前言
通过普通AudioTrack的流程追踪数据流。分析一下声音模块的具体流程。这里比较复杂的是binder以及共享内存。这里不做详细介绍。只介绍原理
正文
java层的AudioTrack主要是通过jni调用到cpp层的AudioTrack。我们只介绍cpp层相关。
初始化
初始化只核心是通过set函数实现的。主要包括三步。
1. 客户端准备数据,
status_t AudioTrack::set(
audio_stream_type_t streamType,
uint32_t sampleRate,
audio_format_t format,
audio_channel_mask_t channelMask,
size_t frameCount,
audio_output_flags_t flags,
callback_t cbf,
void* user,
int32_t notificationFrames,
const sp<IMemory>& sharedBuffer,
bool threadCanCallJava,
audio_session_t sessionId,
transfer_type transferType,
const audio_offload_info_t *offloadInfo,
uid_t uid,
pid_t pid,
const audio_attributes_t* pAttributes,
bool doNotReconnect,
float maxRequiredSpeed,
audio_port_handle_t selectedDeviceId)
{
//如果构造audioTrack时时传入AudioTrack.MODE_STREAM。则sharedBuffer为空
mSharedBuffer = sharedBuffer;
if (cbf != NULL) {
mAudioTrackThread = new AudioTrackThread(*this);
mAudioTrackThread->run("AudioTrack", ANDROID_PRIORITY_AUDIO, 0 /*stack*/);
// thread begins in paused state, and will not reference us until start()
}
// create the IAudioTrack
{
AutoMutex lock(mLock);
//这是核心,通过audiofligure 创建服务端数据,以及拿到共享内存。
status = createTrack_l();
}
mVolumeHandler = new media::VolumeHandler();
}
status_t AudioTrack::createTrack_l()
{
const sp<IAudioFlinger>& audioFlinger = AudioSystem::get_audio_flinger()
IAudioFlinger::CreateTrackInput inpu
IAudioFlinger::CreateTrackOutput output;
//关键部分
sp<IAudioTrack> track = audioFlinger->createTrack(input,output,&status);
sp<IMemory> iMem = track->getCblk();
void *iMemPointer = iMem->pointer();
mAudioTrack = track;
mCblkMemory = iMem;
audio_track_cblk_t* cblk = static_cast<audio_track_cblk_t*>(iMemPointer);
mCblk = cblk;
void* buffers;
buffers = cblk + 1;
mAudioTrack->attachAuxEffect(mAuxEffectId);
if (mFrameCount > mReqFrameCount) {
mReqFrameCount = mFrameCount;
}
// update proxy
if (mSharedBuffer == 0) {
mStaticProxy.clear();
mProxy = new AudioTrackClientProxy(cblk, buffers, mFrameCount, mFrameSize);
}
mProxy->setPlaybackRate(playbackRateTemp);
mProxy->setMinimum(mNotificationFramesAct);
}
}
核心是createTrack,之后拿到关键的共享内存消息,然后写入内容
2. Audiofligure创建远端track。
sp<IAudioTrack> AudioFlinger::createTrack(const CreateTrackInput& input,
CreateTrackOutput& output,
status_t *status)
{
sp<PlaybackThread::Track> track;
sp<TrackHandle> trackHandle;
sp<Client> client;
pid_t clientPid = input.clientInfo.clientPid;
const pid_t callingPid = IPCThreadState::self()->getCallingPid();
{
Mutex::Autolock _l(mLock);
PlaybackThread *thread = checkPlaybackThread_l(output.outputId);
client = registerPid(clientPid);
PlaybackThread *effectThread = NULL;
track = thread->createTrack_l(client, streamType, localAttr, &output.sampleRate,
input.config.format, input.config.channel_mask,
&output.frameCount, &output.notificationFrameCount,
input.notificationsPerBuffer, input.speed,
input.sharedBuffer, sessionId, &output.flags,
callingPid, input.clientInfo.clientTid, clientUid,
&lStatus, portId);
trackHandle = new TrackHandle(track);
return trackHandle;
}
核心是createTrack_l,在混音线程中加入新建一个服务端的Track。新建共享内存,返还给客户端的Track,最终可以共享数据。代码如下:
// PlaybackThread::createTrack_l() must be called with AudioFlinger::mLock held
sp<AudioFlinger::PlaybackThread::Track> AudioFlinger::PlaybackThread::createTrack_l(
const sp<AudioFlinger::Client>& client,
const sp<IMemory>& sharedBuffer,)
{
sp<Track> track;
track = new Track(this, client, streamType, attr, sampleRate, format,
channelMask, frameCount,
nullptr /* buffer */, (size_t)0 /* bufferSize */, sharedBuffer,
sessionId, creatorPid, uid, *flags, TrackBase::TYPE_DEFAULT, portId);
//这个不太重要,后面调用start后,track会进入mActiveTracks列表,最终会在Threadloop中读取数据,经过处理写入out中
mTracks.add(track);
return track;
}
Track的构造函数是关键,主要是拿到共享内存。交给binder服务端的TrackHandle对象。大概代码如下:
AudioFlinger::ThreadBase::TrackBase::TrackBase(
ThreadBase *thread,
const sp<Client>& client
void *buffer,)
: RefBase(),
{
//client是audiofligure中维护的一个变量,主要持有MemoryDealer。用于管理共享内存。
if (client != 0) {
mCblkMemory = client->heap()->allocate(size);
}
}
然后把tracxk对象封装成TrackHandle这个binder对象,传给AudioTrack,通过TrackHandle实现数据传输。他主要实现了start和stop。以及获取共享内存的接口如下
class IAudioTrack : public IInterface
{
public:
DECLARE_META_INTERFACE(AudioTrack);
/* Get this track's control block */
virtual sp<IMemory> getCblk() const = 0;
/* After it's created the track is not active. Call start() to
* make it active.
*/
virtual status_t start() = 0;
/* Stop a track. If set, the callback will cease being called and
* obtainBuffer will return an error. Buffers that are already released
* will continue to be processed, unless/until flush() is called.
*/
virtual void stop() = 0;
/* Flush a stopped or paused track. All pending/released buffers are discarded.
* This function has no effect if the track is not stopped or paused.
*/
virtual void flush() = 0;
/* Pause a track. If set, the callback will cease being called and
* obtainBuffer will return an error. Buffers that are already released
* will continue to be processed, unless/until flush() is called.
*/
virtual void pause() = 0;
/* Attach track auxiliary output to specified effect. Use effectId = 0
* to detach track from effect.
*/
virtual status_t attachAuxEffect(int effectId) = 0;
/* Send parameters to the audio hardware */
virtual status_t setParameters(const String8& keyValuePairs) = 0;
/* Selects the presentation (if available) */
virtual status_t selectPresentation(int presentationId, int programId) = 0;
/* Return NO_ERROR if timestamp is valid. timestamp is undefined otherwise. */
virtual status_t getTimestamp(AudioTimestamp& timestamp) = 0;
/* Signal the playback thread for a change in control block */
virtual void signal() = 0;
/* Sets the volume shaper */
virtual media::VolumeShaper::Status applyVolumeShaper(
const sp<media::VolumeShaper::Configuration>& configuration,
const sp<media::VolumeShaper::Operation>& operation) = 0;
/* gets the volume shaper state */
virtual sp<media::VolumeShaper::State> getVolumeShaperState(int id) = 0;
};
下面大概介绍一下写入数据的过程,因为这个算法比较复杂,主要是通过共享内存,通过共享内存中的结构体,控制共享内存中后半部分的数据写入写出。就不在详细介绍。这里只简要介绍大概流程:
首先是Audiotrack的write方法:
ssize_t AudioTrack::write(const void* buffer, size_t userSize, bool blocking)
//申请空间,
status_t err = obtainBuffer(&audioBuffer,
blocking ? &ClientProxy::kForever : &ClientProxy::kNonBlocking)
//写入内容
memcpy(audioBuffer.i8, buffer, toWrite);
//写入结尾,通知共享内存结构体,已经写入,防止读取错误数据。
releaseBuffer(&audioBuffer);
}
obtainBuffer主要是通过AudioTrackClientProxy这个客户端共享内存控制的,
大概代码如下:
status_t ClientProxy::obtainBuffer(Buffer* buffer, const struct timespec *requested,
struct timespec *elapsed)
{
//核心是这里,方便循环数组的下标的变化。是把长的坐标去掉头部。
rear &= mFrameCountP2 - 1;
//这是取的是AudioTrack,所以需要在结尾添加数据,所以是rear。
buffer->mRaw = part1 > 0 ?
&((char *) mBuffers)[(rear) * mFrameSize] : NULL;
关于releaseBuffer这里就不在详细介绍,因为主要是加锁,然后通知数组下标变化的,具体逻辑这里不详细介绍。
关于循环读取的过程,本篇文章不再详细介绍,主要是通过track类中的getNextBuffer实现的,他主要是audiomixer中被调用,本质上都是通过audiomixerthread这个线程实现的,audiomix通过职责链模式,对声音进行处理,最终写入到hal层。
后记
这篇文章,这篇文章虽说不够完善,但是基本上解释了声音的大概流向,但是framew层用到比较多的系统组件,还有更底层的锁与同步机制,完全详细介绍清楚,还是分困难了,这里暂时就这样,以后如果有空,进一步补充。