我正在尝试制作一个基本的混音器应用程序,该应用程序将同时播放多达4种声音。
这是我用来实现此目的的课程:
#define log_print __android_log_print
static SuperpoweredAndroidAudioIO *audioIO;
static SuperpoweredAdvancedAudioPlayer *playerA, *playerB, *playerC, *playerD;
static float *floatBuffer;
// This is called periodically by the audio engine.
static bool audioProcessing (
void * __unused clientdata, // custom pointer
short int *audio, // buffer of interleaved samples
int numberOfFrames, // number of frames to process
int __unused samplerate // sampling rate
) {
if(playerA->process(floatBuffer, false, (unsigned int)numberOfFrames)
|| playerB->process(floatBuffer, false, (unsigned int)numberOfFrames)
|| playerC->process(floatBuffer, false, (unsigned int)numberOfFrames)
|| playerD->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int)numberOfFrames);
return true;
} else {
return false;
}
}
// Called by the playerA.
static void playerEventCallbackA (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerA->seek(0); // loop track
break;
default:;
};
}
static void playerEventCallbackB (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerB->seek(0); // loop track
break;
default:;
};
}
static void playerEventCallbackC (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerC->seek(0); // loop track
break;
default:;
};
}
static void playerEventCallbackD (
void * __unused clientData,
SuperpoweredAdvancedAudioPlayerEvent event,
void *value
) {
switch (event) {
case SuperpoweredAdvancedAudioPlayerEvent_LoadSuccess:
break;
case SuperpoweredAdvancedAudioPlayerEvent_LoadError:
log_print(ANDROID_LOG_ERROR, "Player", "Open error: %s", (char *)value);
break;
case SuperpoweredAdvancedAudioPlayerEvent_EOF:
playerD->seek(0); // loop track
break;
default:;
};
}
// StartAudio - Start audio engine and initialize playerA.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_StartAudio (
JNIEnv * __unused env,
jobject __unused obj,
jint samplerate,
jint buffersize
) {
SuperpoweredInitialize(
"ExampleLicenseKey-WillExpire-OnNextUpdate",
false, // enableAudioAnalysis (using SuperpoweredAnalyzer, SuperpoweredLiveAnalyzer, SuperpoweredWaveform or SuperpoweredBandpassFilterbank)
false, // enableFFTAndFrequencyDomain (using SuperpoweredFrequencyDomain, SuperpoweredFFTComplex, SuperpoweredFFTReal or SuperpoweredPolarFFT)
false, // enableAudioTimeStretching (using SuperpoweredTimeStretching)
false, // enableAudioEffects (using any SuperpoweredFX class)
true, // enableAudioPlayerAndDecoder (using SuperpoweredAdvancedAudioPlayer or SuperpoweredDecoder)
false, // enableCryptographics (using Superpowered::RSAPublicKey, Superpowered::RSAPrivateKey, Superpowered::hasher or Superpowered::AES)
false // enableNetworking (using Superpowered::httpRequest)
);
// Allocate audio buffer.
floatBuffer = (float *)malloc(sizeof(float) * 2 * buffersize);
// Initialize playerA and pass callback function.
playerA = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize playerA and pass callback function.
playerB = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize playerA and pass callback function.
playerC = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize playerA and pass callback function.
playerD = new SuperpoweredAdvancedAudioPlayer (
NULL, // clientData
playerEventCallbackA, // callback function
(unsigned int)samplerate, // sampling rate
0 // cachedPointCount
);
// Initialize audio with audio callback function.
audioIO = new SuperpoweredAndroidAudioIO (
samplerate, // sampling rate
buffersize, // buffer size
false, // enableInput
true, // enableOutput
audioProcessing, // process callback function
NULL, // clientData
-1, // inputStreamType (-1 = default)
SL_ANDROID_STREAM_MEDIA // outputStreamType (-1 = default)
);
}
// OpenFile - Open file in playerA, specifying offset and length.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_OpenFile (
JNIEnv *env,
jobject __unused obj,
jstring path, // path to APK file
jint channelID // which player to use
) {
log_print(ANDROID_LOG_INFO, "Player", "~~CHECKPOINT: %d", channelID);
const char *str = env->GetStringUTFChars(path, 0);
switch (channelID) {
case 0:
playerA->open(str);
log_print(ANDROID_LOG_INFO, "Player", "~~Opening: %s", str);
break;
case 1:
playerB->open(str);
log_print(ANDROID_LOG_INFO, "Player", "~~Opening: %s", str);
break;
case 2:
playerC->open(str);
break;
case 3:
playerD->open(str);
break;
default: ;
}
env->ReleaseStringUTFChars(path, str);
}
// TogglePlayback - Toggle Play/Pause state of the playerA.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_TogglePlayback (
JNIEnv * __unused env,
jobject __unused obj,
jint channelID,
jboolean playing
) {
switch (channelID) {
case -1:
if(playing){
log_print(ANDROID_LOG_INFO, "Player", "~~PLAYING ALL: %d", channelID);
playerA->play(true);
playerB->play(true);
playerC->play(true);
playerD->play(true);
SuperpoweredCPU::setSustainedPerformanceMode(playerA->playing); // prevent dropouts
SuperpoweredCPU::setSustainedPerformanceMode(playerB->playing); // prevent dropouts
SuperpoweredCPU::setSustainedPerformanceMode(playerC->playing); // prevent dropouts
SuperpoweredCPU::setSustainedPerformanceMode(playerD->playing); // prevent dropouts
} else {
playerA->pause();
playerA->seek(0);
playerB->pause();
playerB->seek(0);
playerC->pause();
playerC->seek(0);
playerD->pause();
playerD->seek(0);
}
break;
case 0:
if(playing){
playerA->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerA->playing); // prevent dropouts
} else {
playerA->pause();
playerA->seek(0);
}
break;
case 1:
if(playing){
playerB->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerB->playing); // prevent dropouts
} else playerB->pause();
break;
case 2:
if(playing){
playerC->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerC->playing); // prevent dropouts
} else playerC->pause();
break;
case 3:
if(playing){
playerD->play(false);
SuperpoweredCPU::setSustainedPerformanceMode(playerD->playing); // prevent dropouts
} else playerD->pause();
break;
default:;
}
}
// onBackground - Put audio processing to sleep.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_onBackground(
JNIEnv *__unused env,
jobject __unused obj
) {
audioIO->onBackground();
}
// onForeground - Resume audio processing.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_onForeground(
JNIEnv *__unused env,
jobject __unused obj
) {
audioIO->onForeground();
}
// Cleanup - Free resources.
extern "C" JNIEXPORT void
Java_com_connorschwing_CustomAudioManager_Cleanup(
JNIEnv *__unused env,
jobject __unused obj
) {
delete audioIO;
delete playerA;
delete playerB;
delete playerC;
delete playerD;
free(floatBuffer);
}
对于一首曲目效果很好。我能够录制声音,在播放器中打开它,然后播放并循环播放。但是,如果我在另一条轨道上录制并开始播放播放器B,则播放器B不会发出声音。我一次只能听到一条音轨。我知道我必须以某种方式将这些播放器组合到一个缓冲区中,但是我不确定该怎么做。现在,它只对每个背靠背调用player-> play(false)。
我应该如何更改此代码以允许多个玩家同时运行?
解决方案尝试1 我没有在每个调用中为bufferAdd值使用true / false,而是将调用本身用于其他播放器。这些对player-> process()的调用将返回一个布尔值,该布尔值将被设置为下一个调用的bufferAdd值
if((playerD->process(floatBuffer, playerC->process(floatBuffer, playerB->process(floatBuffer, playerA->process(floatBuffer, false, (unsigned int)numberOfFrames), (unsigned int)numberOfFrames), (unsigned int)numberOfFrames) , (unsigned int)numberOfFrames)))
{
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int)numberOfFrames);
return true;
}
解决方案尝试2 检查每个播放器的状态,如果正在处理,则处理其他三个播放器
if(playerA->process(floatBuffer, false, (unsigned int)numberOfFrames))
{
playerB->process(floatBuffer, true, (unsigned int)numberOfFrames);
playerC->process(floatBuffer, true, (unsigned int)numberOfFrames);
playerD->process(floatBuffer, true, (unsigned int)numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int)numberOfFrames);
return true;
} else if(playerB->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
playerA->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerC->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerD->process(floatBuffer, true, (unsigned int) numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int) numberOfFrames);
return true;
} else if(playerC->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
playerB->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerA->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerD->process(floatBuffer, true, (unsigned int) numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int) numberOfFrames);
return true;
} else if(playerD->process(floatBuffer, false, (unsigned int)numberOfFrames)) {
playerB->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerC->process(floatBuffer, true, (unsigned int) numberOfFrames);
playerA->process(floatBuffer, true, (unsigned int) numberOfFrames);
SuperpoweredFloatToShortInt(floatBuffer, audio, (unsigned int) numberOfFrames);
return true;
} else return false;
答案 0 :(得分:1)
答案 1 :(得分:0)
更优雅的解决方案可以是:
bool silence = playerA->process(floatBuffer, false, ...);
silence |= playerB->process(floatBuffer, !silence, ...);
silence |= playerC->process(floatBuffer, !silence, ...);
silence |= playerD->process(floatBuffer, !silence, ...);
答案 2 :(得分:0)
@ConnorS 这是一个对我有用的片段,它有 4 个播放器和一个 StereoMixer:
bool CrossExample::process(short int *output, unsigned int numberOfFrames, unsigned int samplerate) {
player1->outputSamplerate = player2->outputSamplerate = player3->outputSamplerate = player4->outputSamplerate;
// Get audio from the players into a buffer on the stack.
float outputBuffer[numberOfFrames * 2];
bool silence = player1->processStereo(outputBuffer, false, numberOfFrames, volA);
if (player2->processStereo(outputBuffer, !silence, numberOfFrames, volA)) silence = false;
if (player3->processStereo(outputBuffer, !silence, numberOfFrames, volA)) silence = false;
if (player4->processStereo(outputBuffer, !silence, numberOfFrames, volA)) silence = false;
mixer->process(outputBuffer,
NULL,
NULL,
NULL,
outputBuffer,
numberOfFrames);
};
// The output buffer is ready now, let's write the finished audio into the requested buffer.
if (!silence) Superpowered::FloatToShortInt(outputBuffer, output, numberOfFrames);
return !silence; //this equals true
}