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ANDROID音频系统散记之一:A2dpAudioInterface

2012-11-22 15:36 465 查看
落鹤生 发布于 2012-02-01 10:18 点击:1053次

本来有打算写写Android音频系统的,但是仔细研究了如下链接的三篇文章,果断中断了我的想法。毫不夸张来说,这是我看过的最好的阐述 Android音频系统的文章了,简练精辟,将音频系统各个方面的重要的脉络都描述出来了。有这三篇文章,理解Android音频系统何止加快了10倍
TAG: 蓝牙 音频系统 A2dp

写在之前

本来有打算写写Android音频系统的,但是仔细研究了如下链接的三篇文章,果断中断了我的想法。毫不夸张来说,这是我看过的最好的阐述
Android音频系统的文章了,简练精辟,将音频系统各个方面的重要的脉络都描述出来了。有这三篇文章,理解Android音频系统何止加快了10倍。

Android Audio System 之一:AudioTrack如何与AudioFlinger交换音频数据

Android Audio System 之二:AudioFlinger

Android Audio System 之三: AudioPolicyService 和 AudioPolicyManager

A2dpAudioInterface

Android音频系统有两大服务:一是AudioFlinger,二是AudioPolicyService。AudioFlinger负责向下 访问AudioHardwareInterface,实现音频PCM数据的混音/输入/输出,实现音量调节;AudioPolicyService负责音 频输入输出设备的连接状态,音频策略调度即音频设备(如本地CODEC、Bluetooth A2DP、Headset)的切换策略(注意它只是负责策略,真正的切换操作是在AudioFlinger中的openOutput,毕竟 AudioFlinger负责操作底层音频硬件)。AudioPolicyService在以后的章节详细分析,这里主要探讨A2DP-Audio是如何
注册到AudioFlinger中,并简要提及音频PCM数据流向。

好的平台软件应有这样的一个抽象层:向下提供一套固定的接口,不同的硬件设备根据这些接口实现各自的方法,然后注册到这个抽象层中去。这样对于上层 应用而言并没有任何区别,因为上层只需调用抽象层接口就行了,不管底层硬件的差异性。AudioFlinger就是这样的一个抽象层,无论底层是ALSA 设备还是BluetoothHeadset,上层都只会看到AudioFlinger的接口。至于何时切换到ALSA设备何时切换到 BluetoothHeadset,这就属于音频策略调度范畴了即AudioPolicyService。

AudioFlinger::AudioFlinger()
: BnAudioFlinger(),
mAudioHardware(0), mMasterVolume(1.0f), mMasterMute(false), mNextUniqueId(1)
{
mHardwareStatus = AUDIO_HW_IDLE;

mAudioHardware = AudioHardwareInterface::create();
......

再看AudioHardwareInterface::create():

AudioHardwareInterface* AudioHardwareInterface::create()
{
/*
* FIXME: This code needs to instantiate the correct audio device
* interface. For now - we use compile-time switches.
*/
AudioHardwareInterface* hw = 0;
char value[PROPERTY_VALUE_MAX];

#ifdef GENERIC_AUDIO
hw = new AudioHardwareGeneric();
#else
// if running in emulation - use the emulator driver
if (property_get("ro.kernel.qemu", value, 0)) {
LOGD("Running in emulation - using generic audio driver");
hw = new AudioHardwareGeneric();
}
else {
LOGV("Creating Vendor Specific AudioHardware");
hw = createAudioHardware();
}
#endif
if (hw->initCheck() != NO_ERROR) {
LOGW("Using stubbed audio hardware. No sound will be produced.");
delete hw;
hw = new AudioHardwareStub();
}

#ifdef WITH_A2DP
hw = new A2dpAudioInterface(hw);
#endif

#ifdef ENABLE_AUDIO_DUMP
// This code adds a record of buffers in a file to write calls made by AudioFlinger.
// It replaces the current AudioHardwareInterface object by an intermediate one which
// will record buffers in a file (after sending them to hardware) for testing purpose.
// This feature is enabled by defining symbol ENABLE_AUDIO_DUMP.
// The output file is set with setParameters("test_cmd_file_name=<name>")
//. Pause are not recorded in the file.
LOGV("opening PCM dump interface");
hw = new AudioDumpInterface(hw);    // replace interface
#endif
return hw;
}

这个函数我在ANDROID2.3音频系统HAL有简要的分析,现在我们接着往下看看A2DP的注册:

hw = new A2dpAudioInterface(hw);

注意红色部分hw,为什么A2dpAudioInterface还需要createAudioHardware()打开的 AudioHardwareInterface(我们假设这是ALSA设备接口)呢?如我们所知,BluetoothA2DP与ALSA设备并不走同一套 接口,因此Android的设计者就把ALSA设备接口扔到A2DP接口里面管理了。这又是如何管理呢?简单来说,就是根据上层传下来的参数 devices,判断devices是否是DEVICE_OUT_BLUETOOTH_A2DP,如果是则走A2DP接口,如果不是则走ALSA设备接
口。例如需要打开一个音频输出流时:

AudioStreamOut* A2dpAudioInterface::openOutputStream(
uint32_t devices, int *format, uint32_t *channels
, uint32_t *sampleRate, status_t *status)
{
if (!AudioSystem::isA2dpDevice((AudioSystem::audio_devices)devices)) {
LOGV("A2dpAudioInterface::openOutputStream() open HW device: %x", devices);
return mHardwareInterface->openOutputStream(devices, format
, channels, sampleRate, status);
}

status_t err = 0;

// only one output stream allowed
if (mOutput) {
if (status)
*status = -1;
return NULL;
}

// create new output stream
A2dpAudioStreamOut* out = new A2dpAudioStreamOut();
if ((err = out->set(devices, format, channels, sampleRate)) == NO_ERROR) {
mOutput = out;
mOutput->setBluetoothEnabled(mBluetoothEnabled);
mOutput->setSuspended(mSuspended);
} else {
delete out;
}

if (status)
*status = err;
return mOutput;
}

当上层传下来的devices不属于A2DP设备时,则return mHardwareInterface->openOutputStream(devices, format, channels, sampleRate, status);其中mHardwareInterface保存的是ALSA的hw。否则A2dpAudioStreamOut* out = new A2dpAudioStreamOut();为A2DP打开一个音频输出流。

liba2dp

到了A2dpAudioInterface这层,就是访问BlueZ的音频操作接口了,主要是external\bluetooth\bluez \audio\liba2dp.c。liba2dp.c代码或许很复杂,我也没有深入了解过,但是接口却非常简单易用。看liba2dp.h,仅仅只有几 个接口:

int a2dp_init(int rate, int channels, a2dpData* dataPtr);
void a2dp_set_sink(a2dpData data, const char* address);
int a2dp_write(a2dpData data, const void* buffer, int count);
int a2dp_stop(a2dpData data);
void a2dp_cleanup(a2dpData data);

a2dp_init:根据传入来的采样率rate,声道数channels初始化一个a2dpData;

a2dp_set_sink:绑定一个蓝牙地址address到a2dpData上;

a2dp_write:往a2dp写入音频PCM数据;

a2dp_stop:停止a2dp播放。

例如,每当有音频PCM数据需要送入Bluetooth时:

ssize_t A2dpAudioInterface::A2dpAudioStreamOut::write(const void* buffer, size_t bytes)
{
Mutex::Autolock lock(mLock);

size_t remaining = bytes;
status_t status = -1;

if (!mBluetoothEnabled || mClosing || mSuspended) {
LOGV("A2dpAudioStreamOut::write(), but bluetooth disabled \
mBluetoothEnabled %d, mClosing %d, mSuspended %d",
mBluetoothEnabled, mClosing, mSuspended);
goto Error;
}

status = init();
if (status < 0)
goto Error;

while (remaining > 0) {
status = a2dp_write(mData, buffer, remaining);
if (status <= 0) {
LOGE("a2dp_write failed err: %d\n", status);
goto Error;
}
remaining -= status;
buffer = ((char *)buffer) + status;
}

mStandby = false;

return bytes;

Error:
// Simulate audio output timing in case of error
usleep(((bytes * 1000 )/ frameSize() / sampleRate()) * 1000);

return status;
}

核心语句:status = a2dp_write(mData, buffer, remaining); 只需要传入音频数据的首地址和大小就行了。

该函数在AudioFlinger::MixerThread::threadLoop()调用,下面简要介绍音频数据从上层到底层硬件设备的传输流向过程。
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