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(四)Android通过ffmpeg解码音频

(四)Android通过ffmpeg解码音频

作者: 超人TIGA | 来源:发表于2022-06-01 10:25 被阅读0次

音频解码与视频解码的流程大致相同,唯一的区别只有处理帧数据的时候,视频是像素转换并显示,而音频则是重采样并播放。
所以基于这一点,在以后做架构的时候,可以将音频、视频这两部分,相同的逻辑放在共同的父类当中,自身子类则各自处理视频显示和声音播放等逻辑。

先看看音频解码的流程图: 音频解码流程图.drawio.png 一般录音(采集音频)时,可能有多种采样率可以选择,当该采样率与音频设备驱动的固定采样率不符时,就会导致变声或者音频出现快放慢放效果,此时就需要用到重采样来确保音频采样率和设备驱动采样率一致,使音频正确播放。
下面直接看实现代码:
//1. 生成 resample 上下文,设置输入和输出的通道数、采样率以及采样格式,初始化上下文
m_SwrContext = swr_alloc();

av_opt_set_int(m_SwrContext, "in_channel_layout", codeCtx->channel_layout, 0);
av_opt_set_int(m_SwrContext, "out_channel_layout", AUDIO_DST_CHANNEL_LAYOUT, 0);
av_opt_set_int(m_SwrContext, "in_sample_rate", codeCtx->sample_rate, 0);
av_opt_set_int(m_SwrContext, "out_sample_rate", AUDIO_DST_SAMPLE_RATE, 0);
av_opt_set_sample_fmt(m_SwrContext, "in_sample_fmt", codeCtx->sample_fmt, 0);
av_opt_set_sample_fmt(m_SwrContext, "out_sample_fmt", DST_SAMPLT_FORMAT,  0);

swr_init(m_SwrContext);

//2. 申请输出 Buffer
m_nbSamples = (int)av_rescale_rnd(NB_SAMPLES, AUDIO_DST_SAMPLE_RATE, codeCtx->sample_rate, AV_ROUND_UP);
m_BufferSize = av_samples_get_buffer_size(NULL, AUDIO_DST_CHANNEL_COUNTS,m_nbSamples, DST_SAMPLT_FORMAT, 1);
m_AudioOutBuffer = (uint8_t *) malloc(m_BufferSize);

//3. 重采样,frame 为解码帧
int result = swr_convert(m_SwrContext, &m_AudioOutBuffer, m_BufferSize / 2, (const uint8_t **) frame->data, frame->nb_samples);
if (result > 0 ) {
    //play
}

//4. 释放资源
if(m_AudioOutBuffer) {
    free(m_AudioOutBuffer);
    m_AudioOutBuffer = nullptr;
}

if(m_SwrContext) {
    swr_free(&m_SwrContext);
    m_SwrContext = nullptr;
}

然后,就是将重采样后的数据,交给OpenSLES去处理。

OpenSL ES 全称为: Open Sound Library for Embedded Systems,是一个针对嵌入式系统的开放硬件音频加速库,支持音频的采集和播放,它提供了一套高性能、低延迟的音频功能实现方法,并且实现了软硬件音频性能的跨平台部署,大大降低了上层处理音频应用的开发难度。

Object 和 Interface 是OpenSL ES 中的两大基本概念,可以类比为 Java 中的对象和接口。在 OpenSL ES 中, 每个 Object 可以存在一系列的 Interface ,并且为每个对象都提供了一系列的基本操作,如 Realize,GetState,Destroy 等。

重要的一点,只有通过 GetInterface 方法拿到 Object 的 Interface ,才能使用 Object 提供的功能。

这里的例子是播放一个手机里的视频文件,所以只介绍OpenSLES Audio Player 播放音频的过程。

//OpenSLES 渲染器初始化
void OpenSLRender::Init() {
    LOGCATE("OpenSLRender::Init");

    int result = -1;
    do {
        //创建并初始化引擎对象
        result = CreateEngine();
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::Init CreateEngine fail. result=%d", result);
            break;
        }

        //创建并初始化混音器
        result = CreateOutputMixer();
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::Init CreateOutputMixer fail. result=%d", result);
            break;
        }

        //创建并初始化播放器
        result = CreateAudioPlayer();
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::Init CreateAudioPlayer fail. result=%d", result);
            break;
        }

        //设置播放状态
        (*m_AudioPlayerPlay)->SetPlayState(m_AudioPlayerPlay, SL_PLAYSTATE_PLAYING);

        //激活回调接口
        AudioPlayerCallback(m_BufferQueue, this);

    } while (false);

    if(result != SL_RESULT_SUCCESS) {
        LOGCATE("OpenSLRender::Init fail. result=%d", result);
        UnInit();
    }

}

int OpenSLRender::CreateEngine() {
    SLresult result = SL_RESULT_SUCCESS;
    do {
        result = slCreateEngine(&m_EngineObj, 0, nullptr, 0, nullptr, nullptr);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateEngine slCreateEngine fail. result=%d", result);
            break;
        }

        result = (*m_EngineObj)->Realize(m_EngineObj, SL_BOOLEAN_FALSE);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateEngine Realize fail. result=%d", result);
            break;
        }

        result = (*m_EngineObj)->GetInterface(m_EngineObj, SL_IID_ENGINE, &m_EngineEngine);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateEngine GetInterface fail. result=%d", result);
            break;
        }

    } while (false);
    return result;
}

int OpenSLRender::CreateOutputMixer() {
    SLresult result = SL_RESULT_SUCCESS;
    do {
        const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
        const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};

        result = (*m_EngineEngine)->CreateOutputMix(m_EngineEngine, &m_OutputMixObj, 1, mids, mreq);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateOutputMixer CreateOutputMix fail. result=%d", result);
            break;
        }

        result = (*m_OutputMixObj)->Realize(m_OutputMixObj, SL_BOOLEAN_FALSE);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateOutputMixer CreateOutputMix fail. result=%d", result);
            break;
        }

    } while (false);

    return result;
}

int OpenSLRender::CreateAudioPlayer() {
    SLDataLocator_AndroidSimpleBufferQueue android_queue = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
    SLDataFormat_PCM pcm = {
            SL_DATAFORMAT_PCM,//format type
            (SLuint32)2,//channel count
            SL_SAMPLINGRATE_44_1,//44100hz
            SL_PCMSAMPLEFORMAT_FIXED_16,// bits per sample
            SL_PCMSAMPLEFORMAT_FIXED_16,// container size
            SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,// channel mask
            SL_BYTEORDER_LITTLEENDIAN // endianness
    };
    SLDataSource slDataSource = {&android_queue, &pcm};

    SLDataLocator_OutputMix outputMix = {SL_DATALOCATOR_OUTPUTMIX, m_OutputMixObj};
    SLDataSink slDataSink = {&outputMix, nullptr};

    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};

    SLresult result;

    do {

        result = (*m_EngineEngine)->CreateAudioPlayer(m_EngineEngine, &m_AudioPlayerObj, &slDataSource, &slDataSink, 3, ids, req);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateAudioPlayer CreateAudioPlayer fail. result=%d", result);
            break;
        }

        result = (*m_AudioPlayerObj)->Realize(m_AudioPlayerObj, SL_BOOLEAN_FALSE);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateAudioPlayer Realize fail. result=%d", result);
            break;
        }

        result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_PLAY, &m_AudioPlayerPlay);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result);
            break;
        }

        result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_BUFFERQUEUE, &m_BufferQueue);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result);
            break;
        }

        result = (*m_BufferQueue)->RegisterCallback(m_BufferQueue, AudioPlayerCallback, this);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateAudioPlayer RegisterCallback fail. result=%d", result);
            break;
        }

        result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_VOLUME, &m_AudioPlayerVolume);
        if(result != SL_RESULT_SUCCESS)
        {
            LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result);
            break;
        }

    } while (false);

    return result;
}

//播放器的 callback
void OpenSLRender::AudioPlayerCallback(SLAndroidSimpleBufferQueueItf bufferQueue, void *context) {
    OpenSLRender *openSlRender = static_cast<OpenSLRender *>(context);
    openSlRender->HandleAudioFrameQueue();
}

void OpenSLRender::HandleAudioFrameQueue() {
    LOGCATE("OpenSLRender::HandleAudioFrameQueue QueueSize=%d", m_AudioFrameQueue.size());
    if (m_AudioPlayerPlay == nullptr) return;

    //播放存放在音频帧队列中的数据
    AudioFrame *audioFrame = m_AudioFrameQueue.front();
    if (nullptr != audioFrame && m_AudioPlayerPlay) {
        SLresult result = (*m_BufferQueue)->Enqueue(m_BufferQueue, audioFrame->data, (SLuint32) audioFrame->dataSize);
        if (result == SL_RESULT_SUCCESS) {
            m_AudioFrameQueue.pop();
            delete audioFrame;
        }

    }
}

音频播放的大致流程就是这样,其实还有音频录入的功能的,这个以后再介绍。音频的解码,大部分都和视频解码的流程一致,只要你熟悉OpenGLES的几个API和流程,基本都能播放成功。

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