IJKPLAYER源码分析-OpenSL ES播放

1 前言

    与IJKPLAYER处理AudioTrack播放类似,OpenSL ES的接入需要满足SDL_Aout的接口规范,所不同的是OpenSL ES播放是在native完成的,调用的是NDK接口OpenSL ES的播放能力。关于OpenSL ES的详细介绍,请参考官方文档 OpenSL ES 一文。

    Pipeline及SDL_Aout结构体及相关创建,与AudioTrack一致,请参考前文IJKPLAYER源码分析-AudioTrack播放-CSDN博客

2 接口

2.1 创建SDL_Aout

    创建OpenSL ES的SDL_Aout对象,调用链如下:

ijkmp_android_create() => ffpipeline_create_from_android() => func_open_audio_output() => SDL_AoutAndroid_CreateForOpenSLES()

    使能opensles选项,缺省为0,即使用AudioTrack播放: 

    { "opensles",                           "OpenSL ES: enable",
        OPTION_OFFSET(opensles),            OPTION_INT(0, 0, 1) },

     若使能了opensles选项,走OpenSL ES播放,相反则走AudioTrack播放:

static SDL_Aout *func_open_audio_output(IJKFF_Pipeline *pipeline, FFPlayer *ffp)
{
    SDL_Aout *aout = NULL;
    if (ffp->opensles) {
        aout = SDL_AoutAndroid_CreateForOpenSLES();
    } else {
        aout = SDL_AoutAndroid_CreateForAudioTrack();
    }
    if (aout)
        SDL_AoutSetStereoVolume(aout, pipeline->opaque->left_volume, pipeline->opaque->right_volume);
    return aout;
}

     OpenSL ES的SDL_Aout对象创建具体在此,遵循SDL_Aout接口规范:

SDL_Aout *SDL_AoutAndroid_CreateForOpenSLES()
{
    SDLTRACE("%s\n", __func__);
    SDL_Aout *aout = SDL_Aout_CreateInternal(sizeof(SDL_Aout_Opaque));
    if (!aout)
        return NULL;

    SDL_Aout_Opaque *opaque = aout->opaque;
    opaque->wakeup_cond = SDL_CreateCond();
    opaque->wakeup_mutex = SDL_CreateMutex();

    int ret = 0;

    SLObjectItf slObject = NULL;
    ret = slCreateEngine(&slObject, 0, NULL, 0, NULL, NULL);
    CHECK_OPENSL_ERROR(ret, "%s: slCreateEngine() failed", __func__);
    opaque->slObject = slObject;

    ret = (*slObject)->Realize(slObject, SL_BOOLEAN_FALSE);
    CHECK_OPENSL_ERROR(ret, "%s: slObject->Realize() failed", __func__);

    SLEngineItf slEngine = NULL;
    ret = (*slObject)->GetInterface(slObject, SL_IID_ENGINE, &slEngine);
    CHECK_OPENSL_ERROR(ret, "%s: slObject->GetInterface() failed", __func__);
    opaque->slEngine = slEngine;

    SLObjectItf slOutputMixObject = NULL;
    const SLInterfaceID ids1[] = {SL_IID_VOLUME};
    const SLboolean req1[] = {SL_BOOLEAN_FALSE};
    ret = (*slEngine)->CreateOutputMix(slEngine, &slOutputMixObject, 1, ids1, req1);
    CHECK_OPENSL_ERROR(ret, "%s: slEngine->CreateOutputMix() failed", __func__);
    opaque->slOutputMixObject = slOutputMixObject;

    ret = (*slOutputMixObject)->Realize(slOutputMixObject, SL_BOOLEAN_FALSE);
    CHECK_OPENSL_ERROR(ret, "%s: slOutputMixObject->Realize() failed", __func__);

    aout->free_l       = aout_free_l;
    aout->opaque_class = &g_opensles_class;
    aout->open_audio   = aout_open_audio;
    aout->pause_audio  = aout_pause_audio;
    aout->flush_audio  = aout_flush_audio;
    aout->close_audio  = aout_close_audio;
    aout->set_volume   = aout_set_volume;
    aout->func_get_latency_seconds = aout_get_latency_seconds;

    return aout;
fail:
    aout_free_l(aout);
    return NULL;
}

2.2 func_get_latency_seconds接口

  • 此接口是OpenSL ES相比于AudioTrack新增的1个接口;
  • 作用是:用来计算OpenSL ES底层buffer缓存了多少ms的音频数据,音视频同步时用来纠正音频的时钟;

    与AudioTrack相比,OpenSL ES增加了func_get_latency_seconds接口: 

    aout->func_get_latency_seconds = aout_get_latency_seconds;

    此接口的具体实现: 

static double aout_get_latency_seconds(SDL_Aout *aout)
{
    SDL_Aout_Opaque *opaque = aout->opaque;

    SLAndroidSimpleBufferQueueState state = {0};
    SLresult slRet = (*opaque->slBufferQueueItf)->GetState(opaque->slBufferQueueItf, &state);
    if (slRet != SL_RESULT_SUCCESS) {
        ALOGE("%s failed\n", __func__);
        return ((double)opaque->milli_per_buffer) * OPENSLES_BUFFERS / 1000;
    }

    // assume there is always a buffer in coping
    // state.count表示已用buffer个数
    double latency = ((double)opaque->milli_per_buffer) * state.count / 1000;
    return latency;
}

     以上就是OpenSL ES的SDL_Aout创建过程,大致与AudioTrack类似,遵循了SDL_Aout的接口规范,所不同的是OpenSL ES增加了func_get_latency_seconds接口,用来计算底层缓存的音频ms数;

3 open_audio

3.1 初始化

    OpenSL ES的打开,即OpenSL ES的初始化,主要做以下事情:

  • OpenSL ES的open_audio接口,大致功能与AudioTrack类似;
  • 将音频源的采样参数(采样率、通道数、采样位深)告诉OpenSL ES,并调用CreateAudioPlayer()创建SLObjectItf类型的播放器实例;
  • 使用播放器实例,查询SLPlayItf实例/SLVolumeItf实例/SLAndroidSimpleBufferQueueItf实例;

  • 使用播放器实例SLAndroidSimpleBufferQueueItf类型队列实例,并给该队列注册callback;

  • 根据最终的音频参数(采样率、通道数、采样位深),以及OpenSL ES每个buffer所能容纳的音频PCM数据量(10ms),,计算出最终的buffer总容量,并分配buffer内存;

  • 启动1个audio_thread线程,此线程的作用与AudioTrack的audio_thread作用一致,异步执行所有关于音频的操作,取得音频的PCM数据并喂给OpenSL ES;

  • 将最终的音频参数保存在全局变量is->audio_tgt中,后续若音频参数发生变更,需要重采样并且重置is->audio_tgt的值;

  • 设置OpenSL ES的缺省延迟时间,即OpenSL ES最多缓存了多少秒的PCM数据,此值在音视频同步时纠正音频的时钟有重要用处;

    // 设置缺省时延,若有func_set_default_latency_seconds回调则通过回调更新,没有则设置变量minimal_latency_seconds的值
    SDL_AoutSetDefaultLatencySeconds(ffp->aout, ((double)(2 * spec.size)) / audio_hw_params->bytes_per_sec);

 3.2 pcm buffer

    定义OpenSL ES每个buffer的音频容量,即能装下10ms的PCM数据,一共由255个音频buffer组成,即10 * 255 = 2550ms的数据。

    2个参数的具体宏定义请参照:

#define OPENSLES_BUFFERS 255 /* maximum number of buffers */
#define OPENSLES_BUFLEN  10 /* ms */

    计算最终OpenGL ES的buffer容量,并分配buffer: 

    // 对于opensl es来说,播放的是pcm数据,每个pcm为1帧
    opaque->bytes_per_frame   = format_pcm->numChannels * format_pcm->bitsPerSample / 8;
    // 对于opensl es来说,每次播放10ms的pcm数据
    opaque->milli_per_buffer  = OPENSLES_BUFLEN;
    // 每OPENSLES_BUFLEN=10ms有多少pcm帧
    opaque->frames_per_buffer = opaque->milli_per_buffer * format_pcm->samplesPerSec / 1000000; // samplesPerSec is in milli
    opaque->bytes_per_buffer  = opaque->bytes_per_frame * opaque->frames_per_buffer;
    opaque->buffer_capacity   = OPENSLES_BUFFERS * opaque->bytes_per_buffer;
    ALOGI("OpenSL-ES: bytes_per_frame  = %d bytes\n",  (int)opaque->bytes_per_frame);
    ALOGI("OpenSL-ES: milli_per_buffer = %d ms\n",     (int)opaque->milli_per_buffer);
    ALOGI("OpenSL-ES: frame_per_buffer = %d frames\n", (int)opaque->frames_per_buffer);
    ALOGI("OpenSL-ES: bytes_per_buffer = %d bytes\n",  (int)opaque->bytes_per_buffer);
    ALOGI("OpenSL-ES: buffer_capacity  = %d bytes\n",  (int)opaque->buffer_capacity);
    // 分配最终的pcm缓冲区
    opaque->buffer          = malloc(opaque->buffer_capacity);
    CHECK_COND_ERROR(opaque->buffer, "%s: failed to alloc buffer %d\n", __func__, (int)opaque->buffer_capacity);

    // (*opaque->slPlayItf)->SetPositionUpdatePeriod(opaque->slPlayItf, 1000);

    // enqueue empty buffer to start play
    memset(opaque->buffer, 0, opaque->buffer_capacity);
    for(int i = 0; i < OPENSLES_BUFFERS; ++i) {
        ret = (*opaque->slBufferQueueItf)->Enqueue(opaque->slBufferQueueItf, opaque->buffer + i * opaque->bytes_per_buffer, opaque->bytes_per_buffer);
        CHECK_OPENSL_ERROR(ret, "%s: slBufferQueueItf->Enqueue(000...) failed", __func__);
    }

    值得一提的是,OpenGL ES在此所支持的音频采样参数如下:

    CHECK_COND_ERROR((desired->format == AUDIO_S16SYS), "%s: not AUDIO_S16SYS", __func__);
    CHECK_COND_ERROR((desired->channels == 2 || desired->channels == 1), "%s: not 1,2 channel", __func__);
    CHECK_COND_ERROR((desired->freq >= 8000 && desired->freq <= 48000), "%s: unsupport freq %d Hz", __func__, desired->freq);

 3.3 调用流程

    打开OpenSL ES的调用链,其实是和AudioTrack一致,因为他们遵循了同样的接口规范SDL_Aout,具体如下:

read_thread() => stream_component_open() => audio_open() => SDL_AoutOpenAudio() => aout_open_audio()

    最后,走到aout_open_audio方法: 

static int aout_open_audio(SDL_Aout *aout, const SDL_AudioSpec *desired, SDL_AudioSpec *obtained)
{
    SDLTRACE("%s\n", __func__);
    assert(desired);
    SDLTRACE("aout_open_audio()\n");
    SDL_Aout_Opaque  *opaque     = aout->opaque;
    SLEngineItf       slEngine   = opaque->slEngine;
    SLDataFormat_PCM *format_pcm = &opaque->format_pcm;
    int               ret = 0;

    opaque->spec = *desired;

    // config audio src
    SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {
        SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE,
        OPENSLES_BUFFERS
    };

    int native_sample_rate = audiotrack_get_native_output_sample_rate(NULL);
    ALOGI("OpenSL-ES: native sample rate %d Hz\n", native_sample_rate);

    // opensl es仅支持以下参数的audio pcm播放
    CHECK_COND_ERROR((desired->format == AUDIO_S16SYS), "%s: not AUDIO_S16SYS", __func__);
    CHECK_COND_ERROR((desired->channels == 2 || desired->channels == 1), "%s: not 1,2 channel", __func__);
    CHECK_COND_ERROR((desired->freq >= 8000 && desired->freq <= 48000), "%s: unsupport freq %d Hz", __func__, desired->freq);
    if (SDL_Android_GetApiLevel() < IJK_API_21_LOLLIPOP &&
        native_sample_rate > 0 &&
        desired->freq < native_sample_rate) {
        // Don't try to play back a sample rate higher than the native one,
        // since OpenSL ES will try to use the fast path, which AudioFlinger
        // will reject (fast path can't do resampling), and will end up with
        // too small buffers for the resampling. See http://b.android.com/59453
        // for details. This bug is still present in 4.4. If it is fixed later
        // this workaround could be made conditional.
        //
        // by VLC/android_opensles.c
        ALOGW("OpenSL-ES: force resample %lu to native sample rate %d\n",
              (unsigned long) format_pcm->samplesPerSec / 1000,
              (int) native_sample_rate);
        format_pcm->samplesPerSec = native_sample_rate * 1000;
    }

    format_pcm->formatType       = SL_DATAFORMAT_PCM;
    format_pcm->numChannels      = desired->channels;
    format_pcm->samplesPerSec    = desired->freq * 1000; // milli Hz
    // format_pcm->numChannels      = 2;
    // format_pcm->samplesPerSec    = SL_SAMPLINGRATE_44_1;

    format_pcm->bitsPerSample    = SL_PCMSAMPLEFORMAT_FIXED_16;
    format_pcm->containerSize    = SL_PCMSAMPLEFORMAT_FIXED_16;
    switch (desired->channels) {
    case 2:
        format_pcm->channelMask  = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
        break;
    case 1:
        format_pcm->channelMask  = SL_SPEAKER_FRONT_CENTER;
        break;
    default:
        ALOGE("%s, invalid channel %d", __func__, desired->channels);
        goto fail;
    }
    format_pcm->endianness       = SL_BYTEORDER_LITTLEENDIAN;

    SLDataSource audio_source = {&loc_bufq, format_pcm};

    // config audio sink
    SLDataLocator_OutputMix loc_outmix = {
        SL_DATALOCATOR_OUTPUTMIX,
        opaque->slOutputMixObject
    };
    SLDataSink audio_sink = {&loc_outmix, NULL};

    SLObjectItf slPlayerObject = NULL;
    const SLInterfaceID ids2[] = { SL_IID_ANDROIDSIMPLEBUFFERQUEUE, SL_IID_VOLUME, SL_IID_PLAY };
    static const SLboolean req2[] = { SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };
    // 在此将audio的采样参数传递给opensl es
    ret = (*slEngine)->CreateAudioPlayer(slEngine, &slPlayerObject, &audio_source,
                                &audio_sink, sizeof(ids2) / sizeof(*ids2),
                                ids2, req2);
    CHECK_OPENSL_ERROR(ret, "%s: slEngine->CreateAudioPlayer() failed", __func__);
    opaque->slPlayerObject = slPlayerObject;

    ret = (*slPlayerObject)->Realize(slPlayerObject, SL_BOOLEAN_FALSE);
    CHECK_OPENSL_ERROR(ret, "%s: slPlayerObject->Realize() failed", __func__);

    ret = (*slPlayerObject)->GetInterface(slPlayerObject, SL_IID_PLAY, &opaque->slPlayItf);
    CHECK_OPENSL_ERROR(ret, "%s: slPlayerObject->GetInterface(SL_IID_PLAY) failed", __func__);

    ret = (*slPlayerObject)->GetInterface(slPlayerObject, SL_IID_VOLUME, &opaque->slVolumeItf);
    CHECK_OPENSL_ERROR(ret, "%s: slPlayerObject->GetInterface(SL_IID_VOLUME) failed", __func__);

    ret = (*slPlayerObject)->GetInterface(slPlayerObject, SL_IID_ANDROIDSIMPLEBUFFERQUEUE, &opaque->slBufferQueueItf);
    CHECK_OPENSL_ERROR(ret, "%s: slPlayerObject->GetInterface(SL_IID_ANDROIDSIMPLEBUFFERQUEUE) failed", __func__);

    ret = (*opaque->slBufferQueueItf)->RegisterCallback(opaque->slBufferQueueItf, aout_opensles_callback, (void*)aout);
    CHECK_OPENSL_ERROR(ret, "%s: slBufferQueueItf->RegisterCallback() failed", __func__);

    // set the player's state to playing
    // ret = (*opaque->slPlayItf)->SetPlayState(opaque->slPlayItf, SL_PLAYSTATE_PLAYING);
    // CHECK_OPENSL_ERROR(ret, "%s: slBufferQueueItf->slPlayItf() failed", __func__);

    // 对于opensl es来说,播放的是pcm数据,每个pcm为1帧
    opaque->bytes_per_frame   = format_pcm->numChannels * format_pcm->bitsPerSample / 8;
    // 对于opensl es来说,每次播放是10ms的pcm数据
    opaque->milli_per_buffer  = OPENSLES_BUFLEN;
    // 每OPENSLES_BUFLEN 10ms有多少pcm帧
    opaque->frames_per_buffer = opaque->milli_per_buffer * format_pcm->samplesPerSec / 1000000; // samplesPerSec is in milli
    opaque->bytes_per_buffer  = opaque->bytes_per_frame * opaque->frames_per_buffer;
    opaque->buffer_capacity   = OPENSLES_BUFFERS * opaque->bytes_per_buffer;
    ALOGI("OpenSL-ES: bytes_per_frame  = %d bytes\n",  (int)opaque->bytes_per_frame);
    ALOGI("OpenSL-ES: milli_per_buffer = %d ms\n",     (int)opaque->milli_per_buffer);
    ALOGI("OpenSL-ES: frame_per_buffer = %d frames\n", (int)opaque->frames_per_buffer);
    ALOGI("OpenSL-ES: bytes_per_buffer = %d bytes\n",  (int)opaque->bytes_per_buffer);
    ALOGI("OpenSL-ES: buffer_capacity  = %d bytes\n",  (int)opaque->buffer_capacity);
    // 根据计算出来的buffer_capacity分配buffer
    opaque->buffer          = malloc(opaque->buffer_capacity);
    CHECK_COND_ERROR(opaque->buffer, "%s: failed to alloc buffer %d\n", __func__, (int)opaque->buffer_capacity);

    // (*opaque->slPlayItf)->SetPositionUpdatePeriod(opaque->slPlayItf, 1000);

    // enqueue empty buffer to start play
    memset(opaque->buffer, 0, opaque->buffer_capacity);
    for(int i = 0; i < OPENSLES_BUFFERS; ++i) {
        ret = (*opaque->slBufferQueueItf)->Enqueue(opaque->slBufferQueueItf, opaque->buffer + i * opaque->bytes_per_buffer, opaque->bytes_per_buffer);
        CHECK_OPENSL_ERROR(ret, "%s: slBufferQueueItf->Enqueue(000...) failed", __func__);
    }

    opaque->pause_on = 1;
    opaque->abort_request = 0;
    opaque->audio_tid = SDL_CreateThreadEx(&opaque->_audio_tid, aout_thread, aout, "ff_aout_opensles");
    CHECK_COND_ERROR(opaque->audio_tid, "%s: failed to SDL_CreateThreadEx", __func__);

    if (obtained) {
        *obtained      = *desired;
        // opensl es音频硬件的缓冲区容量
        obtained->size = opaque->buffer_capacity;
        obtained->freq = format_pcm->samplesPerSec / 1000;
    }

    return opaque->buffer_capacity;
fail:
    aout_close_audio(aout);
    return -1;
}

     以上就是OpenSL ES的完整初始化流程。

4 audio_thread

    该线程主要做以下事情:

  • 响应业务侧对声音的操作,异步处理诸如play()/pause()/flush()/setVolume()等操作;
  • 通过sdl_audio_callback回调,取得PCM数据,再喂给OpenSL ES播放;
  • 每次取的PCM数据数是opaque->bytes_per_buffer,即OPENSLES_BUFLEN=10ms的PCM数据;

4.1 执行操作

    在此临界区执行对声音的操作,播放/暂停/调节音量/flush()等:

        SLAndroidSimpleBufferQueueState slState = {0};

        SLresult slRet = (*slBufferQueueItf)->GetState(slBufferQueueItf, &slState);
        if (slRet != SL_RESULT_SUCCESS) {
            ALOGE("%s: slBufferQueueItf->GetState() failed\n", __func__);
            SDL_UnlockMutex(opaque->wakeup_mutex);
        }

        SDL_LockMutex(opaque->wakeup_mutex);
        if (!opaque->abort_request && (opaque->pause_on || slState.count >= OPENSLES_BUFFERS)) {
            while (!opaque->abort_request && (opaque->pause_on || slState.count >= OPENSLES_BUFFERS)) {
                if (!opaque->pause_on) {
                    (*slPlayItf)->SetPlayState(slPlayItf, SL_PLAYSTATE_PLAYING);
                }
                SDL_CondWaitTimeout(opaque->wakeup_cond, opaque->wakeup_mutex, 1000);
                SLresult slRet = (*slBufferQueueItf)->GetState(slBufferQueueItf, &slState);
                if (slRet != SL_RESULT_SUCCESS) {
                    ALOGE("%s: slBufferQueueItf->GetState() failed\n", __func__);
                    SDL_UnlockMutex(opaque->wakeup_mutex);
                }

                if (opaque->pause_on)
                    (*slPlayItf)->SetPlayState(slPlayItf, SL_PLAYSTATE_PAUSED);
            }
            if (!opaque->abort_request && !opaque->pause_on) {
                (*slPlayItf)->SetPlayState(slPlayItf, SL_PLAYSTATE_PLAYING);
            }
        }
        if (opaque->need_flush) {
            opaque->need_flush = 0;
            (*slBufferQueueItf)->Clear(slBufferQueueItf);
        }

        if (opaque->need_set_volume) {
            opaque->need_set_volume = 0;
            SLmillibel level = android_amplification_to_sles((opaque->left_volume + opaque->right_volume) / 2);
            ALOGI("slVolumeItf->SetVolumeLevel((%f, %f) -> %d)\n", opaque->left_volume, opaque->right_volume, (int)level);
            slRet = (*slVolumeItf)->SetVolumeLevel(slVolumeItf, level);
            if (slRet != SL_RESULT_SUCCESS) {
                ALOGE("slVolumeItf->SetVolumeLevel failed %d\n", (int)slRet);
                // just ignore error
            }
        }
        SDL_UnlockMutex(opaque->wakeup_mutex);
    
        ......

4.2 sdl_audio_callback

    此处与AudioTrack逻辑一致,请参考 IJKPLAYER源码分析-AudioTrack播放-CSDN博客

  • 确保通过此callback取得opaque->bytes_per_buffer字节的PCM数据即可,无论是静音PCM数据抑或真实的可播放的PCM数据;

4.3 喂PCM数据

    再将取得的PCM数据喂给OpenSL ES播放即可:

        ......

        next_buffer = opaque->buffer + next_buffer_index * bytes_per_buffer;
        next_buffer_index = (next_buffer_index + 1) % OPENSLES_BUFFERS;
        audio_cblk(userdata, next_buffer, bytes_per_buffer);
        if (opaque->need_flush) {
            (*slBufferQueueItf)->Clear(slBufferQueueItf);
            opaque->need_flush = false;
        }

        if (opaque->need_flush) {
            ALOGE("flush");
            opaque->need_flush = 0;
            (*slBufferQueueItf)->Clear(slBufferQueueItf);
        } else {
            // 每次送给opensl es的Audio样本byte数为OPENSLES_BUFLEN=10ms所采集的PCM样本
            slRet = (*slBufferQueueItf)->Enqueue(slBufferQueueItf, next_buffer, bytes_per_buffer);
            if (slRet == SL_RESULT_SUCCESS) {
                // do nothing
            } else if (slRet == SL_RESULT_BUFFER_INSUFFICIENT) {
                // don't retry, just pass through
                ALOGE("SL_RESULT_BUFFER_INSUFFICIENT\n");
            } else {
                ALOGE("slBufferQueueItf->Enqueue() = %d\n", (int)slRet);
                break;
            }
        }
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ijkplayer是一个基于FFmpeg的跨平台音视频播放器,它提供了丰富的功能和灵活的接口,被广泛应用于移动端和嵌入式设备上。下面是对ijkplayer源码的简要剖析: 1. FFmpeg集成:ijkplayer基于FFmpeg进行音视频解码和处理。它通过FFmpeg提供的库函数实现了音视频的解码、渲染、编码等功能。 2. 播放器核心:ijkplayer的核心是一个播放器类,它负责管理音视频流的解码、渲染和控制。播放器核心包含了音视频解码器、渲染器、音频输出等模块。 3. 解码器:ijkplayer支持多种音视频格式的解码,包括常见的MP4、FLV、MKV等格式。它通过FFmpeg提供的解码器进行解码,并将解码后的数据传递给渲染器进行显示。 4. 渲染器:ijkplayer提供了多种渲染方式,包括基于OpenGL ES的视频渲染和基于OpenSL ES的音频渲染。它通过调用相应的接口将解码后的数据进行渲染。 5. 控制模块:ijkplayer提供了丰富的控制接口,包括播放、暂停、快进、快退等功能。它还支持循环播放、倍速播放等高级功能。 6. 网络模块:ijkplayer支持网络流媒体的播放,包括HTTP、RTMP、HLS等协议。它通过FFmpeg提供的网络模块进行数据的下载和解析。 7. 音频输出:ijkplayer通过OpenSL ES提供音频输出功能,支持多种音频格式的播放和控制。 8. 视频渲染:ijkplayer通过OpenGL ES提供视频渲染功能,支持多种视频格式的解码和显示。
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