H5实时解码音频并播放

音视频的格式是一个有歧义的说法。我们熟知的诸如Flv、Mp4、Mov啥的都是包装格式,可以理解为一种容器,就像一个盒子。里面放到是经过编码的音视频数据,而这些音视频数据都有自己的编码格式,如AAC、H264、H265等等。
今天要展示的是从直播流中获取到的音频编码数据进行解码并使用H5的音频API进行播放的过程。

这些格式分别是

  1. speex
  2. aac
  3. mp3

这些格式都有开源的解码库,不过都是c库,在H5中需要通过emscripten编译成js执行。

引入头文件

#ifdef USE_SPEEX
#include 
#endif
#ifdef USE_AAC
#include "aacDecoder/include/neaacdec.h"
// #include "libfdk-aac/libAACdec/include/aacdecoder_lib.h"
#endif
#ifdef USE_MP3
#include "libmad/mad.h"
//#include "libid3tag/tag.h"
#endif

定义变量

int bufferLength;
int bufferFilled;
u8 *outputBuffer;

#ifdef USE_AAC
    faacDecHandle faacHandle;
#endif
#ifdef USE_SPEEX
    i16 *audioOutput;
    void *speexState;
    SpeexBits speexBits;
#endif
#ifdef USE_MP3
    MP3Decoder mp3Decoder;
#endif

bufferLength 用于指定缓冲区的长度,bufferFilled用于指示缓冲中没有使用的数据,outputBuffer用来存放解码后的数据。
MP3Decoder是自己写的一个类,需要定义这几个成员

mad_stream inputStream;
mad_frame frame;
mad_synth synth;

初始化

    outputBuffer = (u8 *)malloc(bufferLength);
#ifdef USE_SPEEX
    audioOutput = (i16 *)malloc(640);
    auto mode = speex_lib_get_mode(SPEEX_MODEID_WB);
    speexState = speex_decoder_init(mode);
    speex_bits_init(&speexBits);
#endif
#ifdef USE_AAC
    faacHandle = faacDecOpen();
#endif

mp3的初始化

mad_stream_init(&inputStream);
mad_frame_init(&frame);
mad_synth_init(&synth);

解码

input对象中包含了经过协议拆包后的原始音频数据(RTMP协议或Flv格式中的格式)缓冲大小虽然是自己定义,但必须遵循下面的规则
aac:1024的倍数(AAC一帧的播放时间是= 10241000/44100= 22.32ms)
speex:320的倍数(320
1000/16000 = 20ms)
MP3:576的倍数(双声道1152 * 1000 /44100 = 26.122ms)
根据这些数据可以估算缓冲大小引起的音频的延时,然后需要和视频的延迟进行同步。

#ifdef USE_SPEEX
    if (input.length() <= 11)
    {
        memset(output, 0, 640);
    }
    else
    {
        speex_bits_read_from(&speexBits, (const char *)input, 52);
        speex_decode_int(speexState, &speexBits, audioOutput);
        memcpy(output, audioOutput, 640);
    }
    return 640;
#endif
#ifdef USE_AAC
    //0 = AAC sequence header ,1 = AAC raw 
    if (input.readB<1, u8>())
    {
        faacDecFrameInfo frame_info;
        auto pcm_data = faacDecDecode(faacHandle, &frame_info, (unsigned char *)input.point(), input.length());
        if (frame_info.error > 0)
        {
            emscripten_log(1, "!!%s\n", NeAACDecGetErrorMessage(frame_info.error));
        }
        else
        {
        int samplesBytes = frame_info.samples << 1;
        memcpy(output, pcm_data, samplesBytes);
        return samplesBytes;
        }
    }
    else
    {
        unsigned long samplerate;
        unsigned char channels;
        auto config = faacDecGetCurrentConfiguration(faacHandle);
        config->defObjectType = LTP;
        faacDecSetConfiguration(faacHandle,config);
        faacDecInit2(faacHandle, (unsigned char *)input.point(), 4, &samplerate, &channels);
        emscripten_log(0, "aac samplerate:%d channels:%d", samplerate, channels);
    }
#endif

mp3 比较复杂,这里不贴代码了,主要是mad库不能直接调用其提供的API,直播流中的MP3数据和mp3文件的格式有所不同导致。如果本文火的话,我就详细说明。

释放资源

#ifdef USE_AAC
    faacDecClose(faacHandle);
#endif
#ifdef USE_SPEEX
    speex_decoder_destroy(speexState);
    speex_bits_destroy(&speexBits);
    free(audioOutput);
#endif
    free(outputBuffer);

mp3

mad_synth_finish(&synth);
mad_frame_finish(&frame);

播放

创建AudioContext对象

window.AudioContext = window.AudioContext || window.webkitAudioContext;
var context = new window.AudioContext();

创建audioBuffer

var audioBuffers = []
var audioBuffer = context.createBuffer(channels, frameCount, samplerate);

播放音频(带缓冲)

                var playNextBuffer = function() {
                    isPlaying = false;
                    if (audioBuffers.length) {
                        playAudio(audioBuffers.shift());
                    }
                    if (audioBuffers.length > 1) audioBuffers.shift();
                    //console.log(audioBuffers.length)
                };
                var copyAudioOutputArray = resampled ? function(target) {
                    for (var i = 0; i < allFrameCount; i++) {
                        var j = i << 1;
                        target[j] = target[j + 1] = audioOutputArray[i] / 32768;
                    }
                } : function(target) {
                    for (var i = 0; i < allFrameCount; i++) {

                        target[i] = audioOutputArray[i] / 32768;
                    }
                };
                var copyToCtxBuffer = channels > 1 ? function(fromBuffer) {
                    for (var channel = 0; channel < channels; channel++) {
                        var nowBuffering = audioBuffer.getChannelData(channel);
                        if (fromBuffer) {
                            for (var i = 0; i < frameCount; i++) {
                                nowBuffering[i] = fromBuffer[i * (channel + 1)];
                            }
                        } else {
                            for (var i = 0; i < frameCount; i++) {
                                nowBuffering[i] = audioOutputArray[i * (channel + 1)] / 32768;
                            }
                        }
                    }
                } : function(fromBuffer) {
                    var nowBuffering = audioBuffer.getChannelData(0);
                    if (fromBuffer) nowBuffering.set(fromBuffer);
                    else copyAudioOutputArray(nowBuffering);
                };
                var playAudio = function(fromBuffer) {
                    if (isPlaying) {
                        var buffer = new Float32Array(resampled ? allFrameCount * 2 : allFrameCount);
                        copyAudioOutputArray(buffer);
                        audioBuffers.push(buffer);
                        return;
                    }
                    isPlaying = true;
                    copyToCtxBuffer(fromBuffer);
                    var source = context.createBufferSource();
                    source.buffer = audioBuffer;
                    source.connect(context.destination);
                    source.onended = playNextBuffer;
                    //setTimeout(playNextBuffer, audioBufferTime-audioBuffers.length*200);
                    source.start();
                };

其中playNextBuffer 函数用于从缓冲中取出数据
copyAudioOutputArray 函数用于将音频数据转化成浮点数。
copyToCtxBuffer 函数用于将音频数据拷贝进可以播放的缓冲数组中。
这些函数对单声道和双声道进行了处理

var resampled = samplerate < 22050;

对于频率小于22khz的数据,我们需要复制一份,模拟成22khz,因为H5只支持大于22khz的数据。

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