLUETOOTH_A2DP_HEADPHONES:
        case AUDIO_DEVICE_OUT_USB_HEADSET:
            return DEVICE_CATEGORY_HEADSET;
        case AUDIO_DEVICE_OUT_LINE:
        case AUDIO_DEVICE_OUT_AUX_DIGITAL:
        case AUDIO_DEVICE_OUT_USB_DEVICE:
            return DEVICE_CATEGORY_EXT_MEDIA;
        case AUDIO_DEVICE_OUT_SPEAKER:
        case AUDIO_DEVICE_OUT_BLUETOOTH_SCO_CARKIT:
        case AUDIO_DEVICE_OUT_BLUETOOTH_A2DP_SPEAKER:
        case AUDIO_DEVICE_OUT_USB_ACCESSORY:
        case AUDIO_DEVICE_OUT_REMOTE_SUBMIX:
        default:
            return DEVICE_CATEGORY_SPEAKER;
        }
    }

volIndexToDb函数 如下:

float StreamDescriptorCollection::volIndexToDb(audio_stream_type_t stream, device_category category,
                                               int indexInUi) const
{
    const StreamDescriptor &streamDesc = valueAt(stream);
    return Gains::volIndexToDb(streamDesc.getVolumeCurvePoint(category),
                               streamDesc.getVolumeIndexMin(), streamDesc.getVolumeIndexMax(),
                               indexInUi);
}
float Gains::volIndexToDb(const VolumeCurvePoint *curve, int indexMin, int indexMax, int indexInUi)
{
    // the volume index in the UI is relative to the min and max volume indices for this stream type
    int nbSteps = 1 + curve[Volume::VOLMAX].mIndex - curve[Volume::VOLMIN].mIndex;
    int volIdx = (nbSteps * (indexInUi - indexMin)) / (indexMax - indexMin);

    // find what part of the curve this index volume belongs to, or if it's out of bounds
    int segment = 0;
    if (volIdx < curve[Volume::VOLMIN].mIndex) {         // out of bounds
        return VOLUME_MIN_DB;
    } else if (volIdx < curve[Volume::VOLKNEE1].mIndex) {
        segment = 0;
    } else if (volIdx < curve[Volume::VOLKNEE2].mIndex) {
        segment = 1;
    } else if (volIdx <= curve[Volume::VOLMAX].mIndex) {
        segment = 2;
    } else {                                                               // out of bounds
        return 0.0f;
    }

    // linear interpolation in the attenuation table in dB
    float decibels = curve[segment].mDBAttenuation +
            ((float)(volIdx - curve[segment].mIndex)) *
                ( (curve[segment+1].mDBAttenuation -
                        curve[segment].mDBAttenuation) /
                    ((float)(curve[segment+1].mIndex -
                            curve[segment].mIndex)) );

    ALOGVV("VOLUME vol index=[%d %d %d], dB=[%.1f %.1f %.1f]",
            curve[segment].mIndex, volIdx,
            curve[segment+1].mIndex,
            curve[segment].mDBAttenuation,
            decibels,
            curve[segment+1].mDBAttenuation);

    return decibels;
}

Db值都是配置在audio_policy_volumes.xml中的。AOSP的

frameworks/av/services/audiopolicy/config/audio_policy_volumes.xml

安装流和设备分类来区分,比如,耳机的通话音量:

    <volume stream="AUDIO_STREAM_VOICE_CALL" deviceCategory="DEVICE_CATEGORY_HEADSET">
        <point>0,-4200</point>
        <point>33,-2800</point>
        <point>66,-1400</point>
        <point>100,0</point>
    </volume>

除了直接定义值,还可以引用其他的,比如耳机的媒体音量,DEFAULT_MEDIA_VOLUME_CURVE。

    <volume stream="AUDIO_STREAM_MUSIC" deviceCategory="DEVICE_CATEGORY_HEADSET"
                                        ref="DEFAULT_MEDIA_VOLUME_CURVE"/>

DEFAULT_MEDIA_VOLUME_CURVE在另外已给表中:

* frameworks/av/services/audiopolicy/config/default_volume_tables.xml

    <reference name="DEFAULT_MEDIA_VOLUME_CURVE">
    <!-- Default Media reference Volume Curve -->
        <point>1,-5800</point>
        <point>20,-4000</point>
        <point>60,-1700</point>
        <point>100,0</point>
    </reference>

所以,我们调节音量时,根据音量的index,来转为对应的db,最终生效的是db。很多用户反馈上面音量调的很大了,但是实际的声音还是小,可能就调调整一下这里的db配置了。

音量生效

计算后的Db值通过setVolume函数设置给output

outputDesc->setVolume(volumeDb, stream, device, delayMs, force);

函数如下:

bool SwAudioOutputDescriptor::setVolume(float volume,
                                        audio_stream_type_t stream,
                                        audio_devices_t device,
                                        uint32_t delayMs,
                                        bool force)
{
    bool changed = AudioOutputDescriptor::setVolume(volume, stream, device, delayMs, force);

    if (changed) {
        // Force VOICE_CALL to track BLUETOOTH_SCO stream volume when bluetooth audio is
        // enabled
        float volume = Volume::DbToAmpl(mCurVolume[stream]);
        if (stream == AUDIO_STREAM_BLUETOOTH_SCO) {
            mClientInterface->setStreamVolume(
                    AUDIO_STREAM_VOICE_CALL, volume, mIoHandle, delayMs);
        }
        mClientInterface->setStreamVolume(stream, volume, mIoHandle, delayMs);
    }
    return changed;
}
  • 先将音量值保存到Descriptor中
bool AudioOutputDescriptor::setVolume(float volume,
                                      audio_stream_type_t stream,
                                      audio_devices_t device __unused,
                                      uint32_t delayMs,
                                      bool force)
{
    // We actually change the volume if:
    // - the float value returned by computeVolume() changed
    // - the force flag is set
    if (volume != mCurVolume[stream] || force) {
        ALOGV("setVolume() for stream %d, volume %f, delay %d", stream, volume, delayMs);
        mCurVolume[stream] = volume;
        return true;
    }
    return false;
}

每个output都是安装流类型来保存的mCurVolume[stream]

  • 通过mClientInterface的setStreamVolume接口
* frameworks/av/services/audiopolicy/service/AudioPolicyClientImpl.cpp

status_t AudioPolicyService::AudioPolicyClient::setStreamVolume(audio_stream_type_t stream,
                     float volume, audio_io_handle_t output,
                     int delay_ms)
{
    return mAudioPolicyService->setStreamVolume(stream, volume, output,
                                               delay_ms);
}

AudioPolicyService通过AudioCommandThread,传给AudioManager

* frameworks/av/services/audiopolicy/service/AudioPolicyService.cpp

int AudioPolicyService::setStreamVolume(audio_stream_type_t stream,
                                        float volume,
                                        audio_io_handle_t output,
                                        int delayMs)
{
    return (int)mAudioCommandThread->volumeCommand(stream, volume,
                                                   output, delayMs);
}

对应的命令:SET_VOLUME

bool AudioPolicyService::AudioCommandThread::threadLoop()
{
    nsecs_t waitTime = -1;

    mLock.lock();
    while (!exitPending())
    {
        sp<AudioPolicyService> svc;
        while (!mAudioCommands.isEmpty() && !exitPending()) {
... ...
                case SET_VOLUME: {
                    VolumeData *data = (VolumeData *)command->mParam.get();
                    ALOGV("AudioCommandThread() processing set volume stream %d, \
                            volume %f, output %d", data->mStream, data->mVolume, data->mIO);
                    command->mStatus = AudioSystem::setStreamVolume(data->mStream,
                                                                    data->mVolume,
                                                                    data->mIO);
                    }break;

最终还是通过AudioSystem的接口来完成:

status_t AudioSystem::setStreamVolume(audio_stream_type_t stream, float value,
        audio_io_handle_t output)
{
    if (uint32_t(stream) >= AUDIO_STREAM_CNT) return BAD_VALUE;
    const sp<IAudioFlinger>& af = AudioSystem::get_audio_flinger();
    if (af == 0) return PERMISSION_DENIED;
    af->setStreamVolume(stream, value, output);
    return NO_ERROR;
}

AudioFlinger的setStreamVolume函数如下:

status_t AudioFlinger::setStreamVolume(audio_stream_type_t stream, float value,
        audio_io_handle_t output)
{
    ALOGI("setStreamVolume: stream %d, value %f, output %d", stream, value, output);
    // 权限
    if (!settingsAllowed()) {
        return PERMISSION_DENIED;
    }

    // 流类型
    status_t status = checkStreamType(stream);
    if (status != NO_ERROR) {
        return status;
    }
    ALOG_ASSERT(stream != AUDIO_STREAM_PATCH, "attempt to change AUDIO_STREAM_PATCH volume");

    AutoMutex lock(mLock);
    Vector<VolumeInterface *> volumeInterfaces;
    //获取volumeInterface
    if (output != AUDIO_IO_HANDLE_NONE) {
        VolumeInterface *volumeInterface = getVolumeInterface_l(output);
        if (volumeInterface == NULL) {
            return BAD_VALUE;
        }
        volumeInterfaces.add(volumeInterface);
    }

    // 保存音量Db值
    mStreamTypes[stream].volume = value;

    if (volumeInterfaces.size() == 0) {
        volumeInterfaces = getAllVolumeInterfaces_l();
    }
    // 设置音量值
    for (size_t i = 0; i < volumeInterfaces.size(); i++) {
        volumeInterfaces[i]->setStreamVolume(stream, value);
    }

    return NO_ERROR;
}

VolumeInterface 主要用以设置音量,PlaybackThread和MmapPlaybackThread实现VolumeInterface具体的接口:

class VolumeInterface {
 public:

    virtual ~VolumeInterface() {}

    virtual void        setMasterVolume(float value) = 0;
    virtual void        setMasterMute(bool muted) = 0;
    virtual void        setStreamVolume(audio_stream_type_t stream, float value) = 0;
    virtual void        setStreamMute(audio_stream_type_t stream, bool muted) = 0;
    virtual float       streamVolume(audio_stream_type_t stream) const = 0;

};

我们来看看PlaybackThread的setStreamVolume函数:

void AudioFlinger::PlaybackThread::setStreamVolume(audio_stream_type_t stream, float value)
{
    Mutex::Autolock _l(mLock);
    size_t size = mEffectChains.size();
    mStreamTypes[stream].volume = value;
    for (size_t i = 0; i < size; i++) {
        mEffectChains[i]->setStreamVolume_l(stream, value);
    }
    broadcast_l();
}

PlaybackThread将音量值保存下来了,并设置到音效中。

OK,到此,都全是设置音量的过程,那么是在什么地方生效的呢?

对于MixerThread来说,是在这里生效的,音量值最终会被混音,设置到数据流中。

AudioFlinger::PlaybackThread::mixer_state AudioFlinger::MixerThread::prepareTracks_l(
        Vector< sp<Track> > *tracksToRemove)
{
... ...
            // compute volume for this track
            uint32_t vl, vr;       // in U8.24 integer format
            float vlf, vrf, vaf;   // in [0.0, 1.0] float format
            // read original volumes with volume control
            float typeVolume = mStreamTypes[track->streamType()].volume;
            float v = masterVolume * typeVolume;

            if (track->isPausing() || mStreamTypes[track->streamType()].mute) {
                vl = vr = 0;
                vlf = vrf = vaf = 0.;
                if (track->isPausing()) {
                    track->setPaused();
                }
            } else {
                sp<AudioTrackServerProxy> proxy = track->mAudioTrackServerProxy;
                gain_minifloat_packed_t vlr = proxy->getVolumeLR();
                vlf = float_from_gain(gain_minifloat_unpack_left(vlr));
                vrf = float_from_gain(gain_minifloat_unpack_right(vlr));
                // track volumes come from shared memory, so can't be trusted and must be clamped
                if (vlf > GAIN_FLOAT_UNITY) {
                    ALOGV("Track left volume out of range: %.3g", vlf);
                    vlf = GAIN_FLOAT_UNITY;
                }
                if (vrf > GAIN_FLOAT_UNITY) {
                    ALOGV("Track right volume out of range: %.3g", vrf);
                    vrf = GAIN_FLOAT_UNITY;
                }
                const float vh = track->getVolumeHandler()->getVolume(
                        track->mAudioTrackServerProxy->framesReleased()).first;
                // now apply the master volume and stream type volume and shaper volume
                vlf *= v * vh;
                vrf *= v * vh;
                // assuming master volume and stream type volume each go up to 1.0,
                // then derive vl and vr as U8.24 versions for the effect chain
                const float scaleto8_24 = MAX_GAIN_INT * MAX_GAIN_INT;
                vl = (uint32_t) (scaleto8_24 * vlf);
                vr = (uint32_t) (scaleto8_24 * vrf);
                // vl and vr are now in U8.24 format
                uint16_t sendLevel = proxy->getSendLevel_U4_12();
                // send level comes from shared memory and so may be corrupt
                if (sendLevel > MAX_GAIN_INT) {
                    ALOGV("Track send level out of range: %04X", sendLevel);
                    sendLevel = MAX_GAIN_INT;
                }
                // vaf is represented as [0.0, 1.0] float by rescaling sendLevel
                vaf = v * sendLevel * (1. / MAX_GAIN_INT);
            }

我们可以通过adb命令,将thread的各个流的音量都dump出来:

$ adb shell dumpsys media.audio_flinger | grep "Stream volumes in dB"
  Stream volumes in dB: 0:-24, 1:-27, 2:-25, 3:-52, 4:0, 5:-27, 6:0, 7:-6, 8:-27, 9:0, 10:-47, 11:0, 12:0
  Stream volumes in dB: 0:-24, 1:-27, 2:-25, 3:-52, 4:0, 5:-27, 6:0, 7:-6, 8:-27, 9:0, 10:-47, 11:0, 12:0
  Stream volumes in dB: 0:-24, 1:-27, 2:-25, 3:-52, 4:0, 5:-27, 6:0, 7:-6, 8:-27, 9:0, 10:-47, 11:0, 12:0
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