我尝试将部分 OpenAL 代码转换为 OpenSL ES 以用于我的Android使用(Kitkat 4.4.4)在 Genymotion 上遇到了在 44.1Khz 采样的.wav文件的问题。我的应用程序是 native one(glue)。
我已经关注 Android NDK 示例的 / native-audio 示例以及优秀书籍 Android NDK初学者指南中的片段,所以我的代码在大多数wav / PCM数据上都能正常运行,除了那些以44.1Khz采样的数据。我的具体代码如下:
引擎初始
// create OpenSL ES engine
SLEngineOption EngineOption[] = {(SLuint32) SL_ENGINEOPTION_THREADSAFE, (SLuint32) SL_BOOLEAN_TRUE};
const SLInterfaceID lEngineMixIIDs[] = {SL_IID_ENGINE};
const SLboolean lEngineMixReqs[] = {SL_BOOLEAN_TRUE};
SLresult res = slCreateEngine(&mEngineObj, 1, EngineOption, 1, lEngineMixIIDs, lEngineMixReqs);
res = (*mEngineObj)->Realize(mEngineObj, SL_BOOLEAN_FALSE);
res = (*mEngineObj)->GetInterface(mEngineObj, SL_IID_ENGINE, &mEngine); // get 'engine' interface
// create output mix (AKA playback; this represents speakers, headset etc.)
res = (*mEngine)->CreateOutputMix(mEngine, &mOutputMixObj, 0,NULL, NULL);
res = (*mOutputMixObj)->Realize(mOutputMixObj, SL_BOOLEAN_FALSE);
播放器初始化
SLresult lRes;
// Set-up sound audio source.
SLDataLocator_AndroidSimpleBufferQueue lDataLocatorIn;
lDataLocatorIn.locatorType = SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE;
lDataLocatorIn.numBuffers = 1; // 1 buffer for a one-time load
// analyze and set correct PCM format
SLDataFormat_PCM lDataFormat;
lDataFormat.formatType = SL_DATAFORMAT_PCM;
lDataFormat.numChannels = audio->wav.channels; // etc. 1,2
lDataFormat.samplesPerSec = audio->wav.sampleRate * 1000; // etc. 44100 * 1000
lDataFormat.bitsPerSample = audio->wav.bitsPerSample; // etc. 16
lDataFormat.containerSize = audio->wav.bitsPerSample;
lDataFormat.channelMask = SL_SPEAKER_FRONT_CENTER;
lDataFormat.endianness = SL_BYTEORDER_LITTLEENDIAN;
SLDataSource lDataSource;
lDataSource.pLocator = &lDataLocatorIn;
lDataSource.pFormat = &lDataFormat;
SLDataLocator_OutputMix lDataLocatorOut;
lDataLocatorOut.locatorType = SL_DATALOCATOR_OUTPUTMIX;
lDataLocatorOut.outputMix = mOutputMixObj;
SLDataSink lDataSink;
lDataSink.pLocator = &lDataLocatorOut;
lDataSink.pFormat = NULL;
const SLInterfaceID lSoundPlayerIIDs[] = { SL_IID_PLAY, SL_IID_ANDROIDSIMPLEBUFFERQUEUE };
const SLboolean lSoundPlayerReqs[] = { SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };
lRes = (*mEngine)->CreateAudioPlayer(mEngine, &mPlayerObj, &lDataSource, &lDataSink, 2, lSoundPlayerIIDs, lSoundPlayerReqs);
if (lRes != SL_RESULT_SUCCESS) { return; }
lRes = (*mPlayerObj)->Realize(mPlayerObj, SL_BOOLEAN_FALSE);
if (lRes != SL_RESULT_SUCCESS) { return; }
lRes = (*mPlayerObj)->GetInterface(mPlayerObj, SL_IID_PLAY, &mPlayer);
if (lRes != SL_RESULT_SUCCESS) { return; }
lRes = (*mPlayerObj)->GetInterface(mPlayerObj, SL_IID_ANDROIDSIMPLEBUFFERQUEUE, &mPlayerQueue);
if (lRes != SL_RESULT_SUCCESS) { return; }
// register callback on the buffer queue
lRes = (*mPlayerQueue)->RegisterCallback(mPlayerQueue, bqPlayerQueueCallback, NULL);
if (lRes != SL_RESULT_SUCCESS) { return; }
lRes = (*mPlayer)->SetCallbackEventsMask(mPlayer, SL_PLAYEVENT_HEADATEND);
if (lRes != SL_RESULT_SUCCESS) { return; }
// ..fetch the data in 'audio->data' from opened FILE* stream and set 'datasize'
// feed the buffer with data
lRes = (*mPlayerQueue)->Clear(mPlayerQueue); // remove any sound from buffer
lRes = (*mPlayerQueue)->Enqueue(mPlayerQueue, audio->data, datasize);
上述效果适用于 8000 , 22050 和 32000 样本/秒,但 41100 样本,5次中有4次重复播放第一次播放时有很多时间。它就像是一个敲门音效,它实际上以单->SetPlayState(..SL_PLAYSTATE_PLAYING);
和速度循环多次(约50次)。我的代码有任何明显错误吗?这些抽样的多线程问题?其他人有这种问题吗?我应该对41.1Khz案件进行下采样吗?它可能是 Genymotion 问题吗? TX
答案 0 :(得分:0)
我通过从 44Khz 到 22Khz 的下采样解决了这个问题。有趣的是,这只发生在包含1个通道和44,100个样本的声音上;在所有其他情况下,没有问题。