作者:位元組流動
來源:
https://blog.csdn.net/Kennethdroid/article/details/107248262FFmpeg 音頻解碼
舊文中,我們已經對視訊解碼流程進行了詳細的介紹,一個多媒體檔案(Mp4)一般包含一個音頻流和一個視訊流,而FFmpeg 對音頻流和視訊流的解碼流程一緻。是以,本節将不再對音頻解碼流程進行贅述。
類似于視訊流的處理,音頻流的處理流程為:(Mp4檔案)解協定->解封裝->音頻解碼->重采樣->播放。

這裡面有反複提到重采樣,類似于視訊圖像的轉碼,因為顯示器最終顯示的是 RGB 資料,這個一點比較好了解。那麼為什麼要對解碼的音頻資料進行重采樣呢?
一般錄音(采集音頻)時,可能有多種采樣率可以選擇,當該采樣率與音頻裝置驅動的固定采樣率不符時,就會導緻變聲或者音頻出現快放慢放效果,此時就需要用到重采樣來確定音頻采樣率和裝置驅動采樣率一緻,使音頻正确播放。
利用 libswresample 庫将對音頻進行重采樣,有如下幾個步驟:
//1. 生成 resample 上下文,設定輸入和輸出的通道數、采樣率以及采樣格式,初始化上下文
m_SwrContext = swr_alloc();
av_opt_set_int(m_SwrContext, "in_channel_layout", codeCtx->channel_layout, 0);
av_opt_set_int(m_SwrContext, "out_channel_layout", AUDIO_DST_CHANNEL_LAYOUT, 0);
av_opt_set_int(m_SwrContext, "in_sample_rate", codeCtx->sample_rate, 0);
av_opt_set_int(m_SwrContext, "out_sample_rate", AUDIO_DST_SAMPLE_RATE, 0);
av_opt_set_sample_fmt(m_SwrContext, "in_sample_fmt", codeCtx->sample_fmt, 0);
av_opt_set_sample_fmt(m_SwrContext, "out_sample_fmt", DST_SAMPLT_FORMAT, 0);
swr_init(m_SwrContext);
//2. 申請輸出 Buffer
m_nbSamples = (int)av_rescale_rnd(NB_SAMPLES, AUDIO_DST_SAMPLE_RATE, codeCtx->sample_rate, AV_ROUND_UP);
m_BufferSize = av_samples_get_buffer_size(NULL, AUDIO_DST_CHANNEL_COUNTS,m_nbSamples, DST_SAMPLT_FORMAT, 1);
m_AudioOutBuffer = (uint8_t *) malloc(m_BufferSize);
//3. 重采樣,frame 為解碼幀
int result = swr_convert(m_SwrContext, &m_AudioOutBuffer, m_BufferSize / 2, (const uint8_t **) frame->data, frame->nb_samples);
if (result > 0 ) {
//play
}
//4. 釋放資源
if(m_AudioOutBuffer) {
free(m_AudioOutBuffer);
m_AudioOutBuffer = nullptr;
}
if(m_SwrContext) {
swr_free(&m_SwrContext);
m_SwrContext = nullptr;
}
OpenSL ES 播放音頻
OpenSL ES 全稱為: Open Sound Library for Embedded Systems,是一個針對嵌入式系統的開放硬體音頻加速庫,支援音頻的采集和播放,它提供了一套高性能、低延遲的音頻功能實作方法,并且實作了軟硬體音頻性能的跨平台部署,大大降低了上層處理音頻應用的開發難度。
OpenSL ES 是基于 c 語言實作的,但其提供的接口是采用面向對象的方式實作,OpenSL ES 的大多數 API 是通過對象來調用的。
Object 和 Interface OpenSL ES 中的兩大基本概念,可以類比為 Java 中的對象和接口。在 OpenSL ES 中, 每個 Object 可以存在一系列的 Interface ,并且為每個對象都提供了一系列的基本操作,如 Realize,GetState,Destroy 等。
重要的一點,隻有通過 GetInterface 方法拿到 Object 的 Interface ,才能使用 Object 提供的功能。
Audio 引擎對象和接口
Audio 引擎對象和接口,即 Engine Object 和 SLEngineItf Interface 。Engine Object 的主要功能是管理 Audio Engine 的生命周期,提供引擎對象的管理接口。引擎對象的使用方法如下:
SLresult result;
// 建立引擎對象
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
assert(SL_RESULT_SUCCESS == result);
(void)result;
// 執行個體化
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
(void)result;
// 擷取引擎對象接口
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
assert(SL_RESULT_SUCCESS == result);
(void)result;
// 釋放引擎對象的資源
result = (*engineObject)->Destroy(engineObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
(void)result;
SLRecordItf 和 SLPlayItf
SLRecordItf 和 SLPlayItf 分别抽象多媒體功能 recorder 和 player ,通過 SLEngineItf 的 CreateAudioPlayer 和 CreateAudioRecorder 方法分别建立 player 和 recorder 對象執行個體。
// 建立 audio recorder 對象
result = (*engineEngine)->CreateAudioRecorder(engineEngine, &recorderObject , &recSource, &dataSink,
NUM_RECORDER_EXPLICIT_INTERFACES, iids, required);
// 建立 audio player 對象
SLresult result = (*engineEngine)->CreateAudioPlayer(
engineEngine,
&audioPlayerObject,
&dataSource,
&dataSink,
1,
interfaceIDs,
requiredInterfaces
);
SLDataSource 和 SLDataSink
OpenSL ES 中的 SLDataSource 和 SLDataSink 結構體,主要用于建構 audio player 和 recorder 對象,其中 SLDataSource 表示音頻資料來源的資訊,SLDataSink 表示音頻資料輸出資訊。
// 資料源簡單緩沖隊列定位器
SLDataLocator_AndroidSimpleBufferQueue dataSou
SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEU
1
};
// PCM 資料源格式
SLDataFormat_PCM dataSourceFormat = {
SL_DATAFORMAT_PCM, // 格式類型
wav_get_channels(wav), // 通道數
wav_get_rate(wav) * 1000, //采樣率
wav_get_bits(wav), // 位寬
wav_get_bits(wav),
SL_SPEAKER_FRONT_CENTER, // 通道屏蔽
SL_BYTEORDER_LITTLEENDIAN // 位元組順序(大小端序)
};
// 資料源
SLDataSource dataSource = {
&dataSourceLocator,
&dataSourceFormat
};
// 針對資料接收器的輸出混合定位器(混音器)
SLDataLocator_OutputMix dataSinkLocator = {
SL_DATALOCATOR_OUTPUTMIX, // 定位器類型
outputMixObject // 輸出混合
};
// 輸出
SLDataSink dataSink = {
&dataSinkLocator, // 定位器
0,
};
OpenSL ES Recorder 和 Player 功能建構
Audio Recorder
Audio Player
Audio Player 的 Data Source 也可以是本地存儲或緩存的音頻資料,以上圖檔來自于 Jhuster 的部落格。
由于本文隻介紹音頻的解碼播放,下面的代碼僅展示 OpenSLES Audio Player 播放音頻的過程。
//OpenSLES 渲染器初始化
void OpenSLRender::Init() {
LOGCATE("OpenSLRender::Init");
int result = -1;
do {
//建立并初始化引擎對象
result = CreateEngine();
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::Init CreateEngine fail. result=%d", result);
break;
}
//建立并初始化混音器
result = CreateOutputMixer();
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::Init CreateOutputMixer fail. result=%d", result);
break;
}
//建立并初始化播放器
result = CreateAudioPlayer();
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::Init CreateAudioPlayer fail. result=%d", result);
break;
}
//設定播放狀态
(*m_AudioPlayerPlay)->SetPlayState(m_AudioPlayerPlay, SL_PLAYSTATE_PLAYING);
//激活回調接口
AudioPlayerCallback(m_BufferQueue, this);
} while (false);
if(result != SL_RESULT_SUCCESS) {
LOGCATE("OpenSLRender::Init fail. result=%d", result);
UnInit();
}
}
int OpenSLRender::CreateEngine() {
SLresult result = SL_RESULT_SUCCESS;
do {
result = slCreateEngine(&m_EngineObj, 0, nullptr, 0, nullptr, nullptr);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateEngine slCreateEngine fail. result=%d", result);
break;
}
result = (*m_EngineObj)->Realize(m_EngineObj, SL_BOOLEAN_FALSE);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateEngine Realize fail. result=%d", result);
break;
}
result = (*m_EngineObj)->GetInterface(m_EngineObj, SL_IID_ENGINE, &m_EngineEngine);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateEngine GetInterface fail. result=%d", result);
break;
}
} while (false);
return result;
}
int OpenSLRender::CreateOutputMixer() {
SLresult result = SL_RESULT_SUCCESS;
do {
const SLInterfaceID mids[1] = {SL_IID_ENVIRONMENTALREVERB};
const SLboolean mreq[1] = {SL_BOOLEAN_FALSE};
result = (*m_EngineEngine)->CreateOutputMix(m_EngineEngine, &m_OutputMixObj, 1, mids, mreq);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateOutputMixer CreateOutputMix fail. result=%d", result);
break;
}
result = (*m_OutputMixObj)->Realize(m_OutputMixObj, SL_BOOLEAN_FALSE);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateOutputMixer CreateOutputMix fail. result=%d", result);
break;
}
} while (false);
return result;
}
int OpenSLRender::CreateAudioPlayer() {
SLDataLocator_AndroidSimpleBufferQueue android_queue = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
SLDataFormat_PCM pcm = {
SL_DATAFORMAT_PCM,//format type
(SLuint32)2,//channel count
SL_SAMPLINGRATE_44_1,//44100hz
SL_PCMSAMPLEFORMAT_FIXED_16,// bits per sample
SL_PCMSAMPLEFORMAT_FIXED_16,// container size
SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,// channel mask
SL_BYTEORDER_LITTLEENDIAN // endianness
};
SLDataSource slDataSource = {&android_queue, &pcm};
SLDataLocator_OutputMix outputMix = {SL_DATALOCATOR_OUTPUTMIX, m_OutputMixObj};
SLDataSink slDataSink = {&outputMix, nullptr};
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};
SLresult result;
do {
result = (*m_EngineEngine)->CreateAudioPlayer(m_EngineEngine, &m_AudioPlayerObj, &slDataSource, &slDataSink, 3, ids, req);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateAudioPlayer CreateAudioPlayer fail. result=%d", result);
break;
}
result = (*m_AudioPlayerObj)->Realize(m_AudioPlayerObj, SL_BOOLEAN_FALSE);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateAudioPlayer Realize fail. result=%d", result);
break;
}
result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_PLAY, &m_AudioPlayerPlay);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result);
break;
}
result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_BUFFERQUEUE, &m_BufferQueue);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result);
break;
}
result = (*m_BufferQueue)->RegisterCallback(m_BufferQueue, AudioPlayerCallback, this);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateAudioPlayer RegisterCallback fail. result=%d", result);
break;
}
result = (*m_AudioPlayerObj)->GetInterface(m_AudioPlayerObj, SL_IID_VOLUME, &m_AudioPlayerVolume);
if(result != SL_RESULT_SUCCESS)
{
LOGCATE("OpenSLRender::CreateAudioPlayer GetInterface fail. result=%d", result);
break;
}
} while (false);
return result;
}
//播放器的 callback
void OpenSLRender::AudioPlayerCallback(SLAndroidSimpleBufferQueueItf bufferQueue, void *context) {
OpenSLRender *openSlRender = static_cast<OpenSLRender *>(context);
openSlRender->HandleAudioFrameQueue();
}
void OpenSLRender::HandleAudioFrameQueue() {
LOGCATE("OpenSLRender::HandleAudioFrameQueue QueueSize=%d", m_AudioFrameQueue.size());
if (m_AudioPlayerPlay == nullptr) return;
//播放存放在音頻幀隊列中的資料
AudioFrame *audioFrame = m_AudioFrameQueue.front();
if (nullptr != audioFrame && m_AudioPlayerPlay) {
SLresult result = (*m_BufferQueue)->Enqueue(m_BufferQueue, audioFrame->data, (SLuint32) audioFrame->dataSize);
if (result == SL_RESULT_SUCCESS) {
m_AudioFrameQueue.pop();
delete audioFrame;
}
}
}
下一篇文章将會在本篇的基礎上,利用 OpenGL ES 增加音頻的可視化功能。
實作代碼路徑:
Android Learn FFmpeg「視訊雲技術」你最值得關注的音視訊技術公衆号,每周推送來自阿裡雲一線的實踐技術文章,在這裡與音視訊領域一流工程師交流切磋。