如何使用AudioTrackAudioTrack的主要代码位于 frameworks\base\media\libmedia\audiotrack.cpp中。现在先通过一个例子来了解一下如何使用 AudioTrack,ToneGenerator是android中产生电话拨号音和其他音调波形的一个实现,我们就以它为例子:ToneGenerator的初始化函数:bool ToneGenerator::initAudioTrack() { // Open audio track in mono, PCM 16bit, default sampling rate, default buffer size mpAudioTrack = new AudioTrack(); mpAudioTrack->set(mStreamType, 0, AudioSystem::PCM_16_BIT, AudioSystem::CHANNEL_OUT_MONO, 0, 0, audioCallback, this, 0, 0, mThreadCanCallJava); if (mpAudioTrack->initCheck() != NO_ERROR) { LOGE("AudioTrack->initCheck failed"); goto initAudioTrack_exit; } mpAudioTrack->setVolume(mVolume, mVolume); mState = TONE_INIT; ...... } bool ToneGenerator::initAudioTrack() { // Open audio track in mono, PCM 16bit, default sampling rate, default buffer size mpAudioTrack = new AudioTrack(); mpAudioTrack->set(mStreamType, 0, AudioSystem::PCM_16_BIT, AudioSystem::CHANNEL_OUT_MONO, 0, 0, audioCallback, this, 0, 0, mThreadCanCallJava); if (mpAudioTrack->initCheck() != NO_ERROR) { LOGE("AudioTrack->initCheck failed"); goto initAudioTrack_exit; } mpAudioTrack->setVolume(mVolume, mVolume); mState = TONE_INIT; ...... }
可见,创建步骤很简单,先new一个AudioTrack的实例,然后调用set成员函数完成参数的设置并注册到AudioFlinger中,然后 可以调用其他诸如设置音量等函数进一步设置音频参数。其中,一个重要的参数是audioCallback,audioCallback是一个回调函数,负 责响应AudioTrack的通知,例如填充数据、循环播放、播放位置触发等等。回调函数的写法通常像这样:void ToneGenerator::audioCallback(int event, void* user, void *info) { if (event != AudioTrack::EVENT_MORE_DATA) return; AudioTrack::Buffer *buffer = static_cast(info); ToneGenerator *lpToneGen = static_cast(user); short *lpOut = buffer->i16; unsigned int lNumSmp = buffer->size/sizeof(short); const ToneDescriptor *lpToneDesc = lpToneGen->mpToneDesc; if (buffer->size == 0) return; // Clear output buffer: WaveGenerator accumulates into lpOut buffer memset(lpOut, 0, buffer->size); ...... // 以下是产生音调数据的代码,略.... } void ToneGenerator::audioCallback(int event, void* user, void *info) { if (event != AudioTrack::EVENT_MORE_DATA) return; AudioTrack::Buffer *buffer = static_cast(info); ToneGenerator *lpToneGen = static_cast(user); short *lpOut = buffer->i16; unsigned int lNumSmp = buffer->size/sizeof(short); const ToneDescriptor *lpToneDesc = lpToneGen->mpToneDesc; if (buffer->size == 0) return; // Clear output buffer: WaveGenerator accumulates into lpOut buffer memset(lpOut, 0, buffer->size); ...... // 以下是产生音调数据的代码,略.... }
该函数首先判断事件的类型是否是EVENT_MORE_DATA,如果是,则后续的代码会填充相应的音频数据后返回,当然你可以处理其他事件,以下 是可用的事件类型:enum event_type { EVENT_MORE_DATA = 0, // Request to write more data to PCM buffer. EVENT_UNDERRUN = 1, // PCM buffer underrun occured. EVENT_LOOP_END = 2, // Sample loop end was reached; playback restarted from loop start if loop count was not 0. EVENT_MARKER = 3, // Playback head is at the specified marker position (See setMarkerPosition()). EVENT_NEW_POS = 4, // Playback head is at a new position (See setPositionUpdatePeriod()). EVENT_BUFFER_END = 5 // Playback head is at the end of the buffer. }; enum event_type { EVENT_MORE_DATA = 0, // Request to write more data to PCM buffer. EVENT_UNDERRUN = 1, // PCM buffer underrun occured. EVENT_LOOP_END = 2, // Sample loop end was reached; playback restarted from loop start if loop count was not 0. EVENT_MARKER = 3, // Playback head is at the specified marker position (See setMarkerPosition()). EVENT_NEW_POS = 4, // Playback head is at a new position (See setPositionUpdatePeriod()). EVENT_BUFFER_END = 5 // Playback head is at the end of the buffer. };
开始播放:mpAudioTrack->start(); mpAudioTrack->start();
停止播放:mpAudioTrack->stop(); mpAudioTrack->stop();
只要简单地调用成员函数start()和stop()即可。AudioTrack和AudioFlinger的通信机制通常,AudioTrack和AudioFlinger并不在同一个进程中,它们通过android中的binder机制建立联系。AudioFlinger是android中的一个service,在android启动时就已经被加载。下面这张图展示了他们两个的关系: 图一AudioTrack和AudioFlinger的关系我们可以这样理解这张图的含义:audio_track_cblk_t实现了一个环形FIFO;AudioTrack是FIFO的数据生产者;AudioFlinger是FIFO的数据消费者。建立联系的过程下面的序列图展示了AudioTrack和AudioFlinger建立联系的过程: 图二AudioTrack和AudioFlinger建立联系解释一下过程:Framework或者Java层通过JNI,new AudioTrack();根据StreamType等参数,通过一系列的调用getOutput();如有必要,AudioFlinger根据StreamType打开不同硬件设备;AudioFlinger为该输出设备创建混音线程: MixerThread(),并把该线程的id作为getOutput()的返回值返回给AudioTrack;AudioTrack通过binder机制调用AudioFlinger的createTrack();AudioFlinger注册该AudioTrack到MixerThread中;AudioFlinger创建一个用于控制的TrackHandle,并以IAudioTrack这一接口作为createTrack()的返回 值;AudioTrack通过IAudioTrack接口,得到在AudioFlinger中创建的 FIFO(audio_track_cblk_t);AudioTrack创建自己的监控线程:AudioTrackThread;自此,AudioTrack建立了和AudioFlinger的全部联系工作,接下来,AudioTrack可以:通过IAudioTrack接口控制该音轨的状态,例如start,stop,pause等等;通过对FIFO的写入,实现连续的音频播放;监控线程监控事件的发生,并通过audioCallback回调函数与用户程序进行交互;FIFO的管理 audio_track_cblk_taudio_track_cblk_t这个结构是FIFO实现的关键,该结构是在createTrack的时候,由AudioFlinger申请相 应的内存,然后通过IMemory接口返回AudioTrack的,这样AudioTrack和AudioFlinger管理着同一个 audio_track_cblk_t,通过它实现了环形FIFO,AudioTrack向FIFO中写入音频数据,AudioFlinger从FIFO 中读取音频数据,经Mixer后送给AudioHardware进行播放。audio_track_cblk_t的主要数据成员: user -- AudioTrack当前的写位置的偏移
userBase -- AudioTrack写偏移的基准位置,结合user的值方可确定真实的FIFO地址指针
server -- AudioFlinger当前的读位置的偏移
serverBase -- AudioFlinger读偏移的基准位置,结合server的值方可确定真实的FIFO地址指针 frameCount -- FIFO的大小,以音频数据的帧为单位,16bit的音频每帧的大小是2字节 buffers -- 指向FIFO的起始地址 out -- 音频流的方向,对于AudioTrack,out=1,对于AudioRecord,out=0audio_track_cblk_t的主要成员函数:framesAvailable_l()和framesAvailable()用于获取FIFO中可写的空闲空间的大小,只是加锁和不加锁的区别。