自Android6.0后,Audio系统便和Media系统分离,独立模块。所以了解Audio系统的启动流程就很有必要,它的启动入口位于:main_audioserver.cpp ,由rc文件引导,主要作用是调用了AudioFlinger和AudioPolicyService这两大模块的初始化接口。
1 进程入口
//xref: /frameworks/av/media/audioserver/main_audioserver.cpp
if (doLog && (childPid = fork()) != 0) {
//LOG日志相关,不进入
} else {
sp<ProcessState> proc(ProcessState::self());
sp<IServiceManager> sm = defaultServiceManager();
ALOGI("ServiceManager: %p", sm.get());
AudioFlinger::instantiate();
AudioPolicyService::instantiate();
//录音系统
RadioService::instantiate();
//声效系统
SoundTriggerHwService::instantiate();
// FIXME: remove when BUG 31748996 is fixed
android::hardware::ProcessState::self()->startThreadPool();
IPCThreadState::self()->joinThreadPool();
}
可见其调用了AudioFlinger和AudioPolicyServer的instantiate()接口,看来是个单例模式。然后就是启动并加入线程池这个老操作了。我们接下开看看AudioFlinger的启动过程。
2 AudioFlinger启动过程
可惜,我们在AudioFlinger类里找不到这个instantiate()接口,按照谷歌的惯性自然要去它的父类寻找,证据如下:
class AudioFlinger :
public BinderService<AudioFlinger>,//父类模板类型是AudioFlinger?
public BnAudioFlinger
{
friend class BinderService<AudioFlinger>; // for AudioFlinger()
}
好的,看看BinderService<AudioFlinger>实现吧:
//xref: /frameworks/native/include/binder/BinderService.h
template<typename SERVICE>
class BinderService
{
public:
static status_t publish(bool allowIsolated = false) {
sp<IServiceManager> sm(defaultServiceManager());
return sm->addService(
String16(SERVICE::getServiceName()),
new SERVICE(), allowIsolated);
}
//...
static void instantiate() { publish(); }
private:
//...
};
清晰明了,new了一个SERVICE(即AudioFlinger),并注册到Manager服务里,方便其他模块申请服务。那么我们看看AudioFlinger的构造函数吧:
AudioFlinger::AudioFlinger()
: BnAudioFlinger(),
mMediaLogNotifier(new AudioFlinger::MediaLogNotifier()),//log
mPrimaryHardwareDev(NULL),//主音频设备
mAudioHwDevs(NULL),//音频硬件
mHardwareStatus(AUDIO_HW_IDLE),//hal层状态
mMasterVolume(1.0f),//主音量值,默认最大
mMasterMute(false),//主音量静音?
// mNextUniqueId(AUDIO_UNIQUE_ID_USE_MAX),
mMode(AUDIO_MODE_INVALID),
mBtNrecIsOff(false),//蓝牙
mIsLowRamDevice(true),
mIsDeviceTypeKnown(false),
mGlobalEffectEnableTime(0),
mSystemReady(false)
{
//LOG相关
}
看来没什么东西。不过所有使用智能指针(继承RefBase)的类在第一次创建时都会调用refBase()函数,我们来看看它里面有什么:
void AudioFlinger::onFirstRef()
{
Mutex::Autolock _l(mLock);
//设置相关线程待机等待时间?
/* TODO: move all this work into an Init() function */
char val_str[PROPERTY_VALUE_MAX] = { 0 };
if (property_get("ro.audio.flinger_standbytime_ms", val_str, NULL) >= 0) {
uint32_t int_val;
if (1 == sscanf(val_str, "%u", &int_val)) {
mStandbyTimeInNsecs = milliseconds(int_val);
ALOGI("Using %u mSec as standby time.", int_val);
} else {
mStandbyTimeInNsecs = kDefaultStandbyTimeInNsecs;
ALOGI("Using default %u mSec as standby time.",
(uint32_t)(mStandbyTimeInNsecs / 1000000));
}
}
//低延时IO相关
mPatchPanel = new PatchPanel(this);
mMode = AUDIO_MODE_NORMAL;
gAudioFlinger = this;
}
看来只是设置了一些相关参数,AudioFlinger初始化部分也就这些了(但是AudioFlinger才是我们分析Audio系统的大本营,基本C++层的所有音频服务都要过它的手)。我们接着看AudioPolicyService:
3 AudioPolicyService初始化
同样,要去它的父类寻找instantiate()接口,步骤过程和AudioFlinger类似,就不再阐述,我们看看它的构造函数:
// xref: /frameworks/av/services/audiopolicy/service/AudioPolicyService.cpp
AudioPolicyService::AudioPolicyService()
: BnAudioPolicyService(), mpAudioPolicyDev(NULL), mpAudioPolicy(NULL),
mAudioPolicyManager(NULL), mAudioPolicyClient(NULL), mPhoneState(AUDIO_MODE_INVALID)
{
}
哈哈,好吧不用看了,我们移步onFirstRef()函数:
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);
//创建AudioPolicyClient并用于创建AudioPolicyManager
mAudioPolicyClient = new AudioPolicyClient(this);
mAudioPolicyManager = createAudioPolicyManager(mAudioPolicyClient);
}
// load audio processing modules
sp<AudioPolicyEffects>audioPolicyEffects = new AudioPolicyEffects();
{
Mutex::Autolock _l(mLock);
mAudioPolicyEffects = audioPolicyEffects;
}
}
再看看AudioPolicyManager的创建过程(createAudioPolicyManager)。
// xref: /frameworks/av/services/audiopolicy/manager/AudioPolicyFactory.cpp
extern "C" AudioPolicyInterface* createAudioPolicyManager(
AudioPolicyClientInterface *clientInterface)
{
return new AudioPolicyManager(clientInterface);
}
把clientInterface传参用于AudioPolicyManager的构建,很长的一段代码了。