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:
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。