Android通过OpenSL ES播放音频套路详解

https://blog.csdn.net/ywl5320/article/details/78503768


我的视频课程(基础):《(NDK)FFmpeg打造Android万能音频播放器》
我的视频课程(进阶):《(NDK)FFmpeg打造Android视频播放器》
我的视频课程(编码直播推流):《Android视频编码和直播推流》

 
先定个小目标

        通过本篇博客,我们会很容易的使用Android底层库OpenSL ES来播放音频文件(包括assets、uri和pcm)。

一、首先OpenSL ES是什么?

        OpenSL ES (Open Sound Library for Embedded Systems)是无授权费、跨平台、针对嵌入式系统精心优化的硬件音频加速API。它为嵌入式移动多媒体设备上的本地应用程序开发者提供标准化, 高性能,低响应时间的音频功能实现方法,并实现软/硬件音频性能的直接跨平台部署,降低执行难度,促进高级音频市场的发展。——摘自百度百科。

        简单来说OpenSL ES是一个嵌入式跨平台免费的音频处理库。

 
二、OpenSL ES库在哪里?

        Android的OpenSL ES库是在NDK的platforms文件夹对应android平台先相应cpu类型里面,如:

 
三、OpenSL ES开发流程和重要接口

        通过分析android-ndk中native-audio的代码,发现了用OpenSL ES来开发应用也是有套路(规律)可寻的:

3.1、OpenSL ES的开发流程主要有如下6个步骤:

        1、创建接口对象

        2、设置混音器

        3、创建播放器(录音器)

        4、设置缓冲队列和回调函数

        5、设置播放状态

        6、启动回调函数

        其中4和6是播放PCM等数据格式的音频是需要用到的。

 

3.2、OpenSL ES中最重要的接口类SLObjectItf

        通过SLObjectItf接口类我们可以创建所需要的各种类型的类接口,比如:

        创建引擎接口对象:SLObjectItf engineObject

        创建混音器接口对象:SLObjectItf outputMixObject

        创建播放器接口对象:SLObjectItf playerObject

        以上等等都是通过SLObjectItf来创建的,知道了这个规则后,看源代码就会轻松很多了

3.3、利用SLObjectItf来创建具体的接口对象实例

        OpenSL ES中也有具体的接口类,比如(引擎:SLEngineItf,播放器:SLPlayItf,声音控制器:SLVolumeItf等等)。

3.4、创建引擎并实现它

        OpenSL ES中开始的第一步都是声明SLObjectItf接口类型的引擎接口对象engineObject,然后用方法slCreateEngine创建一个引擎接口对象;创建好引擎接口对象后,需要用SLObjectItf的Realize方法来实现engineObject;最后用SLObjectItf的GetInterface方法来初始化SLEngnineItf对象实例。如:

 

    SLObjectItf engineObject = NULL;//用SLObjectItf声明引擎接口对象
    SLEngineItf engineEngine = NULL;//声明具体的引擎对象实例
     
    void createEngine()
    {
        SLresult result;//返回结果
        result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);//第一步创建引擎
        result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);//实现(Realize)engineObject接口对象
        result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);//通过engineObject的GetInterface方法初始化engineEngine
    }

 

 

3.4、利用引擎对象创建其他接口对象

        其他接口对象(SLObjectItf outputMixObject,SLObjectItf playerObject)等都是用引擎接口对象创建的(具体的接口对象需要的参数这里就说了,可参照ndk例子里面的),如:

 

    //混音器
    SLObjectItf outputMixObject = NULL;//用SLObjectItf创建混音器接口对象
    SLEnvironmentalReverbItf outputMixEnvironmentalReverb = NULL;创建具体的混音器对象实例
     
    result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, mids, mreq);//利用引擎接口对象创建混音器接口对象
    result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);//实现(Realize)混音器接口对象
    result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);//利用混音器接口对象初始化具体混音器实例
     
    //播放器
    SLObjectItf playerObject = NULL;//用SLObjectItf创建播放器接口对象
    SLPlayItf playerPlay = NULL;//创建具体的播放器对象实例
     
    result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject, &audioSrc, &audioSnk, 3, ids, req);//利用引擎接口对象创建播放器接口对象
    result = (*playerObject)->Realize(playerObject, SL_BOOLEAN_FALSE);//实现(Realize)播放器接口对象
    result = (*playerObject)->GetInterface(playerObject, SL_IID_PLAY, &playerPlay);//初始化具体的播放器对象实例

 

 

3.6、最后就是使用创建好的具体对象实例来实现具体的功能。

 
四、具体列子

 

首先导入OpenSL ES和其他必须的库

target_link_libraries( # Specifies the target library.
                       openslaudioywl5320
                       OpenSLES
                       android
                       # Links the target library to the log library
                       # included in the NDK.
                       ${log-lib} )

 

4.1、播放assets文件

第一步:创建引擎

第二步:创建混音器

第三步:创建播放器

第四步:设置播放状态

    JNIEXPORT void JNICALL
    Java_com_ywl5320_openslaudio_MainActivity_playAudioByOpenSL_1assets(JNIEnv *env, jobject instance, jobject assetManager, jstring filename) {
     
        release();
        const char *utf8 = (*env)->GetStringUTFChars(env, filename, NULL);
     
        // use asset manager to open asset by filename
        AAssetManager* mgr = AAssetManager_fromJava(env, assetManager);
        AAsset* asset = AAssetManager_open(mgr, utf8, AASSET_MODE_UNKNOWN);
        (*env)->ReleaseStringUTFChars(env, filename, utf8);
     
        // open asset as file descriptor
        off_t start, length;
        int fd = AAsset_openFileDescriptor(asset, &start, &length);
        AAsset_close(asset);
     
        SLresult result;
     
     
        //第一步,创建引擎
        createEngine();
     
        //第二步,创建混音器
        const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
        const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};
        result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, mids, mreq);
        (void)result;
        result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
        (void)result;
        result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);
        if (SL_RESULT_SUCCESS == result) {
            result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(outputMixEnvironmentalReverb, &reverbSettings);
            (void)result;
        }
        //第三步,设置播放器参数和创建播放器
        // 1、 配置 audio source
        SLDataLocator_AndroidFD loc_fd = {SL_DATALOCATOR_ANDROIDFD, fd, start, length};
        SLDataFormat_MIME format_mime = {SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED};
        SLDataSource audioSrc = {&loc_fd, &format_mime};
     
        // 2、 配置 audio sink
        SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
        SLDataSink audioSnk = {&loc_outmix, NULL};
     
        // 创建播放器
        const SLInterfaceID ids[3] = {SL_IID_SEEK, SL_IID_MUTESOLO, SL_IID_VOLUME};
        const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
        result = (*engineEngine)->CreateAudioPlayer(engineEngine, &fdPlayerObject, &audioSrc, &audioSnk, 3, ids, req);
        (void)result;
     
        // 实现播放器
        result = (*fdPlayerObject)->Realize(fdPlayerObject, SL_BOOLEAN_FALSE);
        (void)result;
     
        // 得到播放器接口
        result = (*fdPlayerObject)->GetInterface(fdPlayerObject, SL_IID_PLAY, &fdPlayerPlay);
        (void)result;
     
        // 得到声音控制接口
        result = (*fdPlayerObject)->GetInterface(fdPlayerObject, SL_IID_VOLUME, &fdPlayerVolume);
        (void)result;
     
        //第四步,设置播放状态
        if (NULL != fdPlayerPlay) {
     
            result = (*fdPlayerPlay)->SetPlayState(fdPlayerPlay, SL_PLAYSTATE_PLAYING);
            (void)result;
        }
     
        //设置播放音量 (100 * -50:静音 )
        (*fdPlayerVolume)->SetVolumeLevel(fdPlayerVolume, 20 * -50);
     
    }

 

4.2、播放Uri连接

第一步:创建引擎

第二步:创建混音器

第三步:创建播放器

第四步:设置播放状态

    JNIEXPORT void JNICALL
    Java_com_ywl5320_openslaudio_MainActivity_playAudioByOpenSL_1uri(JNIEnv *env, jobject instance, jstring uri) {
        SLresult result;
        release();
        // convert Java string to UTF-8
        const char *utf8 = (*env)->GetStringUTFChars(env, uri, NULL);
     
        //第一步,创建引擎
        createEngine();
     
        //第二步,创建混音器
        const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
        const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};
        result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, mids, mreq);
        (void)result;
        result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
        (void)result;
        result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);
        if (SL_RESULT_SUCCESS == result) {
            result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(
                    outputMixEnvironmentalReverb, &reverbSettings);
            (void)result;
        }
        
        //第三步,设置播放器参数和创建播放器
        // configure audio source
        // (requires the INTERNET permission depending on the uri parameter)
        SLDataLocator_URI loc_uri = {SL_DATALOCATOR_URI, (SLchar *) utf8};
        SLDataFormat_MIME format_mime = {SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED};
        SLDataSource audioSrc = {&loc_uri, &format_mime};
     
        // configure audio sink
        SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
        SLDataSink audioSnk = {&loc_outmix, NULL};
     
        // create audio player
        const SLInterfaceID ids[3] = {SL_IID_SEEK, SL_IID_MUTESOLO, SL_IID_VOLUME};
        const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
        result = (*engineEngine)->CreateAudioPlayer(engineEngine, &uriPlayerObject, &audioSrc, &audioSnk, 3, ids, req);
     
        (void)result;
        
        // release the Java string and UTF-8
        (*env)->ReleaseStringUTFChars(env, uri, utf8);
     
        // realize the player
        result = (*uriPlayerObject)->Realize(uriPlayerObject, SL_BOOLEAN_FALSE);
        // this will always succeed on Android, but we check result for portability to other platforms
        if (SL_RESULT_SUCCESS != result) {
            (*uriPlayerObject)->Destroy(uriPlayerObject);
            uriPlayerObject = NULL;
            return;
        }
     
        // get the play interface
        result = (*uriPlayerObject)->GetInterface(uriPlayerObject, SL_IID_PLAY, &uriPlayerPlay);
        (void)result;
     
     
        // get the volume interface
        result = (*uriPlayerObject)->GetInterface(uriPlayerObject, SL_IID_VOLUME, &uriPlayerVolume);
        (void)result;
    //第四步,设置播放状态
        if (NULL != uriPlayerPlay) {
     
            // set the player's state
            result = (*uriPlayerPlay)->SetPlayState(uriPlayerPlay, SL_PLAYSTATE_PLAYING);
            (void)result;
        }
     
        //设置播放音量 (100 * -50:静音 )
    //    (*uriPlayerVolume)->SetVolumeLevel(uriPlayerVolume, 0 * -50);
    }

 

4.3、播放pcm文件(集成到ffmpeg时,也是播放ffmpeg转换成的pcm格式的数据),这里为了模拟是直接读取的pcm格式的音频文件。
4.3.1、创建播放器和混音器

    //第一步,创建引擎
        createEngine();
     
        //第二步,创建混音器
        const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
        const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};
        result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, mids, mreq);
        (void)result;
        result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
        (void)result;
        result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);
        if (SL_RESULT_SUCCESS == result) {
            result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(
                    outputMixEnvironmentalReverb, &reverbSettings);
            (void)result;
        }
        SLDataLocator_OutputMix outputMix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
        SLDataSink audioSnk = {&outputMix, NULL};

 

4.3.2、设置pcm格式的频率位数等信息并创建播放器

 

    // 第三步,配置PCM格式信息
        SLDataLocator_AndroidSimpleBufferQueue android_queue={SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE,2};
        SLDataFormat_PCM pcm={
                SL_DATAFORMAT_PCM,//播放pcm格式的数据
                2,//2个声道(立体声)
                SL_SAMPLINGRATE_44_1,//44100hz的频率
                SL_PCMSAMPLEFORMAT_FIXED_16,//位数 16位
                SL_PCMSAMPLEFORMAT_FIXED_16,//和位数一致就行
                SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,//立体声(前左前右)
                SL_BYTEORDER_LITTLEENDIAN//结束标志
        };
        SLDataSource slDataSource = {&android_queue, &pcm};
     
     
        const SLInterfaceID ids[3] = {SL_IID_BUFFERQUEUE, SL_IID_EFFECTSEND, SL_IID_VOLUME};
        const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
        
        result = (*engineEngine)->CreateAudioPlayer(engineEngine, &pcmPlayerObject, &slDataSource, &audioSnk, 3, ids, req);
        //初始化播放器
        (*pcmPlayerObject)->Realize(pcmPlayerObject, SL_BOOLEAN_FALSE);
     
    //    得到接口后调用  获取Player接口
        (*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_PLAY, &pcmPlayerPlay);

 

4.3.3、设置缓冲队列和回调函数

    //    注册回调缓冲区 获取缓冲队列接口
        (*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_BUFFERQUEUE, &pcmBufferQueue);
        //缓冲接口回调
        (*pcmBufferQueue)->RegisterCallback(pcmBufferQueue, pcmBufferCallBack, NULL);

回调函数:

    void * pcmBufferCallBack(SLAndroidBufferQueueItf bf, void * context)
    {
        //assert(NULL == context);
        getPcmData(&buffer);
        // for streaming playback, replace this test by logic to find and fill the next buffer
        if (NULL != buffer) {
            SLresult result;
            // enqueue another buffer
            result = (*pcmBufferQueue)->Enqueue(pcmBufferQueue, buffer, 44100 * 2 * 2);
            // the most likely other result is SL_RESULT_BUFFER_INSUFFICIENT,
            // which for this code example would indicate a programming error
        }
    }

读取pcm格式的文件:

    void getPcmData(void **pcm)
    {
        while(!feof(pcmFile))
        {
            fread(out_buffer, 44100 * 2 * 2, 1, pcmFile);
            if(out_buffer == NULL)
            {
                LOGI("%s", "read end");
                break;
            } else{
                LOGI("%s", "reading");
            }
            *pcm = out_buffer;
            break;
        }
    }

 

4.3.4、设置播放状态并手动开始调用回调函数

    //    获取播放状态接口
        (*pcmPlayerPlay)->SetPlayState(pcmPlayerPlay, SL_PLAYSTATE_PLAYING);
     
    //    主动调用回调函数开始工作
        pcmBufferCallBack(pcmBufferQueue, NULL);

 

        注意:在回调函数中result = (*pcmBufferQueue)->Enqueue(pcmBufferQueue, buffer, 44100 * 2 * 2);,最后的“44100*2*2”是buffer的大小,因为我这里是指定了没读取一次就从pcm文件中读取了“44100*2*2”个字节,所以可以正常播放,如果是利用ffmpeg来获取pcm数据源,那么实际大小要根据每个AVframe的具体大小来定,这样才能正常播放出声音!!!(44100 * 2 * 2 表示:44100是频率HZ,2是立体声双通道,2是采用的16位采样即2个字节,所以总的字节数就是:44100 * 2 * 2)

        好的,以上就是android利用OpenSL ES来播放音频的过程,不知各位看官是否明白了,文末提供源码和音频文件的下载。好了,开始双十一的枪枪抢吧~

 

GitHub:Android_OpenSl_Audio
---------------------
作者:ywl5320
来源:CSDN
原文:https://blog.csdn.net/ywl5320/article/details/78503768
版权声明:本文为博主原创文章,转载请附上博文链接!

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