ijkplayer-音视频变速播放实现

本文主要分析变速播放框架实现细节,不分析sonic以及soundtouch变速算法。在我的sonic变速变调原理一文中会详细讲解基于基音周期来实现变速变调的原理

1.变速入口分析

从jni层的_setPropertyFloat函数

static void ijkMediaPlayer_setPropertyFloat(JNIEnv *env, jobject thiz, jint id, jfloat value)
{
    IjkMediaPlayer *mp = jni_get_media_player(env, thiz);
    JNI_CHECK_GOTO(mp, env, NULL, "mpjni: setPropertyFloat: null mp", LABEL_RETURN);
    ijkmp_set_property_float(mp, id, value);

  LABEL_RETURN:
    ijkmp_dec_ref_p(&mp);
    return;
}

到ff_ffplay.c中的ffp_set_property_float函数来设置速度

void ffp_set_property_float(FFPlayer *ffp, int id, float value)
{
    switch (id) {
        case FFP_PROP_FLOAT_PLAYBACK_RATE:
            ffp_set_playback_rate(ffp, value);
            break;
        case FFP_PROP_FLOAT_PLAYBACK_VOLUME:
            ffp_set_playback_volume(ffp, value);
            break;
        default:
            return;
    }
}

跟踪ffp_set_playback_rate函数,我们可以看到这里主要把速度变量设置给了ffp->pf_playback_rate以及把ffp->pf_playback_rate_changed置1.

void ffp_set_playback_rate(FFPlayer *ffp, float rate)
{
    if (!ffp)
        return;

    av_log(ffp, AV_LOG_INFO, "Playback rate: %f\n", rate);
    ffp->pf_playback_rate = rate;
    ffp->pf_playback_rate_changed = 1;
}

2.音频变速实现

跟踪这俩个变量,我们可以看到在audio_decode_frame中,我们新增了音频的变速变调算法来处理音频变速,

#if defined(__ANDROID__)
        if (ffp->soundtouch_enable && ffp->pf_playback_rate != 1.0f && !is->abort_request) {
            av_fast_malloc(&is->audio_new_buf, &is->audio_new_buf_size, out_size * translate_time);
            for (int i = 0; i < (resampled_data_size / 2); i++)
            {
                is->audio_new_buf[i] = (is->audio_buf1[i * 2] | (is->audio_buf1[i * 2 + 1] << 8));
            }
            int ret_len = ijk_soundtouch_translate(is->handle, is->audio_new_buf, (float)(ffp->pf_playback_rate), (float)(1.0f/ffp->pf_playback_rate),
                    resampled_data_size / 2, bytes_per_sample, is->audio_tgt.channels, af->frame->sample_rate);
            if (ret_len > 0) {
                is->audio_buf = (uint8_t*)is->audio_new_buf;
                resampled_data_size = ret_len;
            } else {
                translate_time++;
                goto reload;
            }
        } else if (ffp->sonic_enabled && ffp->pf_playback_rate != 1.0f && !is->abort_request) {
			av_fast_malloc(&is->audio_new_buf, &is->audio_new_buf_size, out_size * translate_time * 2);
            for (int i = 0; i < (resampled_data_size / 2); i++)
            {
                is->audio_new_buf[i] = (is->audio_buf1[i * 2] | (is->audio_buf1[i * 2 + 1] << 8));
            }
			int ret_len = sonicStream_translate(is->sonic_handle,is->audio_new_buf,ffp->pf_playback_rate,
			(float)(1.0f/ffp->pf_playback_rate),is->audio_tgt.channels, af->frame->sample_rate,resampled_data_size / 2,bytes_per_sample);
			if (ret_len > 0) {
                is->audio_buf = (uint8_t*)is->audio_new_buf;
                resampled_data_size = ret_len;
            } else {
                translate_time++;
                goto reload;
            }
        }
#endif

sonic变速是我加的,下面在音频回调sdl_audio_callback函数中,

if (ffp->pf_playback_rate_changed) {
        ffp->pf_playback_rate_changed = 0;
#if defined(__ANDROID__)
        if (!ffp->soundtouch_enable && !ffp->sonic_enabled) {
            SDL_AoutSetPlaybackRate(ffp->aout, ffp->pf_playback_rate);
        }
#else
        SDL_AoutSetPlaybackRate(ffp->aout, ffp->pf_playback_rate);
#endif
    }
    if (ffp->pf_playback_volume_changed) {
        ffp->pf_playback_volume_change
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