转载自:http://www.cnblogs.com/CoderTian/p/5705742.html
AudioPolicy在Android系统中主要负责Audio"策略"相关的问题。它和AudioFlinger一起组成了Android Audio系统的两个服务。一个负责管理audio的“路由”,一个负责管理audio“设备”。在Android M 版本的系统中,这两个服务都是在系统启动的过程中,通过MediaServer来加载的。
AudioPolicyService在Android Audio系统中主要完成以下几个任务:
①管理输入输出设备,包括设备的连接、断开状态,设备的选择和切换等
②管理系统的音频策略,比如通话时播放音乐、或者播放音乐时来电话的一系列处理
③管理系统的音量
④上层的一些音频参数也可以通过AudioPolicyService设置到底层去
一 AudioPolicyService启动流程
AudioPolicyService服务运行在main_audioserver.cpp中。
sp<ProcessState> proc(ProcessState::self());
sp<IServiceManager> sm = defaultServiceManager();
ALOGI("ServiceManager: %p", sm.get());
AudioFlinger::instantiate();
AudioPolicyService::instantiate();
RadioService::instantiate();
SoundTriggerHwService::instantiate();
ProcessState::self()->startThreadPool();
IPCThreadState::self()->joinThreadPool();
instantiate 函数在BinderService 中定义,向ServiceManager 中注册服务。
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(); }
下面来看AudioPolicyService的构造函数。
AudioPolicyService::AudioPolicyService()
: BnAudioPolicyService(), mpAudioPolicyDev(NULL), mpAudioPolicy(NULL),
mAudioPolicyManager(NULL), mAudioPolicyClient(NULL), mPhoneState(AUDIO_MODE_INVALID)
{
}
然后发现它的构造函数里面除了初始化了一些变量之外似乎并没有做其他的事情,既然这样,那么AudioPolicyService所作的初始化的事情到底是在什么地方进行的呢,继续分析上面的构造函数,AudioPolicyService是继承自BnAudioPolicyService的,一步步往上推,最终发现它的祖先是RefBase,根据强指针的特性,目标对象在第一次被引用时会调用onFirstRef()的,现在目标明确了,我们就去看一下AudioPolicyService::onFirstRef()里面有没有我们比较关心的信息。
// frameworks/av/services/audiopolicy/service/AudioPolicyService.cpp
void AudioPolicyService::onFirstRef()
{
......
//用于播放tone音
mTonePlaybackThread = new AudioCommandThread(String8("ApmTone"), this);
//用于执行audio命令
mAudioCommandThread = new AudioCommandThread(String8("ApmAudio"), this);
//用于执行输出命令
mOutputCommandThread = new AudioCommandThread(String8("ApmOutput"), this);
#ifdef USE_LEGACY_AUDIO_POLICY
//因为USE_LEGACY_AUDIO_POLICY在当前源码树中未定义
//所以这个不成立,走#else
......
#else
ALOGI("AudioPolicyService CSTOR in new mode");
mAudioPolicyClient = new AudioPolicyClient(this);
mAudioPolicyManager = createAudioPolicyManager(mAudioPolicyClient);
#endif
}
可以看出在第一次被强引用时AudioPolicyService创建了3个AudioCommandThread和AudioPolicyManager。
看一下看一下创建了3个AudioCommandThread之后做了哪些事。首先它直接new了一个AudioPolicyClient,AudioPolicyClient类定义在AudioPolicyService.h中
//frameworks/av/services/audiopolicy/service/AudioPolicyService.h
class AudioPolicyClient : public AudioPolicyClientInterface
{
......
}
他的实现在frameworks/av/services/audiopolicy/service/AudioPolicyClientImpl.cpp中。创建完了AudioPolicyClient之后通过调用createAudioPolicyManager方法创建了一个AudioPolicyManager对象下面看一下createAudioPolicyManager方法中是怎样创建AudioPolicyManager的。
//frameworks/av/services/audiopolicy/manager/AudioPolicyFactory.cpp
extern "C" AudioPolicyInterface* createAudioPolicyManager(
AudioPolicyClientInterface *clientInterface)
{
return new AudioPolicyManager(clientInterface);
}
可见他是直接new了一个AudioPolicyManager然后把刚才创建的AudioPolicyClient传了进去。
AudioPolicyManager::AudioPolicyManager(AudioPolicyClientInterface *clientInterface)
{
//1.加载audio_policy.conf配置文件 /vendor/etc/audio_policy.conf
if ((ConfigParsingUtils::loadConfig(AUDIO_POLICY_VENDOR_CONFIG_FILE, config) != NO_ERROR) &&
(ConfigParsingUtils::loadConfig(AUDIO_POLICY_CONFIG_FILE, config) != NO_ERROR)) {
ALOGE("could not load audio policy configuration file, setting defaults");
config.setDefault();
}
// must be done after reading the policy (since conditionned by Speaker Drc Enabling)
//2.初始化各种音频流对应的音量调节点
mVolumeCurves->initializeVolumeCurves(speakerDrcEnabled);
;
for (size_t i = 0; i < mHwModules.size(); i++) {
//3.加载audio policy硬件抽象库
mHwModules[i]->mHandle = mpClientInterface->loadHwModule(mHwModules[i]->getName());
if (mHwModules[i]->mHandle == 0) {
ALOGW("could not open HW module %s", mHwModules[i]->getName());
continue;
}
//4.打开输出设备
status_t status = mpClientInterface->openOutput(outProfile->getModuleHandle(),
&output,
&config,
&outputDesc->mDevice,
address,
&outputDesc->mLatency,
outputDesc->mFlags);
//5.保存输出设备描述符对象
addOutput(output, outputDesc);
//6.设置输出设备
setOutputDevice(outputDesc,
outputDesc->mDevice,
true,
0,
NULL,
address.string());
}
//7.更新输出设备
updateDevicesAndOutputs();
}
1.加载audio_policy.conf配置文件
audio_policy.conf 主要配置了硬件(HAL)音频输入/输出 的抽样速率,信道格式,设备。
当然也可以有其他信息, 下面是一个实例。
audio_hw_modules {
primary {
global_configuration {
attached_output_devices AUDIO_DEVICE_OUT_SPEAKER
default_output_device AUDIO_DEVICE_OUT_SPEAKER
attached_input_devices AUDIO_DEVICE_IN_BUILTIN_MIC
audio_hal_version 3.0
}
devices {
speaker {
type AUDIO_DEVICE_OUT_SPEAKER
gains {
gain_1 {
mode AUDIO_GAIN_MODE_JOINT
min_value_mB -8400
max_value_mB 4000
default_value_mB 0
step_value_mB 100
}
}
}
}
outputs {
primary {
sampling_rates 48000
channel_masks AUDIO_CHANNEL_OUT_STEREO
formats AUDIO_FORMAT_PCM_16_BIT
devices speaker
flags AUDIO_OUTPUT_FLAG_PRIMARY
}
}
inputs {
primary {
sampling_rates 8000|16000
channel_masks AUDIO_CHANNEL_IN_MONO
formats AUDIO_FORMAT_PCM_16_BIT
devices AUDIO_DEVICE_IN_BUILTIN_MIC
}
}
}
r_submix {
global_configuration {
attached_input_devices AUDIO_DEVICE_IN_REMOTE_SUBMIX
audio_hal_version 2.0
}
outputs {
submix {
sampling_rates 48000
channel_masks AUDIO_CHANNEL_OUT_STEREO
formats AUDIO_FORMAT_PCM_16_BIT
devices AUDIO_DEVICE_OUT_REMOTE_SUBMIX
}
}
inputs {
submix {
sampling_rates 48000
channel_masks AUDIO_CHANNEL_IN_STEREO
formats AUDIO_FORMAT_PCM_16_BIT
devices AUDIO_DEVICE_IN_REMOTE_SUBMIX
}
}
}
}实例。
audio_hw_modules {
primary {
global_configuration {
attached_output_devices AUDIO_DEVICE_OUT_SPEAKER
default_output_device AUDIO_DEVICE_OUT_SPEAKER
attached_input_devices AUDIO_DEVICE_IN_BUILTIN_MIC
audio_hal_version 3.0
}
devices {
speaker {
type AUDIO_DEVICE_OUT_SPEAKER
gains {
gain_1 {
mode AUDIO_GAIN_MODE_JOINT
min_value_mB -8400
max_value_mB 4000
default_value_mB 0
step_value_mB 100
}
}
}
}
outputs {
primary {
sampling_rates 48000
channel_masks AUDIO_CHANNEL_OUT_STEREO
formats AUDIO_FORMAT_PCM_16_BIT
devices speaker
flags AUDIO_OUTPUT_FLAG_PRIMARY
}
}
inputs {
primary {
sampling_rates 8000|16000
channel_masks AUDIO_CHANNEL_IN_MONO
formats AUDIO_FORMAT_PCM_16_BIT
devices AUDIO_DEVICE_IN_BUILTIN_MIC
}
}
}
r_submix {
global_configuration {
attached_input_devices AUDIO_DEVICE_IN_REMOTE_SUBMIX
audio_hal_version 2.0
}
outputs {
submix {
sampling_rates 48000
channel_masks AUDIO_CHANNEL_OUT_STEREO
formats AUDIO_FORMAT_PCM_16_BIT
devices AUDIO_DEVICE_OUT_REMOTE_SUBMIX
}
}
inputs {
submix {
sampling_rates 48000
channel_masks AUDIO_CHANNEL_IN_STEREO
formats AUDIO_FORMAT_PCM_16_BIT
devices AUDIO_DEVICE_IN_REMOTE_SUBMIX
}
}
}
}
分成两部分,第一部分是全局标签,第二部分是audio_hw_modules标签,其子标签都表示hardware module,有primary和r_submix两种hardware module都被解析到mHwModules,hardware module的子标签有outputs和inputs,outputs的各个子标签被解析到mHwModules 的 mOutputProfiles,inputs的各个子标签被解析到mHwModules 的 mInputProfiles。
3.加载audio policy硬件抽象库
mHwModules[i]->mHandle = mpClientInterface->loadHwModule(mHwModules[i]->mName);
//frameworks/av/services/audiopolicy/service/AudioPolicyClientImpl.cpp
audio_module_handle_t AudioPolicyService::AudioPolicyClient::loadHwModule(const char *name)
{
sp<IAudioFlinger> af = AudioSystem::get_audio_flinger();
if (af == 0) {
ALOGW("%s: could not get AudioFlinger", __func__);
return 0;
}
return af->loadHwModule(name);
}
这里直接调用了AudioFlinger::loadHwModule()。下面进入到AudioFlinger.cpp中看一下它做了那些事。
// 当AudioPolicyManager构造时,它会读取厂商关于音频的描述文件audio_policy.conf
//然后根据此来打开音频接口,这一过程最终会调用到AudioFlinger::loadHwModule
audio_module_handle_t AudioFlinger::loadHwModule(const char *name)
{
if (name == NULL) {
return 0;
}
if (!settingsAllowed()) {
return 0;
}
Mutex::Autolock _l(mLock);
return loadHwModule_l(name);
}
最终调用到了loadHwModule_l()函数,继续进去查看
// loadHwModule_l() must be called with AudioFlinger::mLock held
audio_module_handle_t AudioFlinger::loadHwModule_l(const char *name)
{
//1.是否已经加载过这个interface
for (size_t i = 0; i < mAudioHwDevs.size(); i++) {
if (strncmp(mAudioHwDevs.valueAt(i)->moduleName(), name, strlen(name)) == 0) {
ALOGW("loadHwModule() module %s already loaded", name);
return mAudioHwDevs.keyAt(i);
}
}
audio_hw_device_t *dev;
//2.加载audio_hw_device_t
int rc = load_audio_interface(name, &dev);
if (rc) {
ALOGE("loadHwModule() error %d loading module %s", rc, name);
return AUDIO_MODULE_HANDLE_NONE;
}
mHardwareStatus = AUDIO_HW_INIT;
3.初始化
rc = dev->init_check(dev);
mHardwareStatus = AUDIO_HW_IDLE;
if (rc) {
ALOGE("loadHwModule() init check error %d for module %s", rc, name);
return AUDIO_MODULE_HANDLE_NONE;
}
audio_module_handle_t handle = (audio_module_handle_t) nextUniqueId(AUDIO_UNIQUE_ID_USE_MODULE);
4.添加到变量中
mAudioHwDevs.add(handle, new AudioHwDevice(handle, name, dev, flags));
ALOGI("loadHwModule() Loaded %s audio interface from %s (%s) handle %d",
name, dev->common.module->name, dev->common.module->id, handle);
return handle;
}
第二步加载指定的audio interface 如primary,a2dp或usb函数load_audio_interface()
用来加载设备所需的库文件,然后打开设备并创建一个audio_hw_device_t实例,音频设备接口所对应的库文件名称是有一定格式的,如a2dp的模块名可能是audio.a2dp.so或audio.a2dp.default.so等,查找路径主要有两个/system/lib/hw和/vendor/lib/hw,看一下它是怎么实现的
static int load_audio_interface(const char *if_name, audio_hw_device_t **dev)
{
const hw_module_t *mod;
int rc;
//1.获取音频模块
rc = hw_get_module_by_class(AUDIO_HARDWARE_MODULE_ID, if_name, &mod);
ALOGE_IF(rc, "%s couldn't load audio hw module %s.%s (%s)", __func__,
AUDIO_HARDWARE_MODULE_ID, if_name, strerror(-rc));
if (rc) {
goto out;
}
//2.打开音频设备
rc = audio_hw_device_open(mod, dev);
ALOGE_IF(rc, "%s couldn't open audio hw device in %s.%s (%s)", __func__,
AUDIO_HARDWARE_MODULE_ID, if_name, strerror(-rc));
return rc;
}
4.打开输出设备
status_t AudioPolicyService::AudioPolicyClient::openOutput(audio_module_handle_t module,
audio_io_handle_t *output,
audio_config_t *config,
audio_devices_t *devices,
const String8& address,
uint32_t *latencyMs,
audio_output_flags_t flags)
{
sp<IAudioFlinger> af = AudioSystem::get_audio_flinger();
if (af == 0) {
ALOGW("%s: could not get AudioFlinger", __func__);
return PERMISSION_DENIED;
}
return af->openOutput(module, output, config, devices, address, latencyMs, flags);
}
在此处调用到了AudioFlinger:: openOutput(…..)
status_t AudioFlinger::openOutput(audio_module_handle_t module,
audio_io_handle_t *output,
audio_config_t *config,
audio_devices_t *devices,
const String8& address,
uint32_t *latencyMs,
audio_output_flags_t flags)
{
if (*devices == AUDIO_DEVICE_NONE) {
return BAD_VALUE;
}
Mutex::Autolock _l(mLock);
sp<PlaybackThread> thread = openOutput_l(module, output, config, *devices, address, flags);
if (thread != 0) {
*latencyMs = thread->latency();
// notify client processes of the new output creation
thread->ioConfigChanged(AUDIO_OUTPUT_OPENED);
// the first primary output opened designates the primary hw device
if ((mPrimaryHardwareDev == NULL) && (flags & AUDIO_OUTPUT_FLAG_PRIMARY)) {
ALOGI("Using module %d has the primary audio interface", module);
mPrimaryHardwareDev = thread->getOutput()->audioHwDev;
AutoMutex lock(mHardwareLock);
mHardwareStatus = AUDIO_HW_SET_MODE;
mPrimaryHardwareDev->hwDevice()->set_mode(mPrimaryHardwareDev->hwDevice(), mMode);
mHardwareStatus = AUDIO_HW_IDLE;
}
return NO_ERROR;
}
return NO_INIT;
}
下面看一下openOutput_l()这个函数。
//输入参数中的module是由前面loadNodule来获得的,它是一个audio interface的id号
//可以通过此id在mAudioHwSevs中查找对应的AudioHwDevice对象
//这个方法中会将打开的output加到mPlaybackThreads线程中
sp<AudioFlinger::PlaybackThread> AudioFlinger::openOutput_l(audio_module_handle_t module,
audio_io_handle_t *output,
audio_config_t *config,
audio_devices_t devices,
const String8& address,
audio_output_flags_t flags)
{
//1.查找相应的audio interface
AudioHwDevice *outHwDev = findSuitableHwDev_l(module, devices);
if (outHwDev == NULL) {
return 0;
}
AudioStreamOut *outputStream = NULL;
//2.为设备打开一个输出流,创建Audio HAL的音频输出对象
status_t status = outHwDev->openOutputStream(
&outputStream,
*output,
devices,
flags,
config,
address.string());
mHardwareStatus = AUDIO_HW_IDLE;
//3. 创建playbackThread
if (status == NO_ERROR) {
PlaybackThread *thread;
if (flags & AUDIO_OUTPUT_FLAG_COMPRESS_OFFLOAD) {
thread = new OffloadThread(this, outputStream, *output, devices, mSystemReady);
ALOGV("openOutput_l() created offload output: ID %d thread %p", *output, thread);
} else if ((flags & AUDIO_OUTPUT_FLAG_DIRECT)
|| !isValidPcmSinkFormat(config->format)
|| !isValidPcmSinkChannelMask(config->channel_mask)) {
thread = new DirectOutputThread(this, outputStream, *output, devices, mSystemReady);
ALOGV("openOutput_l() created direct output: ID %d thread %p", *output, thread);
} else {
//一般是创建混音线程,代表AudioStreamOut对象的output也传递进去了,混音线程是PlaybackThread 的子类。
thread = new MixerThread(this, outputStream, *output, devices, mSystemReady);
ALOGV("openOutput_l() created mixer output: ID %d thread %p", *output, thread);
}
mPlaybackThreads.add(*output, thread);
return thread;
}
return 0;
}