Android+FFmpeg+OpenSL ES音频解码播放

  • 准备工作
    • 编译FFmpeg
    • 开发环境
  • 建立audioplayer工程
    • 建立AS工程
    • 实现解码播放
    • 运行结果
      • 本例工程下载audioplayer

准备工作

1.编译FFmpeg

下载最新版的FFmpeg,具体编译步骤参考文章:FFmpeg的Android平台移植—编译篇。
对于FFmpeg不太了解的可以先阅读雷霄骅的FFmpeg博客专栏。

2.开发环境

Windows 10
Android Studio 1.4
android-ndk-r10d
FFmpeg 3.0
具体的环境配置这里不细讲,可参考Android Studio + NDK的环境配置。

建立audioplayer工程

本文章仅介绍音频播放部分,不包含视频播放,视频播放参见Android+FFmpeg+ANativeWindow视频解码播放。

1.建立AS工程

本文采用直接从SD卡中读取音频文件进行播放,同时还要添加音频许可,因此在AndroidManifest.xml文件中添加权限:

<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" />
<uses-permission android:name="android.permission.RECORD_AUDIO" />

在本例中使用两个功能按钮,播放和停止:

    <Button
        android:id="@+id/play"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:text="play"/>
    <Button
        android:id="@+id/stop"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:text="stop"/>

在MainActivity.java中实现这两个按钮的功能:

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
        ... ...
        Button playBtn = (Button) findViewById(R.id.play);
        Button stopBtn = (Button) findViewById(R.id.stop);
        playBtn.setOnClickListener(this);
        stopBtn.setOnClickListener(this);
    }

    @Override
    public void onClick(View v) {
        switch (v.getId()) {
            case R.id.play :
                new Thread(new Runnable() {
                    @Override
                    public void run() {
                        AudioPlayer.play();
                    }
                }).start();
                break;
            case R.id.stop :
                new Thread(new Runnable() {
                    @Override
                    public void run() {
                        AudioPlayer.stop();
                    }
                }).start();
                break;
        }
    }

同样音频播放为耗时操作,为了不阻塞UI线程,需要新建线程播放音频。AudioPlayer类的具体实现为:

public class AudioPlayer {
    public static native int play();
    public static native int stop();

    static {
        System.loadLibrary("AudioPlayer");
    }
}

在AudioPlayer类中需要加载动态库,并将play和stop方法声明为本地方法。现在可以使用javah命令生成头文件:jonesx_audioplayer_AudioPlayer.h。

2.实现解码播放

首先按照文章FFmpeg的Android平台移植—编译篇:
新建jni目录,并将编译好的FFmpeg目录中的include和prebuilt文件夹拷贝到jni目录下。
在AudioPlayer.c文件中衔接的音频解码播放:

#include "log.h"
#include "jonesx_audioplayer_AudioPlayer.h"
#include "AudioDevice.h"

JNIEXPORT jint JNICALL Java_jonesx_audioplayer_AudioPlayer_play
        (JNIEnv * env, jclass clazz)
{
        LOGD("play");
        play();
}

JNIEXPORT jint JNICALL Java_jonesx_audioplayer_AudioPlayer_stop
        (JNIEnv * env, jclass clazz)
{
        LOGD("stop");
        shutdown();
}

在AudioDevice.c中实现play和shutdown方法,主要参考ndk自带例子native_audio和Android 音频 OpenSL ES PCM数据播放。

#include "AudioDevice.h"
#include "FFmpegAudioPlay.h"
#include 
#include 
#include 

#include 
#include 

// for native asset manager
#include 
#include 
#include 
#include "log.h"

// engine interfaces
static SLObjectItf engineObject = NULL;
static SLEngineItf engineEngine;

// output mix interfaces
static SLObjectItf outputMixObject = NULL;
static SLEnvironmentalReverbItf outputMixEnvironmentalReverb = NULL;

// buffer queue player interfaces
static SLObjectItf bqPlayerObject = NULL;
static SLPlayItf bqPlayerPlay;
static SLAndroidSimpleBufferQueueItf bqPlayerBufferQueue;
static SLEffectSendItf bqPlayerEffectSend;
static SLMuteSoloItf bqPlayerMuteSolo;
static SLVolumeItf bqPlayerVolume;

// aux effect on the output mix, used by the buffer queue player
static const SLEnvironmentalReverbSettings reverbSettings =
        SL_I3DL2_ENVIRONMENT_PRESET_STONECORRIDOR;

static void *buffer;
static size_t bufferSize;

// this callback handler is called every time a buffer finishes playing
void bqPlayerCallback(SLAndroidSimpleBufferQueueItf bq, void *context)
{
    LOGD("playerCallback");
    assert(bq == bqPlayerBufferQueue);
    bufferSize = 0;
    //assert(NULL == context);
    getPCM(&buffer, &bufferSize);
    // for streaming playback, replace this test by logic to find and fill the next buffer
    if (NULL != buffer && 0 != bufferSize) {
        SLresult result;
        // enqueue another buffer
        result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, buffer,
                                                 bufferSize);
        // the most likely other result is SL_RESULT_BUFFER_INSUFFICIENT,
        // which for this code example would indicate a programming error
        assert(SL_RESULT_SUCCESS == result);
        LOGD("Enqueue:%d", result);
        (void)result;
    }
}

void createEngine()
{
    LOGD("createEngine");
    SLresult result;

    // create engine
    result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
    LOGD("result:%d", result);

    // realize the engine
    result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
    LOGD("result:%d", result);

    // get the engine interface, which is needed in order to create other objects
    result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
    LOGD("result:%d", result);

    // create output mix, with environmental reverb specified as a non-required interface
    const SLInterfaceID ids[1] = {SL_IID_ENVIRONMENTALREVERB};
    const SLboolean req[1] = {SL_BOOLEAN_FALSE};
    result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 0, 0, 0);
    LOGD("result:%d", result);

    // realize the output mix
    result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
    LOGD("result:%d", result);

    // get the environmental reverb interface
    // this could fail if the environmental reverb effect is not available,
    // either because the feature is not present, excessive CPU load, or
    // the required MODIFY_AUDIO_SETTINGS permission was not requested and granted
    result = (*outputMixObject)->GetInterface(outputMixObject, SL_IID_ENVIRONMENTALREVERB,
                                              &outputMixEnvironmentalReverb);
    if (SL_RESULT_SUCCESS == result) {
        result = (*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties(
                outputMixEnvironmentalReverb, &reverbSettings);
    }
    LOGD("result:%d", result);
}


// create buffer queue audio player
void createBufferQueueAudioPlayer(int rate, int channel, int bitsPerSample)
{
    LOGD("createBufferQueueAudioPlayer");
    SLresult result;

    // configure audio source
    SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
    SLDataFormat_PCM format_pcm;
    format_pcm.formatType = SL_DATAFORMAT_PCM;
    format_pcm.numChannels = channel;
    format_pcm.samplesPerSec = rate * 1000;
    format_pcm.bitsPerSample = bitsPerSample;
    format_pcm.containerSize = 16;
    if (channel == 2)
        format_pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
    else
        format_pcm.channelMask = SL_SPEAKER_FRONT_CENTER;
    format_pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
    SLDataSource audioSrc = {&loc_bufq, &format_pcm};

    // configure audio sink
    SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
    SLDataSink audioSnk = {&loc_outmix, NULL};

    // create audio player
    const SLInterfaceID ids[3] = {SL_IID_BUFFERQUEUE, SL_IID_EFFECTSEND,
            /*SL_IID_MUTESOLO,*/ SL_IID_VOLUME};
    const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE,
            /*SL_BOOLEAN_TRUE,*/ SL_BOOLEAN_TRUE};
    result = (*engineEngine)->CreateAudioPlayer(engineEngine, &bqPlayerObject, &audioSrc, &audioSnk,
                                                3, ids, req);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // realize the player
    result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // get the play interface
    result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_PLAY, &bqPlayerPlay);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // get the buffer queue interface
    result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_BUFFERQUEUE,
                                             &bqPlayerBufferQueue);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // register callback on the buffer queue
    result = (*bqPlayerBufferQueue)->RegisterCallback(bqPlayerBufferQueue, bqPlayerCallback, NULL);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // get the effect send interface
    result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_EFFECTSEND,
                                             &bqPlayerEffectSend);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // get the volume interface
    result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_VOLUME, &bqPlayerVolume);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;

    // set the player's state to playing
    result = (*bqPlayerPlay)->SetPlayState(bqPlayerPlay, SL_PLAYSTATE_PLAYING);
    assert(SL_RESULT_SUCCESS == result);
    (void)result;
}

void play()
{
    int rate, channel;

    // 创建FFmpeg音频解码器
    createFFmpegAudioPlay(&rate, &channel);

    // 创建播放引擎
    createEngine();

    // 创建缓冲队列音频播放器
    createBufferQueueAudioPlayer(rate, channel, SL_PCMSAMPLEFORMAT_FIXED_16);

    // 启动音频播放
    bqPlayerCallback(bqPlayerBufferQueue, NULL);
}

// shut down the native audio system
void shutdown()
{
    // destroy buffer queue audio player object, and invalidate all associated interfaces
    if (bqPlayerObject != NULL) {
        (*bqPlayerObject)->Destroy(bqPlayerObject);
        bqPlayerObject = NULL;
        bqPlayerPlay = NULL;
        bqPlayerBufferQueue = NULL;
        bqPlayerEffectSend = NULL;
        bqPlayerMuteSolo = NULL;
        bqPlayerVolume = NULL;
    }

    // destroy output mix object, and invalidate all associated interfaces
    if (outputMixObject != NULL) {
        (*outputMixObject)->Destroy(outputMixObject);
        outputMixObject = NULL;
        outputMixEnvironmentalReverb = NULL;
    }

    // destroy engine object, and invalidate all associated interfaces
    if (engineObject != NULL) {
        (*engineObject)->Destroy(engineObject);
        engineObject = NULL;
        engineEngine = NULL;
    }

    // 释放FFmpeg解码器相关资源
    releaseFFmpegAudioPlay();
}

接下来实现FFmpeg解码音频文件,具体实现在FFmpegAudioPlay.c中:

#include "log.h"
#include "FFmpegAudioPlay.h"
#include "libavcodec/avcodec.h"
#include "libavformat/avformat.h"
#include "libswscale/swscale.h"
#include "libswresample/swresample.h"
#include "libavutil/samplefmt.h"
#include 
#include 

uint8_t *outputBuffer;
size_t outputBufferSize;

AVPacket packet;
int audioStream;
AVFrame *aFrame;
SwrContext *swr;
AVFormatContext *aFormatCtx;
AVCodecContext *aCodecCtx;

int createFFmpegAudioPlay(int *rate, int *channel) {

    av_register_all();
    aFormatCtx = avformat_alloc_context();

    // 本地音频文件
    char *file_name = "/sdcard/Video/00.mp3";

    // Open audio file
    if (avformat_open_input(&aFormatCtx, file_name, NULL, NULL) != 0) {
        LOGE("Couldn't open file:%s\n", file_name);
        return -1; // Couldn't open file
    }

    // Retrieve stream information
    if (avformat_find_stream_info(aFormatCtx, NULL) < 0) {
        LOGE("Couldn't find stream information.");
        return -1;
    }

    // Find the first audio stream
    int i;
    audioStream = -1;
    for (i = 0; i < aFormatCtx->nb_streams; i++) {
        if (aFormatCtx->streams[i]->codec->codec_type == AVMEDIA_TYPE_AUDIO &&
            audioStream < 0) {
            audioStream = i;
        }
    }
    if (audioStream == -1) {
        LOGE("Couldn't find audio stream!");
        return -1;
    }

    // Get a pointer to the codec context for the video stream
    aCodecCtx = aFormatCtx->streams[audioStream]->codec;

    // Find the decoder for the audio stream
    AVCodec *aCodec = avcodec_find_decoder(aCodecCtx->codec_id);
    if (!aCodec) {
        fprintf(stderr, "Unsupported codec!\n");
        return -1;
    }

    if (avcodec_open2(aCodecCtx, aCodec, NULL) < 0) {
        LOGE("Could not open codec.");
        return -1; // Could not open codec
    }

    aFrame = av_frame_alloc();

    // 设置格式转换
    swr = swr_alloc();
    av_opt_set_int(swr, "in_channel_layout",  aCodecCtx->channel_layout, 0);
    av_opt_set_int(swr, "out_channel_layout", aCodecCtx->channel_layout,  0);
    av_opt_set_int(swr, "in_sample_rate",     aCodecCtx->sample_rate, 0);
    av_opt_set_int(swr, "out_sample_rate",    aCodecCtx->sample_rate, 0);
    av_opt_set_sample_fmt(swr, "in_sample_fmt",  aCodecCtx->sample_fmt, 0);
    av_opt_set_sample_fmt(swr, "out_sample_fmt", AV_SAMPLE_FMT_S16,  0);
    swr_init(swr);

    // 分配PCM数据缓存
    outputBufferSize = 8196;
    outputBuffer = (uint8_t *) malloc(sizeof(uint8_t) * outputBufferSize);

    // 返回sample rate和channels
    *rate = aCodecCtx->sample_rate;
    *channel = aCodecCtx->channels;
    return 0;
}

// 获取PCM数据, 自动回调获取
int getPCM(void **pcm, size_t *pcmSize) {
    LOGD("getPcm");
    while (av_read_frame(aFormatCtx, &packet) >= 0) {

        int frameFinished = 0;
        // Is this a packet from the audio stream?
        if (packet.stream_index == audioStream) {
            avcodec_decode_audio4(aCodecCtx, aFrame, &frameFinished, &packet);

            if (frameFinished) {
                // data_size为音频数据所占的字节数
                int data_size = av_samples_get_buffer_size(
                        aFrame->linesize, aCodecCtx->channels,
                        aFrame->nb_samples, aCodecCtx->sample_fmt, 1);

                // 这里内存再分配可能存在问题
                if (data_size > outputBufferSize) {
                    outputBufferSize = data_size;
                    outputBuffer = (uint8_t *) realloc(outputBuffer,
                                                       sizeof(uint8_t) * outputBufferSize);
                }

                // 音频格式转换
                swr_convert(swr, &outputBuffer, aFrame->nb_samples,
                            (uint8_t const **) (aFrame->extended_data),
                        aFrame->nb_samples);

                // 返回pcm数据
                *pcm = outputBuffer;
                *pcmSize = data_size;
                return 0;
            }
        }
    }
    return -1;
}

// 释放相关资源
int releaseFFmpegAudioPlay()
{
    av_packet_unref(&packet);
    av_free(outputBuffer);
    av_free(aFrame);
    avcodec_close(aCodecCtx);
    avformat_close_input(&aFormatCtx);
    return 0;
}

其中的音频转换问题参考自:How to convert sample rate from AV_SAMPLE_FMT_FLTP to AV_SAMPLE_FMT_S16?。
现在需要编写Android.mk文件:

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)
LOCAL_MODULE := avcodec
LOCAL_SRC_FILES := prebuilt/libavcodec-57.so
include $(PREBUILT_SHARED_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := avformat
LOCAL_SRC_FILES := prebuilt/libavformat-57.so
include $(PREBUILT_SHARED_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := avutil
LOCAL_SRC_FILES := prebuilt/libavutil-55.so
include $(PREBUILT_SHARED_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := swresample
LOCAL_SRC_FILES := prebuilt/libswresample-2.so
include $(PREBUILT_SHARED_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := swscale
LOCAL_SRC_FILES := prebuilt/libswscale-4.so
include $(PREBUILT_SHARED_LIBRARY)

include $(CLEAR_VARS)

LOCAL_SRC_FILES := AudioPlayer.c FFmpegAudioPlay.c AudioDevice.c
LOCAL_LDLIBS += -llog -lz -landroid -lOpenSLES
LOCAL_MODULE := AudioPlayer
LOCAL_C_INCLUDES += $(LOCAL_PATH)/include

LOCAL_SHARED_LIBRARIES:= avcodec avformat avutil swresample swscale

include $(BUILD_SHARED_LIBRARY)

同样由于没有用到device和filter库中的方法,因此并未连接这两个动态库。
Application.mk文件如下:

APP_ABI := armeabi
APP_PLATFORM := android-9

经过ndk-build之后,整个工程的主要目录结构如下图所示:
Android+FFmpeg+OpenSL ES音频解码播放_第1张图片

3.运行结果

同样为了使工程能够运行,还需要在build.gradle文件中添加一行代码:

android {
    ... ...
    sourceSets.main.jni.srcDirs = []
    ... ...
}

由于本例为音频播放,因此无法贴出运行结果。

本例工程下载:audioplayer

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