FFmpeg 開發(04):FFmpeg + OpenGLES 實現音頻可視化播放


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FFmpeg 開發系列連載:
FFmpeg 開發(01):FFmpeg 編譯和集成
FFmpeg 開發(02):FFmpeg + ANativeWindow 實現視頻解碼播放
FFmpeg 開發(03):FFmpeg + OpenSLES 實現音頻解碼播放

本文基於上一篇文章 FFmpeg + OpenSLES 實現音頻解碼播放 ,利用 FFmpeg 對一個 Mp4 文件的音頻流進行解碼,然后將解碼后的 PCM 音頻數據進行重采樣,最后利用 OpenSLES 進行播放的同時,將 PCM 音頻一個通道的數據實時渲染成柱狀圖。

FFmpeg + OpenGLES 實現音頻可視化播放FFmpeg + OpenGLES 實現音頻可視化播放

關於音頻的可視化,在舊文中,我們曾經實現過將 Android AudioRecorder 采集的實時音頻單通道 PCM 數據用 OpenGL 渲染成柱狀圖。具體的渲染過程和細節,請移步這篇文章,代碼已開源:

OpenGL ES 實現可視化實時音頻

提取一個通道的音頻數據

在上一篇文章,我們構建 OpenSLES 播放器時,對數據格式的定義如下:

1 SLDataFormat_PCM pcm = {
2         SL_DATAFORMAT_PCM,//format type
3         (SLuint32)2,//channel count 雙通道
4         SL_SAMPLINGRATE_44_1,//44100hz
5         SL_PCMSAMPLEFORMAT_FIXED_16,// bits per sample 2字節=16bit
6         SL_PCMSAMPLEFORMAT_FIXED_16,// container size
7         SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,// channel mask
8         SL_BYTEORDER_LITTLEENDIAN // endianness 小端序
9 };

從上面代碼中可以看出,音頻驅動接收的 PCM 數據的采樣率是 44.1kHz,雙通道,采樣大小 2 字節。由於我們要渲染的是一個通道的 PCM 數據,所以需要對雙通道的數據做一個提取。

雙通道的 PCM 數據雙通道的 PCM 數據

如上圖所示,解碼后的 PCM 數據是 2 個通道的數據交叉存儲,當使用指針偏移提取某一通道的數據時,每次偏移的步長是 2 字節 X 通道數 = 4 個字節。

提取某一通道的 PCM 數據方式如下,通過該方式我們可以將一幀音頻數據每個通道的數據進行分離。

//小端序存儲的音頻數據
uint8_t* pByte = audioFrame->data;
for(int i=0; i<audioFrame->dataSize; i++) {
    short *pShort = pByte + i * 4;
    //左聲道值
    short leftChannelValue = *pShort;

    pShort = pByte + i * 4 + 2;
    //右聲道值
    short rightChannelValue = *pShort;

}

另外需要注意的是,數據的存儲方式分為大端序和小端序,小端序指低地址存放低位、高地址存放高位,大端序與小端序相反,即低地址存放高位,分離通道數據需要注意。

//大端序存儲的音頻數據
uint8_t* pByte = audioFrame->data;
for(int i=0; i<audioFrame->dataSize; i++) {
    short *pShort = pByte + i * 4;
    //左聲道值
    short leftChannelValue = ((*pShort & 0xFF00) >> 8) | ((*pShort & 0x00FF) << 8);

    pShort = pByte + i * 4 + 2;
    //右聲道值
    short rightChannelValue = ((*pShort & 0xFF00) >> 8) | ((*pShort & 0x00FF) << 8);

}

OpenGL ES 渲染音頻數據

OpenGLES 全稱 OpenGL for Embedded Systems ,是三維圖形應用程序接口 OpenGL 的子集,本質上是一個跨編程語言、跨平台的編程接口規范,主要應用於嵌入式設備,如手機、平板等。

由於前期已經系統地闡述了 OpenGL ES 相關知識點,這里就不做展開敘述,詳細內容請參考:

Android OpenGL ES 從入門到精通系統性學習教程

利用 OpenGL 渲染音頻數據,本質上就是根據音頻數據的值去構建一組如下圖所示的網格,最終渲染成條狀圖。

根據音頻數據的值去構建條狀圖網格根據音頻數據的值去構建條狀圖網格

接下來就是代碼實現過程,首先在 Java 層創建 GLSurfaceView 的 Render ,FFMediaPlayer 中增加對應 Native 函數:

private GLSurfaceView.Renderer mAudioGLRender = new GLSurfaceView.Renderer() {
    @Override
    public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
        FFMediaPlayer.native_OnAudioVisualSurfaceCreated();

    }

    @Override
    public void onSurfaceChanged(GL10 gl10, int w, int h) {
        FFMediaPlayer.native_OnAudioVisualSurfaceChanged(w, h);

    }

    @Override
    public void onDrawFrame(GL10 gl10) {
        FFMediaPlayer.native_OnAudioVisualDrawFrame();
    }
};

public class FFMediaPlayer {

    static {
        System.loadLibrary("learn-ffmpeg");
    }

    //......

    //for audio visual render
    public static native void native_OnAudioVisualSurfaceCreated();
    public static native void native_OnAudioVisualSurfaceChanged(int width, int height);
    public static native void native_OnAudioVisualDrawFrame();

}

 

對應 Java 層接口的 JNI :

//可視化音頻的渲染接口
JNIEXPORT void JNICALL
Java_com_byteflow_learnffmpeg_media_FFMediaPlayer_native_1OnAudioVisualSurfaceCreated(JNIEnv *env,
                                                                                      jclass clazz) {
    AudioVisualRender::GetInstance()->OnAudioVisualSurfaceCreated();
}

JNIEXPORT void JNICALL
Java_com_byteflow_learnffmpeg_media_FFMediaPlayer_native_1OnAudioVisualSurfaceChanged(JNIEnv *env,
                                                                                      jclass clazz,
                                                                                      jint width,
                                                                                      jint height) {
    AudioVisualRender::GetInstance()->OnAudioVisualSurfaceChanged(width, height);
}

JNIEXPORT void JNICALL
Java_com_byteflow_learnffmpeg_media_FFMediaPlayer_native_1OnAudioVisualDrawFrame(JNIEnv *env,
                                                                                 jclass clazz) {
    AudioVisualRender::GetInstance()->OnAudioVisualDrawFrame();
}

 

Native 層實現音頻渲染的類:

#include <LogUtil.h>
#include <GLUtils.h>
#include "AudioVisualRender.h"
#include <gtc/matrix_transform.hpp>
#include <detail/type_mat.hpp>
#include <detail/type_mat4x4.hpp>
#include <render/video/OpenGLRender.h>


AudioVisualRender* AudioVisualRender::m_pInstance = nullptr;
std::mutex AudioVisualRender::m_Mutex;

AudioVisualRender *AudioVisualRender::GetInstance() {
    if(m_pInstance == nullptr) {
        std::unique_lock<std::mutex> lock(m_Mutex);
        if(m_pInstance == nullptr) {
            m_pInstance = new AudioVisualRender();
        }

    }
    return m_pInstance;
}

void AudioVisualRender::ReleaseInstance() {
    std::unique_lock<std::mutex> lock(m_Mutex);
    if(m_pInstance != nullptr) {
        delete m_pInstance;
        m_pInstance = nullptr;
    }

}

void AudioVisualRender::OnAudioVisualSurfaceCreated() {
    ByteFlowPrintE("AudioVisualRender::OnAudioVisualSurfaceCreated");
    if (m_ProgramObj)
        return;
    char vShaderStr[] =
            "#version 300 es\n"
            "layout(location = 0) in vec4 a_position;\n"
            "layout(location = 1) in vec2 a_texCoord;\n"
            "uniform mat4 u_MVPMatrix;\n"
            "out vec2 v_texCoord;\n"
            "void main()\n"
            "{\n"
            "    gl_Position = u_MVPMatrix * a_position;\n"
            "    v_texCoord = a_texCoord;\n"
            "    gl_PointSize = 4.0f;\n"
            "}";

    char fShaderStr[] =
            "#version 300 es                                     \n"
            "precision mediump float;                            \n"
            "in vec2 v_texCoord;                                 \n"
            "layout(location = 0) out vec4 outColor;             \n"
            "uniform float drawType;                             \n"
            "void main()                                         \n"
            "{                                                   \n"
            "  if(drawType == 1.0)                               \n"
            "  {                                                 \n"
            "      outColor = vec4(1.5 - v_texCoord.y, 0.3, 0.3, 1.0); \n"
            "  }                                                 \n"
            "  else if(drawType == 2.0)                          \n"
            "  {                                                 \n"
            "      outColor = vec4(1.0, 1.0, 1.0, 1.0);          \n"
            "  }                                                 \n"
            "  else if(drawType == 3.0)                          \n"
            "  {                                                 \n"
            "      outColor = vec4(0.3, 0.3, 0.3, 1.0);          \n"
            "  }                                                 \n"
            "}                                                   \n";

    //生成着色器程序
    m_ProgramObj = GLUtils::CreateProgram(vShaderStr, fShaderStr);
    if (m_ProgramObj == GL_NONE) {
        LOGCATE("VisualizeAudioSample::Init create program fail");
    }


    //設置 MVP Matrix 變換矩陣
    // Projection matrix
    glm::mat4 Projection = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, 0.1f, 100.0f);
    //glm::mat4 Projection = glm::frustum(-ratio, ratio, -1.0f, 1.0f, 4.0f, 100.0f);
    //glm::mat4 Projection = glm::perspective(45.0f, ratio, 0.1f, 100.f);

    // View matrix
    glm::mat4 View = glm::lookAt(
            glm::vec3(0, 0, 4), // Camera is at (0,0,1), in World Space
            glm::vec3(0, 0, 0), // and looks at the origin
            glm::vec3(0, 1, 0)  // Head is up (set to 0,-1,0 to look upside-down)
    );

    // Model matrix
    glm::mat4 Model = glm::mat4(1.0f);
    Model = glm::scale(Model, glm::vec3(1.0f, 1.0f, 1.0f));
    Model = glm::rotate(Model, 0.0f, glm::vec3(1.0f, 0.0f, 0.0f));
    Model = glm::rotate(Model, 0.0f, glm::vec3(0.0f, 1.0f, 0.0f));
    Model = glm::translate(Model, glm::vec3(0.0f, 0.0f, 0.0f));

    m_MVPMatrix = Projection * View * Model;

}

void AudioVisualRender::OnAudioVisualSurfaceChanged(int w, int h) {
    ByteFlowPrintE("AudioVisualRender::OnAudioVisualSurfaceChanged [w, h] = [%d, %d]", w, h);
    glClearColor(1.0f, 1.0f, 1.0f, 1.0);
    glViewport(0, 0, w, h);

}

void AudioVisualRender::OnAudioVisualDrawFrame() {
    ByteFlowPrintD("AudioVisualRender::OnAudioVisualDrawFrame");
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    std::unique_lock<std::mutex> lock(m_Mutex);
    if (m_ProgramObj == GL_NONE || m_pAudioBuffer == nullptr) return;
    UpdateMesh();
    lock.unlock();

    // Generate VBO Ids and load the VBOs with data
    if(m_VboIds[0] == 0)
    {
        glGenBuffers(2, m_VboIds);

        glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * m_RenderDataSize * 6 * 3, m_pVerticesCoords, GL_DYNAMIC_DRAW);

        glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * m_RenderDataSize * 6 * 2, m_pTextureCoords, GL_DYNAMIC_DRAW);
    }
    else
    {
        glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * m_RenderDataSize * 6 * 3, m_pVerticesCoords);

        glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
        glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * m_RenderDataSize * 6 * 2, m_pTextureCoords);
    }

    if(m_VaoId == GL_NONE)
    {
        glGenVertexArrays(1, &m_VaoId);
        glBindVertexArray(m_VaoId);

        glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *) 0);
        glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

        glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (const void *) 0);
        glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);

        glBindVertexArray(GL_NONE);
    }

    // Use the program object
    glUseProgram(m_ProgramObj);
    glBindVertexArray(m_VaoId);
    GLUtils::setMat4(m_ProgramObj, "u_MVPMatrix", m_MVPMatrix);
    GLUtils::setFloat(m_ProgramObj, "drawType", 1.0f);
    glDrawArrays(GL_TRIANGLES, 0, m_RenderDataSize * 6);
    GLUtils::setFloat(m_ProgramObj, "drawType", 2.0f);
    glDrawArrays(GL_LINES, 0, m_RenderDataSize * 6);

}

void AudioVisualRender::UpdateAudioFrame(AudioFrame *audioFrame) {
    if(audioFrame != nullptr) {
        ByteFlowPrintD("AudioVisualRender::UpdateAudioFrame audioFrame->dataSize=%d", audioFrame->dataSize);
        std::unique_lock<std::mutex> lock(m_Mutex);
        if(m_pAudioBuffer != nullptr && m_pAudioBuffer->dataSize != audioFrame->dataSize) {
            delete m_pAudioBuffer;
            m_pAudioBuffer = nullptr;

            delete [] m_pTextureCoords;
            m_pTextureCoords = nullptr;

            delete [] m_pVerticesCoords;
            m_pVerticesCoords = nullptr;
        }

        if(m_pAudioBuffer == nullptr) {
            m_pAudioBuffer = new AudioFrame(audioFrame->data, audioFrame->dataSize);
            m_RenderDataSize = m_pAudioBuffer->dataSize / RESAMPLE_LEVEL;

            m_pVerticesCoords = new vec3[m_RenderDataSize * 6]; //(x,y,z) * 6 points
            m_pTextureCoords = new vec2[m_RenderDataSize * 6]; //(x,y) * 6 points
        } else {
            memcpy(m_pAudioBuffer->data, audioFrame->data, audioFrame->dataSize);
        }
        lock.unlock();
    }
}

//創建和更新條狀圖的網格,這里一幀音頻數據太大,進行了采樣
void AudioVisualRender::UpdateMesh() {
    float dy = 0.25f / MAX_AUDIO_LEVEL;
    float dx = 1.0f / m_RenderDataSize;
    for (int i = 0; i < m_RenderDataSize; ++i) {
        int index = i * RESAMPLE_LEVEL; //RESAMPLE_LEVEL 表示采樣間隔
        short *pValue = (short *)(m_pAudioBuffer->data + index);
        float y = *pValue * dy;
        y = y < 0 ? y : -y;
        vec2 p1(i * dx, 0 + 1.0f);
        vec2 p2(i * dx, y + 1.0f);
        vec2 p3((i + 1) * dx, y + 1.0f);
        vec2 p4((i + 1) * dx, 0 + 1.0f);

        m_pTextureCoords[i * 6 + 0] = p1;
        m_pTextureCoords[i * 6 + 1] = p2;
        m_pTextureCoords[i * 6 + 2] = p4;
        m_pTextureCoords[i * 6 + 3] = p4;
        m_pTextureCoords[i * 6 + 4] = p2;
        m_pTextureCoords[i * 6 + 5] = p3;

        m_pVerticesCoords[i * 6 + 0] = GLUtils::texCoordToVertexCoord(p1);
        m_pVerticesCoords[i * 6 + 1] = GLUtils::texCoordToVertexCoord(p2);
        m_pVerticesCoords[i * 6 + 2] = GLUtils::texCoordToVertexCoord(p4);
        m_pVerticesCoords[i * 6 + 3] = GLUtils::texCoordToVertexCoord(p4);
        m_pVerticesCoords[i * 6 + 4] = GLUtils::texCoordToVertexCoord(p2);
        m_pVerticesCoords[i * 6 + 5] = GLUtils::texCoordToVertexCoord(p3);
    }
}

void AudioVisualRender::Init() {
    m_VaoId = GL_NONE;

    m_pTextureCoords = nullptr;
    m_pVerticesCoords = nullptr;

    memset(m_VboIds, 0, sizeof(GLuint) * 2);
    m_pAudioBuffer = nullptr;

}

//釋放內存
void AudioVisualRender::UnInit() {
    if (m_pAudioBuffer != nullptr) {
        delete m_pAudioBuffer;
        m_pAudioBuffer = nullptr;
    }

    if (m_pTextureCoords != nullptr) {
        delete [] m_pTextureCoords;
        m_pTextureCoords = nullptr;
    }

    if (m_pVerticesCoords != nullptr) {
        delete [] m_pVerticesCoords;
        m_pVerticesCoords = nullptr;
    }
}

 

最后只需要在 OpenSLES 播放器的回調函數(見上篇文章)中調用下面函數即可:

AudioFrame *audioFrame = m_AudioFrameQueue.front();
if (nullptr != audioFrame && m_AudioPlayerPlay) {
    SLresult result = (*m_BufferQueue)->Enqueue(m_BufferQueue, audioFrame->data, (SLuint32) audioFrame->dataSize);
    if (result == SL_RESULT_SUCCESS) {
        //最后只需要在 OpenSLES 播放器的回調函數中調用 UpdateAudioFrame 函數即可
        AudioVisualRender::GetInstance()->UpdateAudioFrame(audioFrame);

        m_AudioFrameQueue.pop();
        delete audioFrame;
    }

}

 

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