【发布时间】:2015-09-21 14:13:37
【问题描述】:
我正在开发一个原生 android 项目并尝试使用 OpenSL 播放一些音频效果。使用 VisualGDB 提供的原生音频示例项目,我编写了下面发布的代码。
在接近尾声时,您可以看到我注释了一行,该行将缓冲区中名为 hello 的变量的内容存储到目的地。 hello 来自示例项目,包含大约 700 行字符字节,如下所示:
"\x02\x00\x01\x00\xff\xff\x09\x00\x0c\x00\x10\x00\x07\x00\x07\x00"
制作某人说“你好”的音频文件。将该字节数据读入流中时,我的代码运行良好,并且在运行应用程序时听到“你好”。但是,当我从 wav 文件中读取以播放我想要的资产时,我只听到静态声音。数据缓冲区的大小与文件的大小相同,因此看起来它正在被正确读取。静态播放 wav 文件的持续时间(或非常接近它)。
我真的对数据格式或音频编程一无所知。我尝试使用不同的枚举值调整 format_pcm 变量,但没有成功。使用我在 Internet 上找到的一个名为 GSpot 的工具,我知道以下关于我要播放的音频文件的信息:
文件大小:557 KB(570,503 字节)(与数据缓冲区大小相同 AAsset_read 返回
编解码器:PCM 音频
采样率:48000Hz
比特率:1152 kb/s
频道:1
任何帮助或指导将不胜感激。
SLDataLocator_AndroidSimpleBufferQueue loc_bufq = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1 };
SLDataFormat_PCM format_pcm;
format_pcm.formatType = SL_DATAFORMAT_PCM;
format_pcm.numChannels = 1;
format_pcm.samplesPerSec = SL_SAMPLINGRATE_48;// SL_SAMPLINGRATE_8;
format_pcm.bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_8; // SL_PCMSAMPLEFORMAT_FIXED_16;
format_pcm.containerSize = 16;
format_pcm.channelMask = SL_SPEAKER_FRONT_CENTER;
format_pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
SLDataSource audioSrc = { &loc_bufq, &format_pcm };
// configure audio sink
SLDataLocator_OutputMix loc_outmix = { SL_DATALOCATOR_OUTPUTMIX, manager->GetOutputMixObject() };
SLDataSink audioSnk = { &loc_outmix, NULL };
//create audio player
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 };
SLEngineItf engineEngine = manager->GetEngine();
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &bqPlayerObject, &audioSrc, &audioSnk,
3, ids, req);
// realize the player
result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
// get the play interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_PLAY, &bqPlayerPlay);
// get the buffer queue interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_BUFFERQUEUE,
&bqPlayerBufferQueue);
// register callback on the buffer queue
result = (*bqPlayerBufferQueue)->RegisterCallback(bqPlayerBufferQueue, bqPlayerCallback, NULL);
// get the effect send interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_EFFECTSEND,
&bqPlayerEffectSend);
// get the volume interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_VOLUME, &bqPlayerVolume);
// set the player's state to playing
result = (*bqPlayerPlay)->SetPlayState(bqPlayerPlay, SL_PLAYSTATE_PLAYING);
uint8* pOutBytes = nullptr;
uint32 outSize = 0;
result = MyFileManager::GetInstance()->OpenFile(m_strAbsolutePath, (void**)&pOutBytes, &outSize, true);
const char* filename = m_strAbsolutePath->GetUTF8String();
result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, pOutBytes, outSize);
// result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, hello, sizeof(hello));
if (SL_RESULT_SUCCESS != result) {
return JNI_FALSE;
}
【问题讨论】:
标签: android audio android-ndk opensl