原帖地址:
https://blog.csdn.net/sepnic/article/details/79383323
1. 音频框图概述
| Front End PCMs | SoC DSP | Back End DAIs | Audio devices |
<span class="hljs-comment">*************</span>
PCM0 <------------> <----DAI0-----> Codec Headset
PCM1 <------------> <----DAI1-----> Codec Speakers/Earpiece
DSP
PCM2 <------------> <----DAI2-----> MODEM
PCM3 <------------> <----DAI3-----> BT
<----DAI4-----> DMIC
<----DAI5-----> FM
*************
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- Front End PCMs:音频前端,一个前端对应着一个 PCM 设备
- Back End DAIs:音频后端,一个后端对应着一个 DAI 接口,一个 FE PCM 能够连接到一个或多个 BE DAI
- Audio Device:有 headset、speaker、earpiece、mic、bt、modem 等;不同的设备可能与不同的 DAI 接口连接,也可能与同一个 DAI 接口连接(如上图,Speaker 和 Earpiece 都连接到 DAI1)
- Soc DSP:本文范围内实现路由功能:连接 FE PCMs 和 BE DAIs,例如连接 PCM0 与 DAI1:
*************
PCM0 <============> *<====++ * <----DAI0-----> Codec Headset
* || *
PCM1 <------------> * ++===>* <====DAI1=====> Codec Speakers/Earpiece
* *
PCM2 <------------> * * <----DAI2-----> MODEM
* DSP *
PCM3 <------------> * * <----DAI3-----> BT
* *
* * <----DAI4-----> DMIC
* *
* * <----DAI5-----> FM
*************
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高通 MSM8996 音频框图:
FE PCMs:
- deep_buffer
- low_latency
- mutil_channel
- compress_offload
- audio_record
- usb_audio
- a2dp_audio
- voice_call
BE DAIs:
- SLIM_BUS
- Aux_PCM
- Primary_MI2S
- Secondary_MI2S
- Tertiary_MI2S
- Quatermary_MI2S
2. HAL 中的 usecase 和 device
usecase 通俗表示音频场景,对应着音频前端,比如:
- low_latency:按键音、触摸音、游戏背景音等低延时的放音场景
- deep_buffer:音乐、视频等对时延要求不高的放音场景
- compress_offload:mp3、flac、aac等格式的音源播放场景,这种音源不需要软件解码,直接把数据送到硬件解码器(aDSP),由硬件解码器(aDSP)进行解码
- record:普通录音场景
- record_low_latency:低延时的录音场景
- voice_call:语音通话场景
- voip_call:网络通话场景
/* These are the supported use cases by the hardware. * Each usecase is mapped to a specific PCM device. * Refer to pcm_device_table[]. */ enum { USECASE_INVALID = -1, /* Playback usecases */ USECASE_AUDIO_PLAYBACK_DEEP_BUFFER = 0, USECASE_AUDIO_PLAYBACK_LOW_LATENCY, USECASE_AUDIO_PLAYBACK_MULTI_CH, USECASE_AUDIO_PLAYBACK_OFFLOAD, USECASE_AUDIO_PLAYBACK_ULL,
<span class="hljs-comment">/* FM usecase */</span> USECASE_AUDIO_PLAYBACK_FM, <span class="hljs-comment">/* HFP Use case*/</span> USECASE_AUDIO_HFP_SCO, USECASE_AUDIO_HFP_SCO_WB, <span class="hljs-comment">/* Capture usecases */</span> USECASE_AUDIO_RECORD, USECASE_AUDIO_RECORD_COMPRESS, USECASE_AUDIO_RECORD_LOW_LATENCY, USECASE_AUDIO_RECORD_FM_VIRTUAL, <span class="hljs-comment">/* Voice usecase */</span> USECASE_VOICE_CALL, <span class="hljs-comment">/* Voice extension usecases */</span> USECASE_VOICE2_CALL, USECASE_VOLTE_CALL, USECASE_QCHAT_CALL, USECASE_VOWLAN_CALL, USECASE_VOICEMMODE1_CALL, USECASE_VOICEMMODE2_CALL, USECASE_COMPRESS_VOIP_CALL, USECASE_INCALL_REC_UPLINK, USECASE_INCALL_REC_DOWNLINK, USECASE_INCALL_REC_UPLINK_AND_DOWNLINK, USECASE_AUDIO_PLAYBACK_AFE_PROXY, USECASE_AUDIO_RECORD_AFE_PROXY, USECASE_AUDIO_PLAYBACK_EXT_DISP_SILENCE, AUDIO_USECASE_MAX
};
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device 表示音频端点设备,包括输出端点(如 speaker、headphone、earpiece)和输入端点(如 headset-mic、builtin-mic)。高通 HAL 对音频设备做了扩展,比如 speaker 分为:
- SND_DEVICE_OUT_SPEAKER:普通的外放设备
- SND_DEVICE_OUT_SPEAKER_PROTECTED:带保护的外放设备
- SND_DEVICE_OUT_VOICE_SPEAKER:普通的通话免提设备
- SND_DEVICE_OUT_VOICE_SPEAKER_PROTECTED:带保护的通话免提设备
类似还有很多,详见 platform.h 音频设备定义,下面仅列举一部分:
/* Sound devices specific to the platform * The DEVICE_OUT_* and DEVICE_IN_* should be mapped to these sound * devices to enable corresponding mixer paths */ enum { SND_DEVICE_NONE = 0,
<span class="hljs-comment">/* Playback devices */</span> SND_DEVICE_MIN, SND_DEVICE_OUT_BEGIN = SND_DEVICE_MIN, SND_DEVICE_OUT_HANDSET = SND_DEVICE_OUT_BEGIN, SND_DEVICE_OUT_SPEAKER, SND_DEVICE_OUT_HEADPHONES, SND_DEVICE_OUT_HEADPHONES_DSD, SND_DEVICE_OUT_SPEAKER_AND_HEADPHONES, SND_DEVICE_OUT_SPEAKER_AND_LINE, SND_DEVICE_OUT_VOICE_HANDSET, SND_DEVICE_OUT_VOICE_SPEAKER, SND_DEVICE_OUT_VOICE_HEADPHONES, SND_DEVICE_OUT_VOICE_LINE, SND_DEVICE_OUT_HDMI, SND_DEVICE_OUT_DISPLAY_PORT, SND_DEVICE_OUT_BT_SCO, SND_DEVICE_OUT_BT_A2DP, SND_DEVICE_OUT_SPEAKER_AND_BT_A2DP, SND_DEVICE_OUT_AFE_PROXY, SND_DEVICE_OUT_USB_HEADSET, SND_DEVICE_OUT_USB_HEADPHONES, SND_DEVICE_OUT_SPEAKER_AND_USB_HEADSET, SND_DEVICE_OUT_SPEAKER_PROTECTED, SND_DEVICE_OUT_VOICE_SPEAKER_PROTECTED, SND_DEVICE_OUT_END, <span class="hljs-comment">/* Capture devices */</span> SND_DEVICE_IN_BEGIN = SND_DEVICE_OUT_END, SND_DEVICE_IN_HANDSET_MIC = SND_DEVICE_IN_BEGIN, <span class="hljs-comment">// 58</span> SND_DEVICE_IN_SPEAKER_MIC, SND_DEVICE_IN_HEADSET_MIC, SND_DEVICE_IN_VOICE_SPEAKER_MIC, SND_DEVICE_IN_VOICE_HEADSET_MIC, SND_DEVICE_IN_BT_SCO_MIC, SND_DEVICE_IN_CAMCORDER_MIC, SND_DEVICE_IN_END, SND_DEVICE_MAX = SND_DEVICE_IN_END,
};
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扩展这么多是为了方便设置 acdb id,比如外放和通话免提虽然都用了同样的喇叭设备,但是这两种情景会使用不同的算法,因此需要设置不同的 acdb id 到 aDSP,区分 SND_DEVICE_OUT_SPEAKER 和 SND_DEVICE_OUT_VOICE_SPEAKER 是为了匹配到各自的 acdb id。
由于高通 HAL 定义的音频设备与 Android Framework 定义的不一致,所以在高通 HAL 中会根据音频场景对框架层传入的音频设备进行转换,详见:
- platform_get_output_snd_device()
- platform_get_input_snd_device()
在高通 HAL 中,我们只看到 usecase(即 FE PCM)和 device,那么上一个节中提到的 BE DAI 为什么没有被提及?很简单,device 和 BE DAI 是“多对一”的关系,device 连接着唯一的 BE DAI(反过来就不成立了,BE DAI 可能连接着多个 device),所以确定了 device 也就能确定所连接的 BE DAI。
3. 音频通路连接
简单描述下高通 HAL 层音频通路的连接流程。如
音频框图概述
所示,音频通路分为三大块:FE PCMs、BE DAIs、Devices,这三块均需要打开并串联起来才能完成一个音频通路的设置。FE_PCMs <=> BE_DAIs <=> Devices
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3.1. 打开 FE PCM
FE PCMs 是在音频流打开时设置的,我们首先要了解一个音频流对应着一个 usecase,具体细节请参考:Android 音频系统:从 AudioTrack 到 AudioFlinger
AudioTrack、AudioFlinger Threads、AudioHAL Usecases、AudioDriver PCMs 的关系如下图所示:
start_output_stream() 代码分析:
// 根据 usecase 找到对应 FE PCM id int platform_get_pcm_device_id(audio_usecase_t usecase, int device_type) { int device_id = -1; if (device_type == PCM_PLAYBACK) device_id = pcm_device_table[usecase][0]; else device_id = pcm_device_table[usecase][1]; return device_id; }
int start_output_stream(struct stream_out *out)
{
int ret = 0;
struct audio_usecase *uc_info;
struct audio_device *adev = out->dev;<span class="hljs-comment">// 根据 usecase 找到对应 FE PCM id</span> out->pcm_device_id = platform_get_pcm_device_id(out->usecase, PCM_PLAYBACK); <span class="hljs-keyword">if</span> (out->pcm_device_id < <span class="hljs-number">0</span>) { ALOGE(<span class="hljs-string">"%s: Invalid PCM device id(%d) for the usecase(%d)"</span>, __func__, out->pcm_device_id, out->usecase); ret = -EINVAL; <span class="hljs-keyword">goto</span> error_open; } <span class="hljs-comment">// 为这个音频流新建一个 usecase 实例</span> uc_info = (<span class="hljs-keyword">struct</span> audio_usecase *)<span class="hljs-built_in">calloc</span>(<span class="hljs-number">1</span>, <span class="hljs-keyword">sizeof</span>(<span class="hljs-keyword">struct</span> audio_usecase)); <span class="hljs-keyword">if</span> (!uc_info) { ret = -ENOMEM; <span class="hljs-keyword">goto</span> error_config; } uc_info->id = out->usecase; <span class="hljs-comment">// 音频流对应的 usecase</span> uc_info->type = PCM_PLAYBACK; <span class="hljs-comment">// 音频流的流向</span> uc_info->stream.out = out; uc_info->devices = out->devices; <span class="hljs-comment">// 音频流的初始设备</span> uc_info->in_snd_device = SND_DEVICE_NONE; uc_info->out_snd_device = SND_DEVICE_NONE; list_add_tail(&adev->usecase_list, &uc_info-><span class="hljs-built_in">list</span>); <span class="hljs-comment">// 把新建的 usecase 实例添加到链表中</span> <span class="hljs-comment">// 根据 usecase、out->devices,为音频流选择相应的音频设备</span> select_devices(adev, out->usecase); ALOGV(<span class="hljs-string">"%s: Opening PCM device card_id(%d) device_id(%d) format(%#x)"</span>, __func__, adev->snd_card, out->pcm_device_id, out->config.format); <span class="hljs-keyword">if</span> (!is_offload_usecase(out->usecase)) { <span class="hljs-keyword">unsigned</span> <span class="hljs-keyword">int</span> flags = PCM_OUT; <span class="hljs-keyword">unsigned</span> <span class="hljs-keyword">int</span> pcm_open_retry_count = <span class="hljs-number">0</span>; <span class="hljs-keyword">if</span> (out->usecase == USECASE_AUDIO_PLAYBACK_AFE_PROXY) { flags |= PCM_MMAP | PCM_NOIRQ; pcm_open_retry_count = PROXY_OPEN_RETRY_COUNT; } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (out->realtime) { flags |= PCM_MMAP | PCM_NOIRQ; } <span class="hljs-keyword">else</span> flags |= PCM_MONOTONIC; <span class="hljs-keyword">while</span> (<span class="hljs-number">1</span>) { <span class="hljs-comment">// 打开 FE PCM</span> out->pcm = pcm_open(adev->snd_card, out->pcm_device_id, flags, &out->config); <span class="hljs-keyword">if</span> (out->pcm == NULL || !pcm_is_ready(out->pcm)) { ALOGE(<span class="hljs-string">"%s: %s"</span>, __func__, pcm_get_error(out->pcm)); <span class="hljs-keyword">if</span> (out->pcm != NULL) { pcm_close(out->pcm); out->pcm = NULL; } <span class="hljs-keyword">if</span> (pcm_open_retry_count-- == <span class="hljs-number">0</span>) { ret = -EIO; <span class="hljs-keyword">goto</span> error_open; } usleep(PROXY_OPEN_WAIT_TIME * <span class="hljs-number">1000</span>); <span class="hljs-keyword">continue</span>; } <span class="hljs-keyword">break</span>; }<div class="hljs-button {2}" data-title="复制"></div></code><ul class="pre-numbering" style=""><li style="color: rgb(153, 153, 153);">1</li><li style="color: rgb(153, 153, 153);">2</li><li style="color: rgb(153, 153, 153);">3</li><li style="color: rgb(153, 153, 153);">4</li><li style="color: rgb(153, 153, 153);">5</li><li style="color: rgb(153, 153, 153);">6</li><li style="color: rgb(153, 153, 153);">7</li><li style="color: rgb(153, 153, 153);">8</li><li style="color: rgb(153, 153, 153);">9</li><li style="color: rgb(153, 153, 153);">10</li><li style="color: rgb(153, 153, 153);">11</li><li style="color: rgb(153, 153, 153);">12</li><li style="color: rgb(153, 153, 153);">13</li><li style="color: rgb(153, 153, 153);">14</li><li style="color: rgb(153, 153, 153);">15</li><li style="color: rgb(153, 153, 153);">16</li><li style="color: rgb(153, 153, 153);">17</li><li style="color: rgb(153, 153, 153);">18</li><li style="color: rgb(153, 153, 153);">19</li><li style="color: rgb(153, 153, 153);">20</li><li style="color: rgb(153, 153, 153);">21</li><li style="color: rgb(153, 153, 153);">22</li><li style="color: rgb(153, 153, 153);">23</li><li style="color: rgb(153, 153, 153);">24</li><li style="color: rgb(153, 153, 153);">25</li><li style="color: rgb(153, 153, 153);">26</li><li style="color: rgb(153, 153, 153);">27</li><li style="color: rgb(153, 153, 153);">28</li><li style="color: rgb(153, 153, 153);">29</li><li style="color: rgb(153, 153, 153);">30</li><li style="color: rgb(153, 153, 153);">31</li><li style="color: rgb(153, 153, 153);">32</li><li style="color: rgb(153, 153, 153);">33</li><li style="color: rgb(153, 153, 153);">34</li><li style="color: rgb(153, 153, 153);">35</li><li style="color: rgb(153, 153, 153);">36</li><li style="color: rgb(153, 153, 153);">37</li><li style="color: rgb(153, 153, 153);">38</li><li style="color: rgb(153, 153, 153);">39</li><li style="color: rgb(153, 153, 153);">40</li><li style="color: rgb(153, 153, 153);">41</li><li style="color: rgb(153, 153, 153);">42</li><li style="color: rgb(153, 153, 153);">43</li><li style="color: rgb(153, 153, 153);">44</li><li style="color: rgb(153, 153, 153);">45</li><li style="color: rgb(153, 153, 153);">46</li><li style="color: rgb(153, 153, 153);">47</li><li style="color: rgb(153, 153, 153);">48</li><li style="color: rgb(153, 153, 153);">49</li><li style="color: rgb(153, 153, 153);">50</li><li style="color: rgb(153, 153, 153);">51</li><li style="color: rgb(153, 153, 153);">52</li><li style="color: rgb(153, 153, 153);">53</li><li style="color: rgb(153, 153, 153);">54</li><li style="color: rgb(153, 153, 153);">55</li><li style="color: rgb(153, 153, 153);">56</li><li style="color: rgb(153, 153, 153);">57</li><li style="color: rgb(153, 153, 153);">58</li><li style="color: rgb(153, 153, 153);">59</li><li style="color: rgb(153, 153, 153);">60</li><li style="color: rgb(153, 153, 153);">61</li><li style="color: rgb(153, 153, 153);">62</li><li style="color: rgb(153, 153, 153);">63</li><li style="color: rgb(153, 153, 153);">64</li><li style="color: rgb(153, 153, 153);">65</li><li style="color: rgb(153, 153, 153);">66</li><li style="color: rgb(153, 153, 153);">67</li><li style="color: rgb(153, 153, 153);">68</li><li style="color: rgb(153, 153, 153);">69</li><li style="color: rgb(153, 153, 153);">70</li><li style="color: rgb(153, 153, 153);">71</li><li style="color: rgb(153, 153, 153);">72</li><li style="color: rgb(153, 153, 153);">73</li><li style="color: rgb(153, 153, 153);">74</li><li style="color: rgb(153, 153, 153);">75</li><li style="color: rgb(153, 153, 153);">76</li><li style="color: rgb(153, 153, 153);">77</li></ul></pre>
语音通话的情景有所不同,它不是传统意义的音频流,流程大概是这样的:
- 进入通话时,上层会先设置音频模式为 AUDIO_MODE_IN_CALL(HAL 接口是 adev_set_mode()),再传入音频设备 routing=$device(HAL 接口是 out_set_parameters())
- out_set_parameters() 中检查音频模式是否为 AUDIO_MODE_IN_CALL,是则调用 voice_start_call() 打开语音通话的 FE_PCM
3.2. 路由选择
我们在 mixer_pahts.xml 中看到 usecase 相关的通路:
<path name="deep-buffer-playback speaker"> <ctl name="QUAT_MI2S_RX Audio Mixer MultiMedia1" value="1" /> </path>
<span class="hljs-tag"><<span class="hljs-title">path</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"deep-buffer-playback headphones"</span>></span> <span class="hljs-tag"><<span class="hljs-title">ctl</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"TERT_MI2S_RX Audio Mixer MultiMedia1"</span> <span class="hljs-attribute">value</span>=<span class="hljs-value">"1"</span> /></span> <span class="hljs-tag"></<span class="hljs-title">path</span>></span> <span class="hljs-tag"><<span class="hljs-title">path</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"deep-buffer-playback earphones"</span>></span> <span class="hljs-tag"><<span class="hljs-title">ctl</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"QUAT_MI2S_RX Audio Mixer MultiMedia1"</span> <span class="hljs-attribute">value</span>=<span class="hljs-value">"1"</span> /></span> <span class="hljs-tag"></<span class="hljs-title">path</span>></span> <span class="hljs-tag"><<span class="hljs-title">path</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"low-latency-playback speaker"</span>></span> <span class="hljs-tag"><<span class="hljs-title">ctl</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"QUAT_MI2S_RX Audio Mixer MultiMedia5"</span> <span class="hljs-attribute">value</span>=<span class="hljs-value">"1"</span> /></span> <span class="hljs-tag"></<span class="hljs-title">path</span>></span> <span class="hljs-tag"><<span class="hljs-title">path</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"low-latency-playback headphones"</span>></span> <span class="hljs-tag"><<span class="hljs-title">ctl</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"TERT_MI2S_RX Audio Mixer MultiMedia5"</span> <span class="hljs-attribute">value</span>=<span class="hljs-value">"1"</span> /></span> <span class="hljs-tag"></<span class="hljs-title">path</span>></span> <span class="hljs-tag"><<span class="hljs-title">path</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"low-latency-playback earphones"</span>></span> <span class="hljs-tag"><<span class="hljs-title">ctl</span> <span class="hljs-attribute">name</span>=<span class="hljs-value">"QUAT_MI2S_RX Audio Mixer MultiMedia5"</span> <span class="hljs-attribute">value</span>=<span class="hljs-value">"1"</span> /></span> <span class="hljs-tag"></<span class="hljs-title">path</span>></span><div class="hljs-button {2}" data-title="复制"></div></code><ul class="pre-numbering" style=""><li style="color: rgb(153, 153, 153);">1</li><li style="color: rgb(153, 153, 153);">2</li><li style="color: rgb(153, 153, 153);">3</li><li style="color: rgb(153, 153, 153);">4</li><li style="color: rgb(153, 153, 153);">5</li><li style="color: rgb(153, 153, 153);">6</li><li style="color: rgb(153, 153, 153);">7</li><li style="color: rgb(153, 153, 153);">8</li><li style="color: rgb(153, 153, 153);">9</li><li style="color: rgb(153, 153, 153);">10</li><li style="color: rgb(153, 153, 153);">11</li><li style="color: rgb(153, 153, 153);">12</li><li style="color: rgb(153, 153, 153);">13</li><li style="color: rgb(153, 153, 153);">14</li><li style="color: rgb(153, 153, 153);">15</li><li style="color: rgb(153, 153, 153);">16</li><li style="color: rgb(153, 153, 153);">17</li><li style="color: rgb(153, 153, 153);">18</li><li style="color: rgb(153, 153, 153);">19</li><li style="color: rgb(153, 153, 153);">20</li><li style="color: rgb(153, 153, 153);">21</li><li style="color: rgb(153, 153, 153);">22</li><li style="color: rgb(153, 153, 153);">23</li></ul></pre>
这些通路其实就是连接 usecase、device 之间的路由。比如 “deep-buffer-playback speaker” 是连接 deep-buffer-playback FE PCM、speaker Device 之间的路由,打开 “deep-buffer-playback speaker”,则把 deep-buffer-playback FE PCM 和 speaker Device 连接起来;关闭 “deep-buffer-playback speaker”,则断开 deep-buffer-playback FE PCM 和 speaker Device 的连接。
之前提到“device 连接着唯一的 BE DAI,确定了 device 也就能确定所连接的 BE DAI”,因此这些路由通路其实都隐含着 BE DAI 的连接:FE PCM 并非直接到 device 的,而是 FE PCM 先连接到 BE DAI,BE DAI 再连接到 device。这点有助于理解路由控件,路由控件面向的是 FE PCM 和 BE DAI 之间的连接,回放类型的路由控件名称一般是:
$BE_DAI Audio Mixer $FE_PCM
,录制类型的路由控件名称一般是:$FE_PCM Audio Mixer $BE_DAI
,这很容易分辨。例如 “deep-buffer-playback speaker” 通路中的路由控件:
<ctl name="QUAT_MI2S_RX Audio Mixer MultiMedia1" value="1" />
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- MultiMedia1:deep_buffer usacase 对应的 FE PCM
- QUAT_MI2S_RX:speaker device 所连接的 BE DAI
- Audio Mixer:表示 DSP 路由功能
- value:1 表示连接,0 表示断开连接
这个控件的意思是:把 MultiMedia1 PCM 与 QUAT_MI2S_RX DAI 连接起来。这个控件并没有指明 QUAT_MI2S_RX DAI 与 speaker device 之间的连接,因为 BE DAIs 与 Devices 之间并不需要路由控件,如之前所强调”device 连接着唯一的 BE DAI,确定了 device 也就能确定所连接的 BE DAI“。
路由控件的开关不仅仅影响 FE PCMs、BE DAIs 的连接或断开,同时会使能或禁用 BE DAIs,要深入理解这点的话需要去研究 ALSA DPCM(Dynamic PCM) 机制,这里稍作了解即可。
路由操作函数是 enable_audio_route()/disable_audio_route(),这两个函数名称很贴合,控制 FE PCMs 与 BE DAIs 的连接或断开。
代码流程很简单,把 usecase 和 device 拼接起来就是路由的 path name 了,然后再调用 audio_route_apply_and_update_path() 来设置路由通路:
const char * const use_case_table[AUDIO_USECASE_MAX] = { [USECASE_AUDIO_PLAYBACK_DEEP_BUFFER] = "deep-buffer-playback", [USECASE_AUDIO_PLAYBACK_LOW_LATENCY] = "low-latency-playback", //... };
const char * const backend_tag_table[SND_DEVICE_MAX] = {
[SND_DEVICE_OUT_HANDSET] = “earphones”;
[SND_DEVICE_OUT_SPEAKER] = “speaker”;
[SND_DEVICE_OUT_SPEAKER] = “headphones”;
//…
};void platform_add_backend_name(char *mixer_path, snd_device_t snd_device,
struct audio_usecase *usecase)
{
if ((snd_device < SND_DEVICE_MIN) || (snd_device >= SND_DEVICE_MAX)) {
ALOGE("%s: Invalid snd_device = %d", func, snd_device);
return;
}<span class="hljs-keyword">const</span> <span class="hljs-keyword">char</span> * suffix = backend_tag_table[snd_device]; <span class="hljs-keyword">if</span> (suffix != NULL) { strlcat(mixer_path, <span class="hljs-string">" "</span>, MIXER_PATH_MAX_LENGTH); strlcat(mixer_path, suffix, MIXER_PATH_MAX_LENGTH); }
}
int enable_audio_route(struct audio_device *adev,
struct audio_usecase *usecase)
{
snd_device_t snd_device;
char mixer_path[MIXER_PATH_MAX_LENGTH];<span class="hljs-keyword">if</span> (usecase == NULL) <span class="hljs-keyword">return</span> -EINVAL; ALOGV(<span class="hljs-string">"%s: enter: usecase(%d)"</span>, __func__, usecase->id); <span class="hljs-keyword">if</span> (usecase->type == PCM_CAPTURE) snd_device = usecase->in_snd_device; <span class="hljs-keyword">else</span> snd_device = usecase->out_snd_device; strlcpy(mixer_path, use_case_table[usecase->id], MIXER_PATH_MAX_LENGTH); platform_add_backend_name(mixer_path, snd_device, usecase); ALOGD(<span class="hljs-string">"%s: apply mixer and update path: %s"</span>, __func__, mixer_path); audio_route_apply_and_update_path(adev->audio_route, mixer_path); ALOGV(<span class="hljs-string">"%s: exit"</span>, __func__); <span class="hljs-keyword">return</span> <span class="hljs-number">0</span>;
}
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3.3. 打开 Device
Android 音频框架层中,音频设备仅表示输入输出端点,它不关心 BE DAIs 与 端点之间都经过了哪些部件(widget)。但我们做底层的必须清楚知道:从BE DAIs 到端点,整条通路经历了哪些部件。如下图的外放通路 :
为了使得声音从 speaker 端点输出,我们需要打开 AIF1、DAC1、SPKOUT 这些部件,并把它们串联起来,这样音频数据才能顺着这条路径(AIF1>DAC1>SPKOUT>SPEAKER)一路输出到 speaker。
在音频硬件驱动中,定义各种控件用于部件的开关或连接,比如控件 “SPKL DAC1 Switch” 用于控制 SPKL、DAC1 的连接或断开。具体细节请参考:Linux ALSA 音频系统:物理链路篇
我们在 mixer_pahts.xml 中看到 speaker 通路:
<path name="speaker"> <ctl name="SPKL DAC1 Switch" value="1" /> <ctl name="DAC1L AIF1RX1 Switch" value="1" /> <ctl name="DAC1R AIF1RX2 Switch" value="1" /> </path>
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这些设备通路由 enable_snd_device()/disable_snd_device() 设置:
int enable_snd_device(struct audio_device *adev, snd_device_t snd_device) { int i, num_devices = 0; snd_device_t new_snd_devices[SND_DEVICE_OUT_END]; char device_name[DEVICE_NAME_MAX_SIZE] = {0};
<span class="hljs-keyword">if</span> (snd_device < SND_DEVICE_MIN || snd_device >= SND_DEVICE_MAX) { ALOGE(<span class="hljs-string">"%s: Invalid sound device %d"</span>, __func__, snd_device); <span class="hljs-keyword">return</span> -EINVAL; } <span class="hljs-comment">// 设备引用计数累加</span> adev->snd_dev_ref_cnt[snd_device]++; <span class="hljs-comment">// 根据 snd_device 找到对应的 device_name</span> <span class="hljs-keyword">if</span>(platform_get_snd_device_name_extn(adev->platform, snd_device, device_name) < <span class="hljs-number">0</span> ) { ALOGE(<span class="hljs-string">"%s: Invalid sound device returned"</span>, __func__); <span class="hljs-keyword">return</span> -EINVAL; } <span class="hljs-comment">// 设备已经被打开了,直接返回,不会重复打开设备</span> <span class="hljs-keyword">if</span> (adev->snd_dev_ref_cnt[snd_device] > <span class="hljs-number">1</span>) { ALOGV(<span class="hljs-string">"%s: snd_device(%d: %s) is already active"</span>, __func__, snd_device, device_name); <span class="hljs-keyword">return</span> <span class="hljs-number">0</span>; } <span class="hljs-comment">// 如果是带保护的设备,那么先停止校准操作</span> <span class="hljs-keyword">if</span> (audio_extn_spkr_prot_is_enabled()) audio_extn_spkr_prot_calib_cancel(adev); <span class="hljs-keyword">if</span> (platform_can_enable_spkr_prot_on_device(snd_device) && audio_extn_spkr_prot_is_enabled()) { <span class="hljs-comment">// 检查带保护的设备有无合法的 acdb id,如果没有合法的 acdb id,那么保护算法无法被调用的</span> <span class="hljs-keyword">if</span> (platform_get_spkr_prot_acdb_id(snd_device) < <span class="hljs-number">0</span>) { adev->snd_dev_ref_cnt[snd_device]--; <span class="hljs-keyword">return</span> -EINVAL; } audio_extn_dev_arbi_acquire(snd_device); <span class="hljs-comment">// 打开带保护的设备,保护算法也开始运作</span> <span class="hljs-keyword">if</span> (audio_extn_spkr_prot_start_processing(snd_device)) { ALOGE(<span class="hljs-string">"%s: spkr_start_processing failed"</span>, __func__); audio_extn_dev_arbi_release(snd_device); <span class="hljs-keyword">return</span> -EINVAL; } } <span class="hljs-keyword">else</span> <span class="hljs-keyword">if</span> (platform_split_snd_device(adev->platform, snd_device, &num_devices, new_snd_devices) == <span class="hljs-number">0</span>) { <span class="hljs-comment">// 铃声模式下,多设备分割:比如 SND_DEVICE_OUT_SPEAKER_AND_HEADPHONES 先分割为</span> <span class="hljs-comment">// SND_DEVICE_OUT_SPEAKER + SND_DEVICE_OUT_HEADPHONES,然后再一一打开 speaker</span> <span class="hljs-comment">// 和 headphones 设备</span> <span class="hljs-keyword">for</span> (i = <span class="hljs-number">0</span>; i < num_devices; i++) { enable_snd_device(adev, new_snd_devices[i]); } } <span class="hljs-keyword">else</span> { ALOGD(<span class="hljs-string">"%s: snd_device(%d: %s)"</span>, __func__, snd_device, device_name); <span class="hljs-comment">// A2DP:打开蓝牙设备端</span> <span class="hljs-keyword">if</span> ((SND_DEVICE_OUT_BT_A2DP == snd_device) && (audio_extn_a2dp_start_playback() < <span class="hljs-number">0</span>)) { ALOGE(<span class="hljs-string">" fail to configure A2dp control path "</span>); <span class="hljs-keyword">return</span> -EINVAL; } audio_extn_dev_arbi_acquire(snd_device); <span class="hljs-comment">// 设置设备通路</span> audio_route_apply_and_update_path(adev->audio_route, device_name); } <span class="hljs-keyword">return</span> <span class="hljs-number">0</span>;
}
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值得注意的点有:
- 设备引用计数:每个设备都有各自的引用计数 snd_dev_ref_cnt,引用计数在 enable_snd_device() 中累加,如果大于 1,则表示该设备已经被打开了,那么就不会重复打开该设备;引用计数在 disable_snd_device() 中累减,如果为 0,则表示没有 usecase 需要该设备了,那么就关闭该设备。
- 带保护的外放设备:带 “audio_extn_spkr_prot” 前缀的函数是带保护的外放设备的相关函数,这些带保护的外放设备和其他设备不一样,它虽然属于输出设备,但往往还需要打开一个 PCM_IN 作为 I/V Feedback,有了 I/V Feedback 保护算法才能正常运作。
- 多输出设备的分割:多输出设备,一般指铃声模式下,外放设备与其他设备同时输出的情形;platform_split_snd_device() 把多输出设备分割,比如 SND_DEVICE_OUT_SPEAKER_AND_HEADPHONES 分割为 SND_DEVICE_OUT_SPEAKER + SND_DEVICE_OUT_HEADPHONES,然后再一一打开 speaker、headphones。为什么要把多输出设备分割为 外放设备+其他设备 的形式?现在智能手机的外放设备一般都是带保护的,需要跑喇叭保护算法,而其他设备如蓝牙耳机也可能需要跑 aptX 算法,如果没有分割的话,只能下发一个 acdb id,无法把喇叭保护算法和 aptX 算法都调度起来。多输出设备分割时,还需要遵循一个规则:如果这些设备均连接到同一个 BE DAI,则无须分割。
int platform_split_snd_device(void *platform, snd_device_t snd_device, int *num_devices, snd_device_t *new_snd_devices) { int ret = -EINVAL; struct platform_data *my_data = (struct platform_data *)platform; if (NULL == num_devices || NULL == new_snd_devices) { ALOGE("%s: NULL pointer ..", __func__); return -EINVAL; }
<span class="hljs-comment">/* * If wired headset/headphones/line devices share the same backend * with speaker/earpiece this routine returns -EINVAL. */</span> <span class="hljs-keyword">if</span> (snd_device == SND_DEVICE_OUT_SPEAKER_AND_HEADPHONES && !platform_check_backends_match(SND_DEVICE_OUT_SPEAKER, SND_DEVICE_OUT_HEADPHONES)) { *num_devices = <span class="hljs-number">2</span>; new_snd_devices[<span class="hljs-number">0</span>] = SND_DEVICE_OUT_SPEAKER; new_snd_devices[<span class="hljs-number">1</span>] = SND_DEVICE_OUT_HEADPHONES; ret = <span class="hljs-number">0</span>;<div class="hljs-button {2}" data-title="复制"></div></code><ul class="pre-numbering" style=""><li style="color: rgb(153, 153, 153);">1</li><li style="color: rgb(153, 153, 153);">2</li><li style="color: rgb(153, 153, 153);">3</li><li style="color: rgb(153, 153, 153);">4</li><li style="color: rgb(153, 153, 153);">5</li><li style="color: rgb(153, 153, 153);">6</li><li style="color: rgb(153, 153, 153);">7</li><li style="color: rgb(153, 153, 153);">8</li><li style="color: rgb(153, 153, 153);">9</li><li style="color: rgb(153, 153, 153);">10</li><li style="color: rgb(153, 153, 153);">11</li><li style="color: rgb(153, 153, 153);">12</li><li style="color: rgb(153, 153, 153);">13</li><li style="color: rgb(153, 153, 153);">14</li><li style="color: rgb(153, 153, 153);">15</li><li style="color: rgb(153, 153, 153);">16</li><li style="color: rgb(153, 153, 153);">17</li><li style="color: rgb(153, 153, 153);">18</li><li style="color: rgb(153, 153, 153);">19</li><li style="color: rgb(153, 153, 153);">20</li><li style="color: rgb(153, 153, 153);">21</li><li style="color: rgb(153, 153, 153);">22</li><li style="color: rgb(153, 153, 153);">23</li></ul></pre>
4. 音频设备切换
- 回放场景,框架层回调 HAL 层接口 out_set_parameters(“routing=$device”) 来切换输出设备
- 录制场景,框架层回调 HAL 层接口 in_set_parameters(“routing=$device”) 来切换输入设备
这两个函数最终都是调用 select_device() 来实现设备切换的,select_device() 函数非常复杂,这里仅阐述下主干流程。
select_devices disable_audio_route disable_snd_device check_usecases_codec_backend 检查其他usecase是否也跟随切换设备 platform_check_backends_match disable_audio_route disable_snd_device enable_snd_device enable_audio_route enable_snd_device enable_audio_route
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4.1. 单 usecase 情景的设备切换
4.2. 多 usecase 情景的设备切换
–to be continued