本文主要是介绍ijkplayer音频解码播放架构分析,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
ijkplayer是一款跨平台播放器,支持Android与iOS播放,音频解码默认使用FFmpeg的avcodec软解。Android端播放音频可以用OpenSL ES和AudioTrack,而iOS端播放音频默认使用AudioQueue。
一、iOS音频解码播放
采用pipeline形式创建音频播放组件,整体流水线如下:
1、创建IjkMediaPlayer
首先调用ijkplayer_ios.m创建IjkMediaPlayer,具体代码如下:
IjkMediaPlayer *ijkmp_ios_create(int (*msg_loop)(void*))
{IjkMediaPlayer *mp = ijkmp_create(msg_loop);if (!mp)goto fail;mp->ffplayer->vout = SDL_VoutIos_CreateForGLES2();if (!mp->ffplayer->vout)goto fail;mp->ffplayer->pipeline = ffpipeline_create_from_ios(mp->ffplayer);if (!mp->ffplayer->pipeline)goto fail;return mp;
fail:ijkmp_dec_ref_p(&mp);return NULL;
}
2、创建pipeline
在第一步调用ffpipeline_ios.c创建pipeline,对func_open_video_decoder和func_open_audio_output函数指针进行赋值:
IJKFF_Pipeline *ffpipeline_create_from_ios(FFPlayer *ffp)
{IJKFF_Pipeline *pipeline = ffpipeline_alloc(&g_pipeline_class, sizeof(IJKFF_Pipeline_Opaque));......pipeline->func_open_video_decoder = func_open_video_decoder;pipeline->func_open_audio_output = func_open_audio_output;return pipeline;
}static SDL_Aout *func_open_audio_output(IJKFF_Pipeline *pipeline, FFPlayer *ffp)
{return SDL_AoutIos_CreateForAudioUnit();
}
3、创建SDL_Aout
在ff_play.c的ffp_prepare_async_l()方法调用ff_ffpipeline.c的ffpipeline_open_audio_output()方法:
int ffp_prepare_async_l(FFPlayer *ffp, const char *file_name)
{......if (!ffp->aout) {ffp->aout = ffpipeline_open_audio_output(ffp->pipeline, ffp);if (!ffp->aout)return -1;}
}
然后调用ffpipeline_ios.c的func_open_audio_output()方法,最终调用ijksdl_aout_ios_audiounit.m创建SDL_Aout,分别为open_audio、pause_audio、flush_audio、close_audio函数指针进行赋值:
SDL_Aout *SDL_AoutIos_CreateForAudioUnit()
{SDL_Aout *aout = SDL_Aout_CreateInternal(sizeof(SDL_Aout_Opaque));......aout->open_audio = aout_open_audio;aout->pause_audio = aout_pause_audio;aout->flush_audio = aout_flush_audio;aout->close_audio = aout_close_audio;......return aout;
}
4、打开音频解码器
在ff_ffplay.c的stream_component_open()方法寻找并且打开音频解码器:
static int stream_component_open(FFPlayer *ffp, int stream_index)
{// 寻找解码器codec = avcodec_find_decoder(avctx->codec_id);// 打开解码器if ((ret = avcodec_open2(avctx, codec, &opts)) < 0) {goto fail;}......switch (avctx->codec_type) {case AVMEDIA_TYPE_AUDIO:// 打开音频输出设备if ((ret = audio_open(ffp, channel_layout, nb_channels, sample_rate, &is->audio_tgt)) < 0)goto fail;// 启动音频解码线程if ((ret = decoder_start(&is->auddec, audio_thread, ffp, "ff_audio_dec")) < 0)goto out;......default:break;}goto out;
fail:avcodec_free_context(&avctx);
out:av_dict_free(&opts);return ret;
}
5、创建AudioQueue
在audio_open()方法里调用ijksdl_aout.c的SDL_AoutOpenAudio()方法打开音频输出设备,并且设置pcm数据回调函数:
static int audio_open(FFPlayer *opaque, int64_t wanted_channel_layout, int wanted_nb_channels, int wanted_sample_rate, struct AudioParams *audio_hw_params)
{// 设置sdl_audio_callback作为callback函数wanted_spec.callback = sdl_audio_callback;// 打开音频输出设备while (SDL_AoutOpenAudio(ffp->aout, &wanted_spec, &spec) < 0) {if (is->abort_request)return -1;}
}
ijksdl_aout.c内部调用ijksdl_aout_ios_audiounit.m的aout_open_audio(),最终调用IJKSDLAudioQueueController.m创建AudioQueue用于播放音频:
- (id)initWithAudioSpec:(const SDL_AudioSpec *)aSpec
{// 创建AudioQueue,设置回调函数OSStatus status = AudioQueueNewOutput(&streamDescription,IJKSDLAudioQueueOuptutCallback,(__bridge void *) self,NULL,kCFRunLoopCommonModes,0,&audioQueueRef);// 启动AudioQueuestatus = AudioQueueStart(audioQueueRef, NULL);return self;
}
AudioQueue内部会创建一个工作线程进行播放,如下图所示:
6、解码音频
音频解码线程:
static int audio_thread(void *arg)
{......do {// decode audioif ((got_frame = decoder_decode_frame(ffp, &is->auddec, frame, NULL)) < 0)goto the_end;// filter audio#if CONFIG_AVFILTERif ((ret = av_buffersrc_add_frame(is->in_audio_filter, frame)) < 0)goto the_end;while ((ret = av_buffersink_get_frame_flags(is->out_audio_filter, frame, 0)) >= 0) {tb = av_buffersink_get_time_base(is->out_audio_filter);}#endifframe_queue_push(&is->sampq);} while (ret >= 0 || ret == AVERROR(EAGAIN) || ret == AVERROR_EOF);the_end:av_frame_free(&frame);return ret;
}
sdl_audio_callback的代码如下:
static void sdl_audio_callback(void *opaque, Uint8 *stream, int len)
{......while (len > 0) {if (is->audio_buf_index >= is->audio_buf_size) {// decode and convert frameaudio_size = audio_decode_frame(ffp);}if (!is->muted && is->audio_buf && is->audio_volume == SDL_MIX_MAXVOLUME)memcpy(stream, (uint8_t *)is->audio_buf + is->audio_buf_index, len1);else {memset(stream, 0, len1);if (!is->muted && is->audio_buf)SDL_MixAudio(stream, (uint8_t *)is->audio_buf + is->audio_buf_index, len1, is->audio_volume);}len -= len1;stream += len1;is->audio_buf_index += len1;}
}
然后内部调用audio_decode_frame()进行音频转换:
static int audio_decode_frame(FFPlayer *ffp)
{......do {// 获取下一个frameframe_queue_next(&is->sampq);} while (af->serial != is->audioq.serial);// 音频转换swr_convert(is->swr_ctx, out, out_count, in, af->frame->nb_samples);return resampled_data_size;
}
7、播放音频
在AudioQueue的回调函数会定时回调,然后调用ff_ffplay.c的sdl_audio_callback()获取pcm数据来播放:
static void IJKSDLAudioQueueOuptutCallback(void * inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {@autoreleasepool {// 获取pcm数据(*aqController.spec.callback)(aqController.spec.userdata, inBuffer->mAudioData, inBuffer->mAudioDataByteSize);// pcm数据入队列AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);}
}
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