OpenSL ES是一个嵌入式、跨平台、免费的、音频处理库,android ndk也引入了它,在android-ndk-r14b/platforms/android-21/arch-arm/usr/lib/libOpenSLES.so的目录下,libOpenSLES.so就是适用于Android平台的开发库。OpenELES对于android平台的支持只有部分API,因此,对于 OpenSL ES API 的使用,我们还需要特别留意哪些是 Android 支持的,哪些是不支持的,具体相关文档的地址位于 NDK docs 目录下:
NDK根目录/docs/Additional_library_docs/opensles/index.html
NDK根目录/docs/Additional_library_docs/opensles/OpenSL_ES_Specification_1.0.1.pdf
OpenSLES详情请参考Google官网介绍:https://developer.android.com/ndk/guides/audio/opensl-for-android?hl=es
接口解释:
类接口:SLObjectltf
通过SLObjectltf接口类,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:SLObjectltf engineObject
创建混音器接口对象:SLObjectltf outputMixObject
创建播放器接口对象:SLObjectltf playerObject
具体接口类
引擎:SLEngineltf
播放器:SLPlayltf
声音控制器:SLVolumeltf等
创建三部曲
以创建引擎接口对象为例(create->realize->get)
SLObjectltf engineObject = NULL;//用SLObjectltf声明引擎接口对象
SLEngineltf engineEngine = NULL;//声明具体的引擎对象实例
void createEnngine()
{
SLresult result;//返回结果
//第一步:创建引擎
result=slCreateEngine(&engineObject,0,NULL,0,NULL,NULL);
//第二步:实现(Realize)engineObject,SL_BOOLEAN_FALSE);
result=(*engineObject)->Realize(engineObject,SL_BOOLEAN_FALSE);
//第三步:通过engineObject的GetInterface方法初始化enngineEngine
result=(*engineObject)->GetInterface(engineObject,SL_IID_ENGINNE,&engineEngine);
}
//销毁
(*engineObject)->Destroy(engineObject);
OpenEL ES使用流程:
1、创建接口对象;
// TODO
//读取pcm文件
pcmFile = fopen(url, "r");
if(pcmFile == NULL)
{
LOGE("%s", "fopen file error");
return;
}
out_buffer = (uint8_t *) malloc(44100 * 2 * 2);
SLresult result;
// 创建引擎对象
slCreateEngine(&engineObject, 0, 0, 0, 0, 0);
(*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
(*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
2、设置混音器;
//设置混音器;
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};
3、创建播放器(录音器);
// 创建播放器
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};
SLDataSink audioSnk = {&outputMix, NULL};
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、设置缓冲队列和回调函数;
// 创建缓冲区和回调函数
(*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_BUFFERQUEUE, &pcmBufferQueue);
//缓冲接口回调
(*pcmBufferQueue)->RegisterCallback(pcmBufferQueue, pcmBufferCallBack, NULL);
//获取音量接口
(*pcmPlayerObject)->GetInterface(pcmPlayerObject, SL_IID_VOLUME, &pcmPlayerVolume);
//初始化pcm文件数据
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;
}
}
//取出缓冲数据
void pcmBufferCallBack(SLAndroidSimpleBufferQueueItf 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
}
}
5、设置播放状态;
// 设置播放状态
(*pcmPlayerPlay)->SetPlayState(pcmPlayerPlay, SL_PLAYSTATE_PLAYING);
6、启动回到函数;
// 主动调用回调函数开始工作
pcmBufferCallBack(pcmBufferQueue, NULL);
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