(SDL2)SDL在ubuntu下的测试代码(雷霄骅)

安装好SDL后,可以使用代码测试一下,本文所用代码为雷神的代码,只修改了头文件即可,一个为播放音频,一个为播放视频,但是播放音频的会有明显卡顿,如果后续找到问题,会及时修改,如果你已解决,欢迎评论分享。

1.播放PCM

/**
 * 最简单的SDL2播放音频的例子(SDL2播放PCM)
 * Simplest Audio Play SDL2 (SDL2 play PCM) 
 *
 * 雷霄骅 Lei Xiaohua
 * leixiaohua1020@126.com
 * 中国传媒大学/数字电视技术
 * Communication University of China / Digital TV Technology
 * http://blog.csdn.net/leixiaohua1020
 *
 * 本程序使用SDL2播放PCM音频采样数据。SDL实际上是对底层绘图
 * API(Direct3D,OpenGL)的封装,使用起来明显简单于直接调用底层
 * API。
 *
 * 函数调用步骤如下: 
 *
 * [初始化]
 * SDL_Init(): 初始化SDL。
 * SDL_OpenAudio(): 根据参数(存储于SDL_AudioSpec)打开音频设备。
 * SDL_PauseAudio(): 播放音频数据。
 *
 * [循环播放数据]
 * SDL_Delay(): 延时等待播放完成。
 *
 * This software plays PCM raw audio data using SDL2.
 * SDL is a wrapper of low-level API (DirectSound).
 * Use SDL is much easier than directly call these low-level API.
 *
 * The process is shown as follows:
 *
 * [Init]
 * SDL_Init(): Init SDL.
 * SDL_OpenAudio(): Opens the audio device with the desired 
 *					parameters (In SDL_AudioSpec).
 * SDL_PauseAudio(): Play Audio.
 *
 * [Loop to play data]
 * SDL_Delay(): Wait for completetion of playback.
 */

#include <stdio.h>
// #include <tchar.h>

extern "C"
{
#include "SDL2/SDL.h"
};

//Buffer:
//|-----------|-------------|
//chunk-------pos---len-----|
static  Uint8  *audio_chunk; 
static  Uint32  audio_len; 
static  Uint8  *audio_pos; 

/* Audio Callback
 * The audio function callback takes the following parameters: 
 * stream: A pointer to the audio buffer to be filled 
 * len: The length (in bytes) of the audio buffer 
 * 
*/ 
void  fill_audio(void *udata,Uint8 *stream,int len){ 
	//SDL 2.0
	SDL_memset(stream, 0, len);
	if(audio_len==0)		/*  Only  play  if  we  have  data  left  */ 
			return; 
	len=(len>audio_len?audio_len:len);	/*  Mix  as  much  data  as  possible  */ 

	SDL_MixAudio(stream,audio_pos,len,SDL_MIX_MAXVOLUME);
	audio_pos += len; 
	audio_len -= len; 
} 

int main(int argc, char* argv[])
{
	//Init
	if(SDL_Init(SDL_INIT_AUDIO | SDL_INIT_TIMER)) {  
		printf( "Could not initialize SDL - %s\n", SDL_GetError()); 
		return -1;
	}
	//SDL_AudioSpec
	SDL_AudioSpec wanted_spec;
	wanted_spec.freq = 44100; 
	wanted_spec.format = AUDIO_S16SYS; 
	wanted_spec.channels = 2; 
	wanted_spec.silence = 0; 
	wanted_spec.samples = 1024; 
	wanted_spec.callback = fill_audio; 

	if (SDL_OpenAudio(&wanted_spec, NULL)<0){ 
		printf("can't open audio.\n"); 
		return -1; 
	} 

	FILE *fp=fopen("NocturneNo2inEflat_44.1k_s16le.pcm","rb+");
	if(fp == NULL){
		printf("cannot open this file\n");
		return -1;
	}

	int pcm_buffer_size=4096;
	char *pcm_buffer=(char *)malloc(pcm_buffer_size);
	int data_count=0;

	//Play
	SDL_PauseAudio(0);

	while(1){
		if (fread(pcm_buffer, 1, pcm_buffer_size, fp) != pcm_buffer_size){
			// Loop
			fseek(fp, 0, SEEK_SET);
			fread(pcm_buffer, 1, pcm_buffer_size, fp);
			data_count=0;
		}	
		printf("Now Playing %10d Bytes data.\n",data_count);
		data_count+=pcm_buffer_size;
		//Set audio buffer (PCM data)
		audio_chunk = (Uint8 *) pcm_buffer; 
		//Audio buffer length
		audio_len =pcm_buffer_size;
		audio_pos = audio_chunk;

		while(audio_len>0)//Wait until finish
			SDL_Delay(1); 
	}
	free(pcm_buffer);
	SDL_Quit();
	return 0;
}

ubuntu下编译:

gcc simplest_audio_play_sdl2.cpp -g -o simplest_audio_play_sdl2.out \
-I /usr/local/include -L /usr/local/lib -lSDL2main -lSDL2

2.播放yuv

/**
 * 最简单的SDL2播放视频的例子(SDL2播放RGB/YUV)
 * Simplest Video Play SDL2 (SDL2 play RGB/YUV) 
 *
 * 雷霄骅 Lei Xiaohua
 * leixiaohua1020@126.com
 * 中国传媒大学/数字电视技术
 * Communication University of China / Digital TV Technology
 * http://blog.csdn.net/leixiaohua1020
 *
 * 本程序使用SDL2播放RGB/YUV视频像素数据。SDL实际上是对底层绘图
 * API(Direct3D,OpenGL)的封装,使用起来明显简单于直接调用底层
 * API。
 *
 * 函数调用步骤如下: 
 *
 * [初始化]
 * SDL_Init(): 初始化SDL。
 * SDL_CreateWindow(): 创建窗口(Window)。
 * SDL_CreateRenderer(): 基于窗口创建渲染器(Render)。
 * SDL_CreateTexture(): 创建纹理(Texture)。
 *
 * [循环渲染数据]
 * SDL_UpdateTexture(): 设置纹理的数据。
 * SDL_RenderCopy(): 纹理复制给渲染器。
 * SDL_RenderPresent(): 显示。
 *
 * This software plays RGB/YUV raw video data using SDL2.
 * SDL is a wrapper of low-level API (Direct3D, OpenGL).
 * Use SDL is much easier than directly call these low-level API.  
 *
 * The process is shown as follows:
 *
 * [Init]
 * SDL_Init(): Init SDL.
 * SDL_CreateWindow(): Create a Window.
 * SDL_CreateRenderer(): Create a Render.
 * SDL_CreateTexture(): Create a Texture.
 *
 * [Loop to Render data]
 * SDL_UpdateTexture(): Set Texture's data.
 * SDL_RenderCopy(): Copy Texture to Render.
 * SDL_RenderPresent(): Show.
 */

#include <stdio.h>

extern "C"
{
#include "SDL2/SDL.h"
};

const int bpp=12;

int screen_w=500,screen_h=500;
const int pixel_w=320,pixel_h=180;

unsigned char buffer[pixel_w*pixel_h*bpp/8];


//Refresh Event
#define REFRESH_EVENT  (SDL_USEREVENT + 1)

#define BREAK_EVENT  (SDL_USEREVENT + 2)

int thread_exit=0;

int refresh_video(void *opaque){
	thread_exit=0;
	while (!thread_exit) {
		SDL_Event event;
		event.type = REFRESH_EVENT;
		SDL_PushEvent(&event);
		SDL_Delay(40);
	}
	thread_exit=0;
	//Break
	SDL_Event event;
	event.type = BREAK_EVENT;
	SDL_PushEvent(&event);

	return 0;
}

int main(int argc, char* argv[])
{
	if(SDL_Init(SDL_INIT_VIDEO)) {  
		printf( "Could not initialize SDL - %s\n", SDL_GetError()); 
		return -1;
	} 

	SDL_Window *screen; 
	//SDL 2.0 Support for multiple windows
	screen = SDL_CreateWindow("Simplest Video Play SDL2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
		screen_w, screen_h,SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
	if(!screen) {  
		printf("SDL: could not create window - exiting:%s\n",SDL_GetError());  
		return -1;
	}
	SDL_Renderer* sdlRenderer = SDL_CreateRenderer(screen, -1, 0);  

	Uint32 pixformat=0;

	//IYUV: Y + U + V  (3 planes)
	//YV12: Y + V + U  (3 planes)
	pixformat= SDL_PIXELFORMAT_IYUV;  

	SDL_Texture* sdlTexture = SDL_CreateTexture(sdlRenderer,pixformat, SDL_TEXTUREACCESS_STREAMING,pixel_w,pixel_h);

	FILE *fp=NULL;
	fp=fopen("test_yuv420p_320x180.yuv","rb+");

	if(fp==NULL){
		printf("cannot open this file\n");
		return -1;
	}

	SDL_Rect sdlRect;  

	SDL_Thread *refresh_thread = SDL_CreateThread(refresh_video,NULL,NULL);
	SDL_Event event;
	while(1){
		//Wait
		SDL_WaitEvent(&event);
		if(event.type==REFRESH_EVENT){
			if (fread(buffer, 1, pixel_w*pixel_h*bpp/8, fp) != pixel_w*pixel_h*bpp/8){
				// Loop
				fseek(fp, 0, SEEK_SET);
				fread(buffer, 1, pixel_w*pixel_h*bpp/8, fp);
			}

			SDL_UpdateTexture( sdlTexture, NULL, buffer, pixel_w);  

			//FIX: If window is resize
			sdlRect.x = 0;  
			sdlRect.y = 0;  
			sdlRect.w = screen_w;  
			sdlRect.h = screen_h;  
			
			SDL_RenderClear( sdlRenderer );   
			SDL_RenderCopy( sdlRenderer, sdlTexture, NULL, &sdlRect);  
			SDL_RenderPresent( sdlRenderer );  
			
		}else if(event.type==SDL_WINDOWEVENT){
			//If Resize
			SDL_GetWindowSize(screen,&screen_w,&screen_h);
		}else if(event.type==SDL_QUIT){
			thread_exit=1;
		}else if(event.type==BREAK_EVENT){
			break;
		}
	}
	SDL_Quit();
	return 0;
}

ubuntu下编译:

gcc simplest_video_play_sdl2.cpp -g -o simplest_video_play_sdl2.out \
-I /usr/local/include -L /usr/local/lib -lSDL2main -lSDL2

雷神写的demo合集:

批量下载


2021/11/16 更新

解决了雷神SDL2播放PCM音频例子中的哒哒噪音问题,原因是在回调函数内使用了混音器,修改如下:

 把原来的将audio_pos混音到stream改为直接复制audio_pos内容到stream。


2021/11/17更新

发现播放时的哒哒噪音声音并不是代码问题,因为昨天播放没有问题的代码今天又出现了异常。复现昨天的步骤发现,我昨天是在用SDL2播放一段16KS16单声道音频后,发现没有噪音,又去运行这段代码发现异常的哒哒噪音就没有了,今天在先播放昨天那段单声道音频后,噪音又消失了,怀疑虚拟机声卡有异常,暂时先这样吧。

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