一、簡介
Audio是多媒體子系統(tǒng)中的一個重要模塊,其涉及的內容比較多,有音頻的渲染、音頻的采集、音頻的策略管理等。本文主要針對音頻渲染功能進行詳細地分析,并通過源碼中提供的例子,對音頻渲染進行流程的梳理。
二、目錄
foundation/multimedia/audio_framework
audio_framework
├── frameworks
│ ├── js
│ │ └── napi
│ │ └── audio_renderer #audio_renderer NAPI接口
│ │ ├── include
│ │ │ ├── audio_renderer_callback_napi.h
│ │ │ ├── renderer_data_request_callback_napi.h
│ │ │ ├── renderer_period_position_callback_napi.h
│ │ │ └── renderer_position_callback_napi.h
│ │ └── src
│ │ ├── audio_renderer_callback_napi.cpp
│ │ ├── audio_renderer_napi.cpp
│ │ ├── renderer_data_request_callback_napi.cpp
│ │ ├── renderer_period_position_callback_napi.cpp
│ │ └── renderer_position_callback_napi.cpp
│ └── native
│ └── audiorenderer
│ ├── BUILD.gn
│ ├── include
│ │ ├── audio_renderer_private.h
│ │ └── audio_renderer_proxy_obj.h
│ ├── src
│ │ ├── audio_renderer.cpp
│ │ └── audio_renderer_proxy_obj.cpp
│ └── test
│ └── example
│ └── audio_renderer_test.cpp
├── interfaces
│ ├── inner_api
│ │ └── native
│ │ └── audiorenderer
│ │ └── include
│ │ └── audio_renderer.h
│ └── kits
│ └── js
│ └── audio_renderer
│ └── include
│ └── audio_renderer_napi.h
└── services #服務端
└── audio_service
├── BUILD.gn
├── client #IPC調用中的proxy端
│ ├── include
│ │ ├── audio_manager_proxy.h
│ │ ├── audio_service_client.h
│ └── src
│ ├── audio_manager_proxy.cpp
│ ├── audio_service_client.cpp
└── server #IPC調用中的server端
├── include
│ └── audio_server.h
└── src
├── audio_manager_stub.cpp
└── audio_server.cpp
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三、音頻渲染總體流程
四、Native接口使用
在OpenAtom OpenHarmony(以下簡稱“OpenHarmony”)系統(tǒng)中,音頻模塊提供了功能測試代碼,本文選取了其中的音頻渲染例子作為切入點來進行介紹,例子采用的是對wav格式的音頻文件進行渲染。wav格式的音頻文件是wav頭文件和音頻的原始數據,不需要進行數據解碼,所以音頻渲染直接對原始數據進行操作,文件路徑為:foundation/multimedia/audio_framework/frameworks/native/audiorenderer/test/example/audio_renderer_test.cpp
bool TestPlayback(int argc, char *argv[]) const
{
FILE* wavFile = fopen(path, "rb");
//讀取wav文件頭信息
size_t bytesRead = fread(&wavHeader, 1, headerSize, wavFile);
//設置AudioRenderer參數
AudioRendererOptions rendererOptions = {};
rendererOptions.streamInfo.encoding = AudioEncodingType::ENCODING_PCM;
rendererOptions.streamInfo.samplingRate = static_cast(wavHeader.SamplesPerSec);
rendererOptions.streamInfo.format = GetSampleFormat(wavHeader.bitsPerSample);
rendererOptions.streamInfo.channels = static_cast(wavHeader.NumOfChan);
rendererOptions.rendererInfo.contentType = contentType;
rendererOptions.rendererInfo.streamUsage = streamUsage;
rendererOptions.rendererInfo.rendererFlags = 0;
//創(chuàng)建AudioRender實例
unique_ptr audioRenderer = AudioRenderer::Create(rendererOptions);
shared_ptr cb1 = make_shared();
//設置音頻渲染回調
ret = audioRenderer->SetRendererCallback(cb1);
//InitRender方法主要調用了audioRenderer實例的Start方法,啟動音頻渲染
if(!InitRender(audioRenderer)) {
AUDIO_ERR_LOG("AudioRendererTest: Init render failed");
fclose(wavFile);
return false;
}
//StartRender方法主要是讀取wavFile文件的數據,然后通過調用audioRenderer實例的Write方法進行播放
if(!StartRender(audioRenderer, wavFile)) {
AUDIO_ERR_LOG("AudioRendererTest: Start render failed");
fclose(wavFile);
return false;
}
//停止渲染
if(!audioRenderer->Stop()) {
AUDIO_ERR_LOG("AudioRendererTest: Stop failed");
}
//釋放渲染
if(!audioRenderer->Release()) {
AUDIO_ERR_LOG("AudioRendererTest: Release failed");
}
//關閉wavFile
fclose(wavFile);
return true;
}
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首先讀取wav文件,通過讀取到wav文件的頭信息對AudioRendererOptions相關的參數進行設置,包括編碼格式、采樣率、采樣格式、通道數等。根據AudioRendererOptions設置的參數來創(chuàng)建AudioRenderer實例(實際上是AudioRendererPrivate),后續(xù)的音頻渲染主要是通過AudioRenderer實例進行。創(chuàng)建完成后,調用AudioRenderer的Start方法,啟動音頻渲染。啟動后,通過AudioRenderer實例的Write方法,將數據寫入,音頻數據會被播放。
五、調用流程
1、創(chuàng)建AudioRenderer
std::unique_ptrAudioRenderer::Create(const std::string cachePath,
const AudioRendererOptions &rendererOptions, const AppInfo &appInfo)
{
ContentType contentType = rendererOptions.rendererInfo.contentType;
StreamUsage streamUsage = rendererOptions.rendererInfo.streamUsage;
AudioStreamType audioStreamType = AudioStream::GetStreamType(contentType, streamUsage);
auto audioRenderer = std::make_unique(audioStreamType, appInfo);
if (!cachePath.empty()) {
AUDIO_DEBUG_LOG("Set application cache path");
audioRenderer->SetApplicationCachePath(cachePath);
}
audioRenderer->rendererInfo_.contentType = contentType;
audioRenderer->rendererInfo_.streamUsage = streamUsage;
audioRenderer->rendererInfo_.rendererFlags = rendererOptions.rendererInfo.rendererFlags;
AudioRendererParams params;
params.sampleFormat = rendererOptions.streamInfo.format;
params.sampleRate = rendererOptions.streamInfo.samplingRate;
params.channelCount = rendererOptions.streamInfo.channels;
params.encodingType = rendererOptions.streamInfo.encoding;
if (audioRenderer->SetParams(params) != SUCCESS) {
AUDIO_ERR_LOG("SetParams failed in renderer");
audioRenderer = nullptr;
return nullptr;
}
return audioRenderer;
}
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首先通過AudioStream的GetStreamType方法獲取音頻流的類型,根據音頻流類型創(chuàng)建AudioRendererPrivate對象,AudioRendererPrivate是AudioRenderer的子類。緊接著對audioRenderer進行參數設置,其中包括采樣格式、采樣率、通道數、編碼格式。設置完成后返回創(chuàng)建的AudioRendererPrivate實例。
2、設置回調
int32_t AudioRendererPrivate::SetRendererCallback(const std::shared_ptr &callback)
{
RendererState state = GetStatus();
if (state == RENDERER_NEW || state == RENDERER_RELEASED) {
return ERR_ILLEGAL_STATE;
}
if (callback == nullptr) {
return ERR_INVALID_PARAM;
}
// Save reference for interrupt callback
if (audioInterruptCallback_ == nullptr) {
return ERROR;
}
std::shared_ptr cbInterrupt =
std::static_pointer_cast(audioInterruptCallback_);
cbInterrupt->SaveCallback(callback);
// Save and Set reference for stream callback. Order is important here.
if (audioStreamCallback_ == nullptr) {
audioStreamCallback_ = std::make_shared();
if (audioStreamCallback_ == nullptr) {
return ERROR;
}
}
std::shared_ptr cbStream =
std::static_pointer_cast(audioStreamCallback_);
cbStream->SaveCallback(callback);
(void)audioStream_->SetStreamCallback(audioStreamCallback_);
return SUCCESS;
}
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參數傳入的回調主要涉及到兩個方面:一方面是AudioInterruptCallbackImpl中設置了我們傳入的渲染回調,另一方面是AudioStreamCallbackRenderer中也設置了渲染回調。
3、啟動渲染
bool AudioRendererPrivate::Start(StateChangeCmdType cmdType) const
{
AUDIO_INFO_LOG("AudioRenderer::Start");
RendererState state = GetStatus();
AudioInterrupt audioInterrupt;
switch (mode_) {
case InterruptMode:
audioInterrupt = sharedInterrupt_;
break;
case InterruptMode:
audioInterrupt = audioInterrupt_;
break;
default:
break;
}
AUDIO_INFO_LOG("AudioRenderer: %{public}d, streamType: %{public}d, sessionID: %{public}d",
mode_, audioInterrupt.streamType, audioInterrupt.sessionID);
if (audioInterrupt.streamType == STREAM_DEFAULT || audioInterrupt.sessionID == INVALID_SESSION_ID) {
return false;
}
int32_t ret = AudioPolicyManager::GetInstance().ActivateAudioInterrupt(audioInterrupt);
if (ret != 0) {
AUDIO_ERR_LOG("AudioRendererPrivate::ActivateAudioInterrupt Failed");
return false;
}
return audioStream_->StartAudioStream(cmdType);
}
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AudioPolicyManager::GetInstance().ActivateAudioInterrupt這個操作主要是根據AudioInterrupt來進行音頻中斷的激活,這里涉及了音頻策略相關的內容,后續(xù)會專門出關于音頻策略的文章進行分析。這個方法的核心是通過調用AudioStream的StartAudioStream方法來啟動音頻流。
bool AudioStream::StartAudioStream(StateChangeCmdType cmdType)
{
int32_t ret = StartStream(cmdType);
resetTime_ = true;
int32_t retCode = clock_gettime(CLOCK_MONOTONIC, &baseTimestamp_);
if (renderMode_ == RENDER_MODE_CALLBACK) {
isReadyToWrite_ = true;
writeThread_ = std::make_unique<std::thread>(&AudioStream::WriteCbTheadLoop, this);
} else if (captureMode_ == CAPTURE_MODE_CALLBACK) {
isReadyToRead_ = true;
readThread_ = std::make_unique<std::thread>(&AudioStream::ReadCbThreadLoop, this);
}
isFirstRead_ = true;
isFirstWrite_ = true;
state_ = RUNNING;
AUDIO_INFO_LOG("StartAudioStream SUCCESS");
if (audioStreamTracker_) {
AUDIO_DEBUG_LOG("AudioStream:Calling Update tracker for Running");
audioStreamTracker_->UpdateTracker(sessionId_, state_, rendererInfo_, capturerInfo_);
}
return true;
}
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AudioStream的StartAudioStream主要的工作是調用StartStream方法,StartStream方法是AudioServiceClient類中的方法。AudioServiceClient類是AudioStream的父類。接下來看一下AudioServiceClient的StartStream方法。
int32_t AudioServiceClient::StartStream(StateChangeCmdType cmdType)
{
int error;
lock_guardlockdata(dataMutex);
pa_operation *operation = nullptr;
pa_threaded_mainloop_lock(mainLoop);
pa_stream_state_t state = pa_stream_get_state(paStream);
streamCmdStatus = 0;
stateChangeCmdType_ = cmdType;
operation = pa_stream_cork(paStream, 0, PAStreamStartSuccessCb, (void *)this);
while (pa_operation_get_state(operation) == PA_OPERATION_RUNNING) {
pa_threaded_mainloop_wait(mainLoop);
}
pa_operation_unref(operation);
pa_threaded_mainloop_unlock(mainLoop);
if (!streamCmdStatus) {
AUDIO_ERR_LOG("Stream Start Failed");
ResetPAAudioClient();
return AUDIO_CLIENT_START_STREAM_ERR;
} else {
AUDIO_INFO_LOG("Stream Started Successfully");
return AUDIO_CLIENT_SUCCESS;
}
}
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StartStream方法中主要是調用了pulseaudio庫的pa_stream_cork方法進行流啟動,后續(xù)就調用到了pulseaudio庫中了。pulseaudio庫我們暫且不分析。
4、寫入數據
int32_t AudioRendererPrivate::Write(uint8_t *buffer, size_t bufferSize)
{
return audioStream_->Write(buffer, bufferSize);
}
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通過調用AudioStream的Write方式實現功能,接下來看一下AudioStream的Write方法。
size_t AudioStream::Write(uint8_t *buffer, size_t buffer_size)
{
int32_t writeError;
StreamBuffer stream;
stream.buffer = buffer;
stream.bufferLen = buffer_size;
isWriteInProgress_ = true;
if (isFirstWrite_) {
if (RenderPrebuf(stream.bufferLen)) {
return ERR_WRITE_FAILED;
}
isFirstWrite_ = false;
}
size_t bytesWritten = WriteStream(stream, writeError);
isWriteInProgress_ = false;
if (writeError != 0) {
AUDIO_ERR_LOG("WriteStream fail,writeError:%{public}d", writeError);
return ERR_WRITE_FAILED;
}
return bytesWritten;
}
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Write方法中分成兩個階段,首次寫數據,先調用RenderPrebuf方法,將preBuf_的數據寫入后再調用WriteStream進行音頻數據的寫入。
size_t AudioServiceClient::WriteStream(const StreamBuffer &stream, int32_t &pError)
{
size_t cachedLen = WriteToAudioCache(stream);
if (!acache.isFull) {
pError = error;
return cachedLen;
}
pa_threaded_mainloop_lock(mainLoop);
const uint8_t *buffer = acache.buffer.get();
size_t length = acache.totalCacheSize;
error = PaWriteStream(buffer, length);
acache.readIndex += acache.totalCacheSize;
acache.isFull = false;
if (!error && (length >= 0) && !acache.isFull) {
uint8_t *cacheBuffer = acache.buffer.get();
uint32_t offset = acache.readIndex;
uint32_t size = (acache.writeIndex - acache.readIndex);
if (size > 0) {
if (memcpy_s(cacheBuffer, acache.totalCacheSize, cacheBuffer + offset, size)) {
AUDIO_ERR_LOG("Update cache failed");
pa_threaded_mainloop_unlock(mainLoop);
pError = AUDIO_CLIENT_WRITE_STREAM_ERR;
return cachedLen;
}
AUDIO_INFO_LOG("rearranging the audio cache");
}
acache.readIndex = 0;
acache.writeIndex = 0;
if (cachedLen < stream.bufferLen) {
StreamBuffer str;
str.buffer = stream.buffer + cachedLen;
str.bufferLen = stream.bufferLen - cachedLen;
AUDIO_DEBUG_LOG("writing pending data to audio cache: %{public}d", str.bufferLen);
cachedLen += WriteToAudioCache(str);
}
}
pa_threaded_mainloop_unlock(mainLoop);
pError = error;
return cachedLen;
}
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WriteStream方法不是直接調用pulseaudio庫的寫入方法,而是通過WriteToAudioCache方法將數據寫入緩存中,如果緩存沒有寫滿則直接返回,不會進入下面的流程,只有當緩存寫滿后,才會調用下面的PaWriteStream方法。該方法涉及對pulseaudio庫寫入操作的調用,所以緩存的目的是避免對pulseaudio庫頻繁地做IO操作,提高了效率。
六、總結
本文主要對OpenHarmony 3.2 Beta多媒體子系統(tǒng)的音頻渲染模塊進行介紹,首先梳理了Audio Render的整體流程,然后對幾個核心的方法進行代碼的分析。整體的流程主要通過pulseaudio庫啟動流,然后通過pulseaudio庫的pa_stream_write方法進行數據的寫入,最后播放出音頻數據。
音頻渲染主要分為以下幾個層次:
-
AudioRenderer的創(chuàng)建,實際創(chuàng)建的是它的子類AudioRendererPrivate實例。
-
通過AudioRendererPrivate設置渲染的回調。
-
啟動渲染,這一部分代碼最終會調用到pulseaudio庫中,相當于啟動了pulseaudio的流。
-
通過pulseaudio庫的pa_stream_write方法將數據寫入設備,進行播放。
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原文標題:OpenHarmony 3.2 Beta Audio:音頻渲染
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原文標題:OpenHarmony 3.2 Beta Audio:音頻渲染
文章出處:【微信號:HarmonyOS_Community,微信公眾號:電子發(fā)燒友開源社區(qū)】歡迎添加關注!文章轉載請注明出處。
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