SDL2庫(4)-Android 端源碼簡要分析(AudioSubSystem)

SDL.png

項(xiàng)目位置 https://github.com/deepsadness/SDLCmakeDemo

系列內(nèi)容導(dǎo)讀

  1. SDL2-移植Android Studio+CMakeList集成
  2. Android端FFmpeg +SDL2的簡單播放器
  3. SDL2 Android端的簡要分析(VideoSubSystem)
  4. SDL2 Android端的簡要分析(AudioSubSystem)

Android 部分源碼分析

Android部分的初始化和視頻部分基本相同。
這里簡單看一下。

  1. 在SDLActivity中調(diào)用了 SDL.setupJNI()鸵膏。

  2. SDL.setupJNI()SDLAudioManager.nativeSetupJNI()開始對(duì)JNI方法進(jìn)行初始化。

  3. SDL_android.c中,nativeSetupJNI初始化JNI回調(diào)java方法的指針呜叫。

/* Audio initialization -- called before SDL_main() to initialize JNI bindings */
JNIEXPORT void JNICALL SDL_JAVA_AUDIO_INTERFACE(nativeSetupJNI)(JNIEnv* mEnv, jclass cls)
{
    __android_log_print(ANDROID_LOG_VERBOSE, "SDL", "AUDIO nativeSetupJNI()");

    Android_JNI_SetupThread();

    mAudioManagerClass = (jclass)((*mEnv)->NewGlobalRef(mEnv, cls));

    midAudioOpen = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "audioOpen", "(IIII)[I");
    midAudioWriteByteBuffer = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "audioWriteByteBuffer", "([B)V");
    midAudioWriteShortBuffer = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "audioWriteShortBuffer", "([S)V");
    midAudioWriteFloatBuffer = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "audioWriteFloatBuffer", "([F)V");
    midAudioClose = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "audioClose", "()V");
    midCaptureOpen = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "captureOpen", "(IIII)[I");
    midCaptureReadByteBuffer = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "captureReadByteBuffer", "([BZ)I");
    midCaptureReadShortBuffer = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "captureReadShortBuffer", "([SZ)I");
    midCaptureReadFloatBuffer = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "captureReadFloatBuffer", "([FZ)I");
    midCaptureClose = (*mEnv)->GetStaticMethodID(mEnv, mAudioManagerClass,
                                "captureClose", "()V");

    if (!midAudioOpen || !midAudioWriteByteBuffer || !midAudioWriteShortBuffer || !midAudioWriteFloatBuffer || !midAudioClose ||
       !midCaptureOpen || !midCaptureReadByteBuffer || !midCaptureReadShortBuffer || !midCaptureReadFloatBuffer || !midCaptureClose) {
        __android_log_print(ANDROID_LOG_WARN, "SDL", "Missing some Java callbacks, do you have the latest version of SDLAudioManager.java?");
    }

    checkJNIReady();
}

簡單的看一下播放的幾個(gè)方法苍日,都做了什么

audioOpen

SDLAudioManager->audioOpen

傳入的參數(shù)
  • sampleRate
    采樣率府喳。表示每秒需要的采樣字節(jié)數(shù)
  • is16Bit
    表示是否采用16位的深度進(jìn)行采樣
  • isStereo
    表示是否使用雙聲道進(jìn)行采樣
  • desiredFrames
    預(yù)期的每次采樣的音頻幀數(shù)
    public static int audioOpen(int sampleRate, boolean is16Bit, boolean isStereo, int desiredFrames) {
        int channelConfig = isStereo ? AudioFormat.CHANNEL_CONFIGURATION_STEREO : AudioFormat.CHANNEL_CONFIGURATION_MONO;
        int audioFormat = is16Bit ? AudioFormat.ENCODING_PCM_16BIT : AudioFormat.ENCODING_PCM_8BIT;
       //計(jì)算每一幀的大小
        int frameSize = (isStereo ? 2 : 1) * (is16Bit ? 2 : 1);

        Log.v(TAG, "SDL audio: wanted " + (isStereo ? "stereo" : "mono") + " " + (is16Bit ? "16-bit" : "8-bit") + " " + (sampleRate / 1000f) + "kHz, " + desiredFrames + " frames buffer");
          
       //得到預(yù)期的幀數(shù)脖卖,來計(jì)算buffer乒省。
      //我們預(yù)期的幀數(shù),也不能小于getMinBufferSize得到的幀數(shù)
        // Let the user pick a larger buffer if they really want -- but ye
        // gods they probably shouldn't, the minimums are horrifyingly high
        // latency already
        desiredFrames = Math.max(desiredFrames, (AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat) + frameSize - 1) / frameSize);

        if (mAudioTrack == null) {
            //打開AudioTrack
            mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate,
                    channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM);

            // Instantiating AudioTrack can "succeed" without an exception and the track may still be invalid
            // Ref: https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/media/java/android/media/AudioTrack.java
            // Ref: http://developer.android.com/reference/android/media/AudioTrack.html#getState()

            if (mAudioTrack.getState() != AudioTrack.STATE_INITIALIZED) {
                Log.e(TAG, "Failed during initialization of Audio Track");
                mAudioTrack = null;
                return -1;
            }

            mAudioTrack.play();
        }

        Log.v(TAG, "SDL audio: got " + ((mAudioTrack.getChannelCount() >= 2) ? "stereo" : "mono") + " " + ((mAudioTrack.getAudioFormat() == AudioFormat.ENCODING_PCM_16BIT) ? "16-bit" : "8-bit") + " " + (mAudioTrack.getSampleRate() / 1000f) + "kHz, " + desiredFrames + " frames buffer");

        return 0;
    }

audioWriteXXXBuffer

寫入不同的Buffer格式畦木。這方法比較簡單袖扛。我們就看一種

  public static void audioWriteByteBuffer(byte[] buffer) {
        if (mAudioTrack == null) {
            Log.e(TAG, "Attempted to make audio call with uninitialized audio!");
            return;
        }
        
        for (int i = 0; i < buffer.length; ) {
            //把buffer寫入,進(jìn)行播放
            int result = mAudioTrack.write(buffer, i, buffer.length - i);
            if (result > 0) {
                i += result;
            } else if (result == 0) {
                try {
                    Thread.sleep(1);
                } catch(InterruptedException e) {
                    // Nom nom
                }
            } else {
                Log.w(TAG, "SDL audio: error return from write(byte)");
                return;
            }
        }
    }
audioClose

進(jìn)行關(guān)閉和釋放

   public static void audioClose() {
        if (mAudioTrack != null) {
            mAudioTrack.stop();
            mAudioTrack.release();
            mAudioTrack = null;
        }
    }

SDL流程

SDL初始化
SDL_Init(): 初始化SDL。
SDL_OpenAudio(): 打開音頻播放器蛆封。
SDL_PauseAudio(): 開始播放唇礁。
SDL循環(huán)渲染數(shù)據(jù)
調(diào)用callback,將正確的數(shù)據(jù)喂入

初始化SDL_AudioInit

在視頻初始化的過程惨篱,我們就看到了盏筐。SDL_Init方法,傳入SDL_INIT_AUDIO標(biāo)志位砸讳,就會(huì)走到SDL_AudioInit方法琢融,對(duì)音頻系統(tǒng)進(jìn)行初始化。

SDL_AudioInit.png

SDL_AudioInit方法比較簡單,就是將JNI的方法指針給audio.impl绣夺。同時(shí)設(shè)置變量的標(biāo)志位。

static int
ANDROIDAUDIO_Init(SDL_AudioDriverImpl * impl)
{
    /* Set the function pointers */
    impl->OpenDevice = ANDROIDAUDIO_OpenDevice;
    impl->PlayDevice = ANDROIDAUDIO_PlayDevice;
    impl->GetDeviceBuf = ANDROIDAUDIO_GetDeviceBuf;
    impl->CloseDevice = ANDROIDAUDIO_CloseDevice;
    impl->CaptureFromDevice = ANDROIDAUDIO_CaptureFromDevice;
    impl->FlushCapture = ANDROIDAUDIO_FlushCapture;

    /* and the capabilities */
    impl->HasCaptureSupport = SDL_TRUE;
    impl->OnlyHasDefaultOutputDevice = 1;
    impl->OnlyHasDefaultCaptureDevice = 1;

    return 1;   /* this audio target is available. */
}

在上面Android方法的初始化中欢揖,可以看到這些JNI回調(diào)java 的方法的實(shí)現(xiàn)陶耍,都在SDLAudioManager里面。

打開音頻播放器SDL_OpenAudio

SDL_OpenAudio.png
  • 方法簽名
extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec * desired,
                                          SDL_AudioSpec * obtained);

我們可以看到她混,SDL_OpenAudio需要傳入兩個(gè)參數(shù)烈钞,一個(gè)是我們想要的音頻格式。一個(gè)是最后實(shí)際的音頻格式坤按。
這里的SDL_AudioSpec毯欣,是SDL中記錄音頻格式的結(jié)構(gòu)體。

typedef struct SDL_AudioSpec
{
    int freq;                   /**< DSP frequency -- samples per second */
    SDL_AudioFormat format;     /**< Audio data format */
    Uint8 channels;             /**< Number of channels: 1 mono, 2 stereo */
    Uint8 silence;              /**< Audio buffer silence value (calculated) */
    Uint16 samples;             /**< Audio buffer size in sample FRAMES (total samples divided by channel count) */
    Uint16 padding;             /**< Necessary for some compile environments */
    Uint32 size;                /**< Audio buffer size in bytes (calculated) */
    SDL_AudioCallback callback; /**< Callback that feeds the audio device (NULL to use SDL_QueueAudio()). */
    void *userdata;             /**< Userdata passed to callback (ignored for NULL callbacks). */
} SDL_AudioSpec;

對(duì)照函數(shù)調(diào)用圖臭脓。

  1. 對(duì)結(jié)果的音頻格式參數(shù)酗钞,先進(jìn)行初步的初始化。
  2. 分配SDL_AudioDevice,并初始化
  3. 對(duì)音頻的狀態(tài)進(jìn)行初始化
    //目前是非關(guān)閉
   SDL_AtomicSet(&device->shutdown, 0);  /* just in case. */
    //暫停
    SDL_AtomicSet(&device->paused, 1);
    //可用狀態(tài)
    SDL_AtomicSet(&device->enabled, 1);
  1. 調(diào)用current_audio.impl.OpenDevice来累,開啟打開音頻設(shè)備砚作。
    這個(gè)方法最終會(huì)調(diào)用到SDLAudioManager的open方法。
    public static int[] audioOpen(int sampleRate, int audioFormat, int desiredChannels, int desiredFrames) {
        return open(false, sampleRate, audioFormat, desiredChannels, desiredFrames);
    }

 protected static int[] open(boolean isCapture, int sampleRate, int audioFormat, int desiredChannels, int desiredFrames) {
        int channelConfig;
        int sampleSize;
        int frameSize;

        Log.v(TAG, "Opening " + (isCapture ? "capture" : "playback") + ", requested " + desiredFrames + " frames of " + desiredChannels + " channel " + getAudioFormatString(audioFormat) + " audio at " + sampleRate + " Hz");

        /* On older devices let's use known good settings */
        if (Build.VERSION.SDK_INT < 21) {
            if (desiredChannels > 2) {
                desiredChannels = 2;
            }
            if (sampleRate < 8000) {
                sampleRate = 8000;
            } else if (sampleRate > 48000) {
                sampleRate = 48000;
            }
        }

        if (audioFormat == AudioFormat.ENCODING_PCM_FLOAT) {
            int minSDKVersion = (isCapture ? 23 : 21);
            if (Build.VERSION.SDK_INT < minSDKVersion) {
                audioFormat = AudioFormat.ENCODING_PCM_16BIT;
            }
        }
        switch (audioFormat)
        {
        case AudioFormat.ENCODING_PCM_8BIT:
            sampleSize = 1;
            break;
        case AudioFormat.ENCODING_PCM_16BIT:
            sampleSize = 2;
            break;
        case AudioFormat.ENCODING_PCM_FLOAT:
            sampleSize = 4;
            break;
        default:
            Log.v(TAG, "Requested format " + audioFormat + ", getting ENCODING_PCM_16BIT");
            audioFormat = AudioFormat.ENCODING_PCM_16BIT;
            sampleSize = 2;
            break;
        }
 
        if (isCapture) {
            switch (desiredChannels) {
            case 1:
                channelConfig = AudioFormat.CHANNEL_IN_MONO;
                break;
            case 2:
                channelConfig = AudioFormat.CHANNEL_IN_STEREO;
                break;
            default:
                Log.v(TAG, "Requested " + desiredChannels + " channels, getting stereo");
                desiredChannels = 2;
                channelConfig = AudioFormat.CHANNEL_IN_STEREO;
                break;
            }
        } else {
            switch (desiredChannels) {
            case 1:
                channelConfig = AudioFormat.CHANNEL_OUT_MONO;
                break;
            case 2:
                channelConfig = AudioFormat.CHANNEL_OUT_STEREO;
                break;
            case 3:
                channelConfig = AudioFormat.CHANNEL_OUT_STEREO | AudioFormat.CHANNEL_OUT_FRONT_CENTER;
                break;
            case 4:
                channelConfig = AudioFormat.CHANNEL_OUT_QUAD;
                break;
            case 5:
                channelConfig = AudioFormat.CHANNEL_OUT_QUAD | AudioFormat.CHANNEL_OUT_FRONT_CENTER;
                break;
            case 6:
                channelConfig = AudioFormat.CHANNEL_OUT_5POINT1;
                break;
            case 7:
                channelConfig = AudioFormat.CHANNEL_OUT_5POINT1 | AudioFormat.CHANNEL_OUT_BACK_CENTER;
                break;
            case 8:
                if (Build.VERSION.SDK_INT >= 23) {
                    channelConfig = AudioFormat.CHANNEL_OUT_7POINT1_SURROUND;
                } else {
                    Log.v(TAG, "Requested " + desiredChannels + " channels, getting 5.1 surround");
                    desiredChannels = 6;
                    channelConfig = AudioFormat.CHANNEL_OUT_5POINT1;
                }
                break;
            default:
                Log.v(TAG, "Requested " + desiredChannels + " channels, getting stereo");
                desiredChannels = 2;
                channelConfig = AudioFormat.CHANNEL_OUT_STEREO;
                break;
            }

/*
            Log.v(TAG, "Speaker configuration (and order of channels):");

            if ((channelConfig & 0x00000004) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_FRONT_LEFT");
            }
            if ((channelConfig & 0x00000008) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_FRONT_RIGHT");
            }
            if ((channelConfig & 0x00000010) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_FRONT_CENTER");
            }
            if ((channelConfig & 0x00000020) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_LOW_FREQUENCY");
            }
            if ((channelConfig & 0x00000040) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_BACK_LEFT");
            }
            if ((channelConfig & 0x00000080) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_BACK_RIGHT");
            }
            if ((channelConfig & 0x00000100) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_FRONT_LEFT_OF_CENTER");
            }
            if ((channelConfig & 0x00000200) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_FRONT_RIGHT_OF_CENTER");
            }
            if ((channelConfig & 0x00000400) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_BACK_CENTER");
            }
            if ((channelConfig & 0x00000800) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_SIDE_LEFT");
            }
            if ((channelConfig & 0x00001000) != 0) {
                Log.v(TAG, "   CHANNEL_OUT_SIDE_RIGHT");
            }
*/
        }
        frameSize = (sampleSize * desiredChannels);

        // Let the user pick a larger buffer if they really want -- but ye
        // gods they probably shouldn't, the minimums are horrifyingly high
        // latency already
        int minBufferSize;
        if (isCapture) {
            minBufferSize = AudioRecord.getMinBufferSize(sampleRate, channelConfig, audioFormat);
        } else {
            minBufferSize = AudioTrack.getMinBufferSize(sampleRate, channelConfig, audioFormat);
        }
        desiredFrames = Math.max(desiredFrames, (minBufferSize + frameSize - 1) / frameSize);

        int[] results = new int[4];

        if (isCapture) {
            if (mAudioRecord == null) {
                mAudioRecord = new AudioRecord(MediaRecorder.AudioSource.DEFAULT, sampleRate,
                        channelConfig, audioFormat, desiredFrames * frameSize);

                // see notes about AudioTrack state in audioOpen(), above. Probably also applies here.
                if (mAudioRecord.getState() != AudioRecord.STATE_INITIALIZED) {
                    Log.e(TAG, "Failed during initialization of AudioRecord");
                    mAudioRecord.release();
                    mAudioRecord = null;
                    return null;
                }

                mAudioRecord.startRecording();
            }

            results[0] = mAudioRecord.getSampleRate();
            results[1] = mAudioRecord.getAudioFormat();
            results[2] = mAudioRecord.getChannelCount();
            results[3] = desiredFrames;

        } else {
            if (mAudioTrack == null) {
                mAudioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate, channelConfig, audioFormat, desiredFrames * frameSize, AudioTrack.MODE_STREAM);

                // Instantiating AudioTrack can "succeed" without an exception and the track may still be invalid
                // Ref: https://android.googlesource.com/platform/frameworks/base/+/refs/heads/master/media/java/android/media/AudioTrack.java
                // Ref: http://developer.android.com/reference/android/media/AudioTrack.html#getState()
                if (mAudioTrack.getState() != AudioTrack.STATE_INITIALIZED) {
                    /* Try again, with safer values */

                    Log.e(TAG, "Failed during initialization of Audio Track");
                    mAudioTrack.release();
                    mAudioTrack = null;
                    return null;
                }

                mAudioTrack.play();
            }

            results[0] = mAudioTrack.getSampleRate();
            results[1] = mAudioTrack.getAudioFormat();
            results[2] = mAudioTrack.getChannelCount();
            results[3] = desiredFrames;
        }

        Log.v(TAG, "Opening " + (isCapture ? "capture" : "playback") + ", got " + results[3] + " frames of " + results[2] + " channel " + getAudioFormatString(results[1]) + " audio at " + results[0] + " Hz");

        return results;
    }

這個(gè)方法嘹锁,對(duì)應(yīng)SDL傳遞過來的參數(shù)葫录。初始化播放使用時(shí)對(duì)應(yīng)使用的AudioTrack。并將最后AudioTrack配置的后的參數(shù)领猾,返回給SDL的desireSpec米同。

  1. 接著使用返回的audioSpec和當(dāng)前的進(jìn)行對(duì)比,重新復(fù)制摔竿,并且如果發(fā)生了改變面粮,則重新創(chuàng)建SDL_AudioStream
 if (build_stream) {
        if (iscapture) {
            device->stream = SDL_NewAudioStream(device->spec.format,
                                  device->spec.channels, device->spec.freq,
                                  obtained->format, obtained->channels, obtained->freq);
        } else {
            device->stream = SDL_NewAudioStream(obtained->format, obtained->channels,
                                  obtained->freq, device->spec.format,
                                  device->spec.channels, device->spec.freq);
        }

        if (!device->stream) {
            close_audio_device(device);
            return 0;
        }
    }

結(jié)構(gòu)體SDL_AudioStream

struct _SDL_AudioStream
{
    SDL_AudioCVT cvt_before_resampling;
    SDL_AudioCVT cvt_after_resampling;
    SDL_DataQueue *queue;
    SDL_bool first_run;
    Uint8 *staging_buffer;
    int staging_buffer_size;
    int staging_buffer_filled;
    Uint8 *work_buffer_base;  /* maybe unaligned pointer from SDL_realloc(). */
    int work_buffer_len;
    int src_sample_frame_size;
    SDL_AudioFormat src_format;
    Uint8 src_channels;
    int src_rate;
    int dst_sample_frame_size;
    SDL_AudioFormat dst_format;
    Uint8 dst_channels;
    int dst_rate;
    double rate_incr;
    Uint8 pre_resample_channels;
    int packetlen;
    int resampler_padding_samples;
    float *resampler_padding;
    void *resampler_state;
    SDL_ResampleAudioStreamFunc resampler_func;
    SDL_ResetAudioStreamResamplerFunc reset_resampler_func;
    SDL_CleanupAudioStreamResamplerFunc cleanup_resampler_func;
};

這個(gè)結(jié)構(gòu)體继低。保存src和dst 的對(duì)應(yīng)的參數(shù)但金,并通過保存的CVT方法,可以進(jìn)行方便的轉(zhuǎn)換郁季。

  1. 設(shè)置callback
    如果我們不能設(shè)置callback(音頻數(shù)據(jù)的回調(diào))的話冷溃,SDL會(huì)默認(rèn)給設(shè)置一個(gè)數(shù)據(jù)隊(duì)列的管理钱磅。
    因?yàn)橥ǔ#覀儾粫?huì)直接播放 PCM的數(shù)據(jù)似枕,所以都會(huì)自己設(shè)置callback盖淡,在callback當(dāng)中進(jìn)行音頻數(shù)據(jù)的格式轉(zhuǎn)換和數(shù)據(jù)設(shè)置。
if (device->spec.callback == NULL) {  /* use buffer queueing? */
        /* pool a few packets to start. Enough for two callbacks. */
        device->buffer_queue = SDL_NewDataQueue(SDL_AUDIOBUFFERQUEUE_PACKETLEN, obtained->size * 2);
        if (!device->buffer_queue) {
            close_audio_device(device);
            SDL_SetError("Couldn't create audio buffer queue");
            return 0;
        }
        device->callbackspec.callback = iscapture ? SDL_BufferQueueFillCallback : SDL_BufferQueueDrainCallback;
        device->callbackspec.userdata = device;
    }

  1. 最后通過一些配置凿歼,然后開啟SDL_RunAudio線程褪迟。(因?yàn)槭遣シ牛绻卿浿拼疸荆妥吡硗庖粋€(gè)線程SDL_CaptureAudio
        device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, stacksize, device);

音頻線程SDL_RunAudio

音頻線程SDL_RunAudio.png
  1. 設(shè)置線程的優(yōu)先級(jí)
    SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL)音頻的線程優(yōu)先級(jí)必須是高味赃。

  2. 判斷是否關(guān)閉了device
    如果關(guān)閉了,就推出循環(huán)虐拓,否則進(jìn)入循環(huán)心俗。

SDL_AtomicGet(&device->shutdown)

可以看到SDL這里的音頻播放的幾個(gè)參數(shù)shutdown,pause,enable都是用了原子性的變量參數(shù),保持其原子性和一致性蓉驹。

  1. 確定數(shù)據(jù)的buff大小城榛。
 if (!device->stream && SDL_AtomicGet(&device->enabled)) {
            SDL_assert(data_len == device->spec.size);
            data = current_audio.impl.GetDeviceBuf(device);
        } else {
            /* if the device isn't enabled, we still write to the
               work_buffer, so the app's callback will fire with
               a regular frequency, in case they depend on that
               for timing or progress. They can use hotplug
               now to know if the device failed.
               Streaming playback uses work_buffer, too. */
            data = NULL;
        }

        if (data == NULL) {
            data = device->work_buffer;
        }

如果沒有轉(zhuǎn)換流而且有設(shè)備的話,就去取設(shè)備的許可的buf态兴。這個(gè)變量在打開設(shè)備的時(shí)候狠持,進(jìn)行初始化。值為 samples*channels
不是的話瞻润,就用我們初始化時(shí)喘垂,傳入的大小。作為buf.

  1. 判斷是否callback數(shù)據(jù)
  SDL_LockMutex(device->mixer_lock);
        if (SDL_AtomicGet(&device->paused)) {
            SDL_memset(data, device->spec.silence, data_len);
        } else {
            callback(udata, data, data_len);
        }
        SDL_UnlockMutex(device->mixer_lock);

如果是暫停的情況下绍撞,就是簡單設(shè)置數(shù)據(jù)王污,就結(jié)束了。
如果不是暫停的話楚午,就會(huì)進(jìn)入callback(callback中昭齐,我們對(duì)音頻數(shù)據(jù)進(jìn)行讀取,解碼和設(shè)置)

  1. 播放
 if (device->stream) {
            /* Stream available audio to device, converting/resampling. */
            /* if this fails...oh well. We'll play silence here. */
            SDL_AudioStreamPut(device->stream, data, data_len);

            while (SDL_AudioStreamAvailable(device->stream) >= ((int) device->spec.size)) {
                int got;
                data = SDL_AtomicGet(&device->enabled) ? current_audio.impl.GetDeviceBuf(device) : NULL;
                got = SDL_AudioStreamGet(device->stream, data ? data : device->work_buffer, device->spec.size);
                SDL_assert((got < 0) || (got == device->spec.size));

                if (data == NULL) {  /* device is having issues... */
                    const Uint32 delay = ((device->spec.samples * 1000) / device->spec.freq);
                    SDL_Delay(delay);  /* wait for as long as this buffer would have played. Maybe device recovers later? */
                } else {
                    if (got != device->spec.size) {
                        SDL_memset(data, device->spec.silence, device->spec.size);
                    }
                    current_audio.impl.PlayDevice(device);
                    current_audio.impl.WaitDevice(device);
                }
            }
        } else if (data == device->work_buffer) {
            /* nothing to do; pause like we queued a buffer to play. */
            const Uint32 delay = ((device->spec.samples * 1000) / device->spec.freq);
            SDL_Delay(delay);
        } else {  /* writing directly to the device. */
            /* queue this buffer and wait for it to finish playing. */
            current_audio.impl.PlayDevice(device);
            current_audio.impl.WaitDevice(device);
        }

最后就是進(jìn)行播放矾柜。如果需要轉(zhuǎn)換的話阱驾,就會(huì)先進(jìn)行轉(zhuǎn)換,再播放怪蔑。轉(zhuǎn)換失敗的話里覆,就不會(huì)播放聲音。

最后是通過current_audio.impl.PlayDevice(device)方法播放

PlayDevice.png

該方法缆瓣,實(shí)際上是調(diào)用了Android_JNI_WriteAudioBuffer(SDL_android.c)方法喧枷。
因?yàn)槭窃谧泳€程中,所以需要先通過Android_JNI_GetEnv,來調(diào)用

int status = (*mJavaVM)->AttachCurrentThread(mJavaVM, &env, NULL);

將當(dāng)前的線程和JVM進(jìn)行綁定隧甚,才可以調(diào)用JNI方法车荔。

然后最后調(diào)用的是SDLAudioManager中的對(duì)應(yīng)的 audioWriteXXXBuffer方法。使用AudioTrack,將數(shù)據(jù)進(jìn)行write(實(shí)際上就是播放)

開始或者暫停音頻播放器SDL_PauseAudio

void
SDL_PauseAudioDevice(SDL_AudioDeviceID devid, int pause_on)
{
    SDL_AudioDevice *device = get_audio_device(devid);
    if (device) {
        current_audio.impl.LockDevice(device);
        SDL_AtomicSet(&device->paused, pause_on ? 1 : 0);
        current_audio.impl.UnlockDevice(device);
    }
}

通過上面對(duì)RunAudio線程的分析戚扳,我們知道其是改變device->paused標(biāo)志位忧便。來回調(diào)callback

callback

我們來關(guān)注一下我們?nèi)绾芜M(jìn)行callback的操作

  1. 傳遞自己的callback
  //通過desired_spec 的callback來傳遞我們自己的callback
 wanted_spec.callback = audio_callback;
    if (SDL_OpenAudio(&wanted_spec, &spec) < 0) {
        ALOGE("SDL_OpenAudio: %s \n", SDL_GetError());
        return -1;
    }
  1. 定義callback
void audio_callback(void *userdata, Uint8 *stream, int len) {

    AVCodecContext *aCodecCtx = (AVCodecContext *) userdata;
    int len1, audio_size;

    static uint8_t audio_buf[(MAX_AUDIO_FRAME_SIZE * 3) / 2];
    static unsigned int audio_buf_size = 0;
    static unsigned int audio_buf_index = 0;
// 這里把得到的數(shù)據(jù)給重置了
    SDL_memset(stream, 0, len);

    ALOGI("audio_callback len=%d \n", len);

    //向設(shè)備發(fā)送長度為len的數(shù)據(jù)
    while (len > 0) {
        //緩沖區(qū)中無數(shù)據(jù)
        if (audio_buf_index >= audio_buf_size) {
            //從packet中解碼數(shù)據(jù)
            audio_size = audio_decode_frame(aCodecCtx, audio_buf, audio_buf_size);
            //ALOGI("audio_decode_frame finish  audio_size=%d \n", audio_size);
            if (audio_size < 0) //沒有解碼到數(shù)據(jù)或者出錯(cuò)帽借,填充0
            {
                audio_buf_size = 1024;
                memset(audio_buf, 0, audio_buf_size);
            } else {
                audio_buf_size = audio_size;
            }

            audio_buf_index = 0;
        }

        len1 = audio_buf_size - audio_buf_index;
        if (len1 > len)
            len1 = len;
//這種方式是可以直接把數(shù)據(jù)復(fù)制過去
        memcpy(stream, (uint8_t *)audio_buf + audio_buf_index, len1);
        //通過SDL_MixAudio方法珠增,可以控制音量,如果直接使用memcpy是無法控制音量的
//        SDL_MixAudio(stream, audio_buf + audio_buf_index, len1, SDL_MIX_MAXVOLUME);
//SDL_MixAudioFormat()
        len -= len1;
        stream += len1;
        audio_buf_index += len1;
    }
}

關(guān)閉

  1. 關(guān)閉
    /** This method is called by SDL using JNI. */
    public static void audioClose() {
        if (mAudioTrack != null) {
            mAudioTrack.stop();
            mAudioTrack.release();
            mAudioTrack = null;
        }
    }

最后關(guān)閉音頻砍艾,就是將其stoprelease

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