SDL2库(4)-Android 端源码简要分析(AudioSubSystem)

SDL.png

项目位置 https://github.com/deepsadness/SDLCmakeDemo

系列内容导读

  1. SDL2-移植Android Studio+CMakeList集成
  2. Android端FFmpeg +SDL2的简单播放器
  3. SDL2 Android端的简要分析(VideoSubSystem)
  4. SDL2 Android端的简要分析(AudioSubSystem)

Android 部分源码分析

Android部分的初始化和视频部分基本相同。
这里简单看一下。

  1. 在SDLActivity中调用了 SDL.setupJNI()

  2. SDL.setupJNI()SDLAudioManager.nativeSetupJNI()开始对JNI方法进行初始化。

  3. SDL_android.c中,nativeSetupJNI初始化JNI回调java方法的指针。

/* 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();
}

简单的看一下播放的几个方法,都做了什么

audioOpen

SDLAudioManager->audioOpen

传入的参数
  • sampleRate
    采样率。表示每秒需要的采样字节数
  • is16Bit
    表示是否采用16位的深度进行采样
  • isStereo
    表示是否使用双声道进行采样
  • desiredFrames
    预期的每次采样的音频帧数
    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;
       //计算每一帧的大小
        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");
          
       //得到预期的帧数,来计算buffer。
      //我们预期的帧数,也不能小于getMinBufferSize得到的帧数
        // 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) {
            //打开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

写入不同的Buffer格式。这方法比较简单。我们就看一种

  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写入,进行播放
            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

进行关闭和释放

   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(): 打开音频播放器。
SDL_PauseAudio(): 开始播放。
SDL循环渲染数据
调用callback,将正确的数据喂入

初始化SDL_AudioInit

在视频初始化的过程,我们就看到了。SDL_Init方法,传入SDL_INIT_AUDIO标志位,就会走到SDL_AudioInit方法,对音频系统进行初始化。

SDL_AudioInit.png

SDL_AudioInit方法比较简单,就是将JNI的方法指针给audio.impl。同时设置变量的标志位。

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,可以看到这些JNI回调java 的方法的实现,都在SDLAudioManager里面。

打开音频播放器SDL_OpenAudio

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

我们可以看到,SDL_OpenAudio需要传入两个参数,一个是我们想要的音频格式。一个是最后实际的音频格式。
这里的SDL_AudioSpec,是SDL中记录音频格式的结构体。

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;

对照函数调用图。

  1. 对结果的音频格式参数,先进行初步的初始化。
  2. 分配SDL_AudioDevice,并初始化
  3. 对音频的状态进行初始化
    //目前是非关闭
   SDL_AtomicSet(&device->shutdown, 0);  /* just in case. */
    //暂停
    SDL_AtomicSet(&device->paused, 1);
    //可用状态
    SDL_AtomicSet(&device->enabled, 1);
  1. 调用current_audio.impl.OpenDevice,开启打开音频设备。
    这个方法最终会调用到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;
    }

这个方法,对应SDL传递过来的参数。初始化播放使用时对应使用的AudioTrack。并将最后AudioTrack配置的后的参数,返回给SDL的desireSpec

  1. 接着使用返回的audioSpec和当前的进行对比,重新复制,并且如果发生了改变,则重新创建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;
        }
    }

结构体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;
};

这个结构体。保存src和dst 的对应的参数,并通过保存的CVT方法,可以进行方便的转换。

  1. 设置callback
    如果我们不能设置callback(音频数据的回调)的话,SDL会默认给设置一个数据队列的管理。
    因为通常,我们不会直接播放 PCM的数据,所以都会自己设置callback,在callback当中进行音频数据的格式转换和数据设置。
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. 最后通过一些配置,然后开启SDL_RunAudio线程。(因为是播放,如果是录制,就走另外一个线程SDL_CaptureAudio
        device->thread = SDL_CreateThreadInternal(iscapture ? SDL_CaptureAudio : SDL_RunAudio, threadname, stacksize, device);

音频线程SDL_RunAudio

音频线程SDL_RunAudio.png
  1. 设置线程的优先级
    SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL)音频的线程优先级必须是高。

  2. 判断是否关闭了device
    如果关闭了,就推出循环,否则进入循环。

SDL_AtomicGet(&device->shutdown)

可以看到SDL这里的音频播放的几个参数shutdown,pause,enable都是用了原子性的变量参数,保持其原子性和一致性。

  1. 确定数据的buff大小。
 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;
        }

如果没有转换流而且有设备的话,就去取设备的许可的buf。这个变量在打开设备的时候,进行初始化。值为 samples*channels
不是的话,就用我们初始化时,传入的大小。作为buf.

  1. 判断是否callback数据
  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);

如果是暂停的情况下,就是简单设置数据,就结束了。
如果不是暂停的话,就会进入callback(callback中,我们对音频数据进行读取,解码和设置)

  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);
        }

最后就是进行播放。如果需要转换的话,就会先进行转换,再播放。转换失败的话,就不会播放声音。

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

PlayDevice.png

该方法,实际上是调用了Android_JNI_WriteAudioBuffer(SDL_android.c)方法。
因为是在子线程中,所以需要先通过Android_JNI_GetEnv,来调用

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

将当前的线程和JVM进行绑定,才可以调用JNI方法。

然后最后调用的是SDLAudioManager中的对应的 audioWriteXXXBuffer方法。使用AudioTrack,将数据进行write(实际上就是播放)

开始或者暂停音频播放器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);
    }
}

通过上面对RunAudio线程的分析,我们知道其是改变device->paused标志位。来回调callback

callback

我们来关注一下我们如何进行callback的操作

  1. 传递自己的callback
  //通过desired_spec 的callback来传递我们自己的callback
 wanted_spec.callback = audio_callback;
    if (SDL_OpenAudio(&wanted_spec, &spec) < 0) {
        ALOGE("SDL_OpenAudio: %s \n", SDL_GetError());
        return -1;
    }
  1. 定义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;
// 这里把得到的数据给重置了
    SDL_memset(stream, 0, len);

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

    //向设备发送长度为len的数据
    while (len > 0) {
        //缓冲区中无数据
        if (audio_buf_index >= audio_buf_size) {
            //从packet中解码数据
            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) //没有解码到数据或者出错,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;
//这种方式是可以直接把数据复制过去
        memcpy(stream, (uint8_t *)audio_buf + audio_buf_index, len1);
        //通过SDL_MixAudio方法,可以控制音量,如果直接使用memcpy是无法控制音量的
//        SDL_MixAudio(stream, audio_buf + audio_buf_index, len1, SDL_MIX_MAXVOLUME);
//SDL_MixAudioFormat()
        len -= len1;
        stream += len1;
        audio_buf_index += len1;
    }
}

关闭

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

最后关闭音频,就是将其stoprelease