Android 音视频深入 十三 OpenSL ES 制作音乐播放器,能暂停和调整音量(附源码下载)
2018-02-24 18:12
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项目地址 https://github.com/979451341/OpenSLAudio
OpenSL ES 是基于NDK也就是c语言的底层开发音频的公开API,通过使用它能够做到标准化, 高性能,低响应时间的音频功能实现方法。
这次是使用OpenSL ES来做一个音乐播放器,它能够播放m4a、mp3文件,并能够暂停和调整音量
播放音乐需要做一些步骤
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
然后实现它
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
从声音引擎的对象中抓取声音引擎
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
创建"输出混音器"
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, ids, req);
实现输出混合音
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
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;
3.设置播放缓冲
数据格式配置 SLDataFormat_PCM format_pcm = {SL_DATAFORMAT_PCM, 1, SL_SAMPLINGRATE_8,
SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
SL_SPEAKER_FRONT_CENTER, SL_BYTEORDER_LITTLEENDIAN};数据定位器 就是定位要播放声音数据的存放位置,分为4种:内存位置,输入/输出设备位置,缓冲区队列位置,和midi缓冲区队列位置。
数据定位器配置 SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
得到了缓存队列接口,并注册 // 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;
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_EFFECTSEND,
&bqPlayerEffectSend);
assert(SL_RESULT_SUCCESS == result);
(void)result;得到音量接口
// 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;
const char *utf8 = (*env)->GetStringUTFChars(env, filename, NULL);
assert(NULL != utf8);
// use asset manager to open asset by filename
AAssetManager* mgr = AAssetManager_fromJava(env, assetManager);
assert(NULL != mgr);
AAsset* asset = AAssetManager_open(mgr, utf8, AASSET_MODE_UNKNOWN);
// release the Java string and UTF-8
(*env)->ReleaseStringUTFChars(env, filename, utf8);
// the asset might not be found
if (NULL == asset) {
return JNI_FALSE;
}
// open asset as file descriptor
off_t start, length;
int fd = AAsset_openFileDescriptor(asset, &start, &length);
assert(0 <= fd);
AAsset_close(asset);设置播放数据 SLDataLocator_AndroidFD loc_fd = {SL_DATALOCATOR_ANDROIDFD, fd, start, length};
SLDataFormat_MIME format_mime = {SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED};
SLDataSource audioSrc = {&loc_fd, &format_mime};
result = (*fdPlayerPlay)->SetPlayState(fdPlayerPlay, isPlaying ?
SL_PLAYSTATE_PLAYING : SL_PLAYSTATE_PAUSED);
7.调解音量
{
// 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 file descriptor audio player object, and invalidate all associated interfaces
if (fdPlayerObject != NULL) {
(*fdPlayerObject)->Destroy(fdPlayerObject);
fdPlayerObject = NULL;
fdPlayerPlay = NULL;
fdPlayerSeek = NULL;
fdPlayerMuteSolo = NULL;
fdPlayerVolume = 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;
}
}参考文章 http://blog.csdn.net/u013898698/article/details/72822595 http://blog.csdn.net/ywl5320/article/details/78503768
OpenSL ES 是基于NDK也就是c语言的底层开发音频的公开API,通过使用它能够做到标准化, 高性能,低响应时间的音频功能实现方法。
这次是使用OpenSL ES来做一个音乐播放器,它能够播放m4a、mp3文件,并能够暂停和调整音量
播放音乐需要做一些步骤
1.创建声音引擎
首先创建声音引擎的对象接口result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
然后实现它
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
从声音引擎的对象中抓取声音引擎
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
创建"输出混音器"
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, ids, req);
实现输出混合音
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
2.创建声音播放器
创建和实现播放器 // realize the playerresult = (*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;
3.设置播放缓冲
数据格式配置 SLDataFormat_PCM format_pcm = {SL_DATAFORMAT_PCM, 1, SL_SAMPLINGRATE_8,SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
SL_SPEAKER_FRONT_CENTER, SL_BYTEORDER_LITTLEENDIAN};数据定位器 就是定位要播放声音数据的存放位置,分为4种:内存位置,输入/输出设备位置,缓冲区队列位置,和midi缓冲区队列位置。
数据定位器配置 SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
得到了缓存队列接口,并注册 // 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;
4.获得其他接口用来控制播放
得到声音特效接口 // get the effect send interfaceresult = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_EFFECTSEND,
&bqPlayerEffectSend);
assert(SL_RESULT_SUCCESS == result);
(void)result;得到音量接口
// 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;
5.提供播放数据
打开音乐文件 // convert Java string to UTF-8const char *utf8 = (*env)->GetStringUTFChars(env, filename, NULL);
assert(NULL != utf8);
// use asset manager to open asset by filename
AAssetManager* mgr = AAssetManager_fromJava(env, assetManager);
assert(NULL != mgr);
AAsset* asset = AAssetManager_open(mgr, utf8, AASSET_MODE_UNKNOWN);
// release the Java string and UTF-8
(*env)->ReleaseStringUTFChars(env, filename, utf8);
// the asset might not be found
if (NULL == asset) {
return JNI_FALSE;
}
// open asset as file descriptor
off_t start, length;
int fd = AAsset_openFileDescriptor(asset, &start, &length);
assert(0 <= fd);
AAsset_close(asset);设置播放数据 SLDataLocator_AndroidFD loc_fd = {SL_DATALOCATOR_ANDROIDFD, fd, start, length};
SLDataFormat_MIME format_mime = {SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED};
SLDataSource audioSrc = {&loc_fd, &format_mime};
6.播放音乐
播放音乐只需要通过播放接口改变播放状态就可以了,暂停也是,停止也是,但是暂停必须之前的播放缓存做了才行,否则那暂停就相当于停止了result = (*fdPlayerPlay)->SetPlayState(fdPlayerPlay, isPlaying ?
SL_PLAYSTATE_PLAYING : SL_PLAYSTATE_PAUSED);
7.调解音量
SLVolumeItf getVolume() { if (fdPlayerVolume != NULL) return fdPlayerVolume; else return bqPlayerVolume; } void Java_com_ywl5320_openslaudio_MainActivity_setVolumeAudioPlayer(JNIEnv* env, jclass clazz, jint millibel) { SLresult result; SLVolumeItf volumeItf = getVolume(); if (NULL != volumeItf) { result = (*volumeItf)->SetVolumeLevel(volumeItf, millibel); assert(SL_RESULT_SUCCESS == result); (void)result; } }
8.释放资源
关闭app时释放占用资源void Java_com_ywl5320_openslaudio_MainActivity_shutdown(JNIEnv* env, jclass clazz){
// 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 file descriptor audio player object, and invalidate all associated interfaces
if (fdPlayerObject != NULL) {
(*fdPlayerObject)->Destroy(fdPlayerObject);
fdPlayerObject = NULL;
fdPlayerPlay = NULL;
fdPlayerSeek = NULL;
fdPlayerMuteSolo = NULL;
fdPlayerVolume = 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;
}
}参考文章 http://blog.csdn.net/u013898698/article/details/72822595 http://blog.csdn.net/ywl5320/article/details/78503768
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