简介之前做过一个简单的音频播放器:《最简单的基于FFMPEG+SDL的音频播放器》,采用的是SDL1.2。前两天刚把原先做的《最简单的基于FFMPEG+SDL的视频播放器》更新采用了SDL2.0,于是顺手也把音频播放器更新成为SDL2.0.SourceForge项目主页:https://sourceforge.net/projects/simplestffmpegaudioplayer/完整工程下载地址:http://download.csdn.net/detail/leixiaohua1020/7850021完整工程(修正)下载地址:http://download.csdn.net/detail/leixiaohua1020/7853285*注:修正版中又修正了以下问题:1.PCM输出的fwrite()的size有错误2.PCM输出的fclose()外面添加了宏定义3.部分编码器(例如WMA)的AVCodecContext中的channel_layout没有进行初始化。会导致SwrContext初始化失败。改为通过channels(一定会初始化)计算channel_layout而不是直接取channel_layout的值。需要注意的是,与播放视频有很大的不同,SDL2.0播放音频的函数相对于SDL1.2来说变化很小。基本上保持了不变。除了使用SDL2.0之外,修改了如下地方:*重建了工程,删掉了不必要的代码,把代码修改得更规范更易懂。*可以通过宏控制是否使用SDL,以及是否输出PCM。*支持MP3,AAC等多种格式/**
* 最简单的基于FFmpeg的音频播放器 2 (SDL 2.0)
* Simplest FFmpeg Audio Player 2 (SDL 2.0)
*
* 该版本使用SDL 2.0替换了第一个版本中的SDL 1.0。
* 注意:SDL 2.0中音频解码的API并无变化。唯一变化的地方在于
* 其回调函数的中的Audio Buffer并没有完全初始化,需要手动初始化。
* 本例子中即SDL_memset(stream, 0, len);
*
* This version use SDL 2.0 instead of SDL 1.2 in version 1
* Note:The good news for audio is that, with one exception,
* it's entirely backwards compatible with 1.2.
* That one really important exception: The audio callback
* does NOT start with a fully initialized buffer anymore.
* You must fully write to the buffer in all cases. In this
* example it is SDL_memset(stream, 0, len);
*
* 雷霄骅 Lei Xiaohua
* leixiaohua1020@126.com
* 中国传媒大学/数字电视技术
* Communication University of China / Digital TV Technology
* http://blog.csdn.net/leixiaohua1020
*
* 本程序实现了音频的解码和播放。
*
* This software decode and play audio streams.
*
* Version 2.0
*/
#include "stdafx.h"
#include
#include
#include
extern "C"
{
#include "libavcodec/avcodec.h"
#include "libavformat/avformat.h"
#include "libswresample/swresample.h"
//SDL
#include "sdl/SDL.h"
#include "sdl/SDL_thread.h"
};
#define MAX_AUDIO_FRAME_SIZE 192000 // 1 second of 48khz 32bit audio
//Output PCM
#define OUTPUT_PCM 0
//Use SDL 关闭SDL将无法播放声音
#define USE_SDL 1
//Buffer:
//|-----------|-------------|
//chunk-------pos---len-----|
static Uint8 *audio_chunk;
static Uint32 audio_len;
static Uint8 *audio_pos;
/* The audio function callback takes the following parameters:
* stream: A pointer to the audio buffer to be filled
* len: The length (in bytes) of the audio buffer
* 回调函数
*/
void fill_audio(void *udata,Uint8 *stream,int len){
//SDL 2.0
SDL_memset(stream, 0, len);
if(audio_len == 0){ /* Only play if we have data left */
return;
}
len = (len>audio_len?audio_len:len); /* Mix as much data as possible */
SDL_MixAudio(stream,audio_pos,len,SDL_MIX_MAXVOLUME);
audio_pos += len;
audio_len -= len;
}
//-----------------
int _tmain(int argc, _TCHAR* argv[])
{
AVFormatContext *pFormatCtx;
int i, audioStream;
AVCodecContext *pCodecCtx;
AVCodec *pCodec;
char url[]="WavinFlag.aac";
//char url[]="72bian.mp3";
//char url[]="72bian.wma";
av_register_all();
avformat_network_init();
pFormatCtx = avformat_alloc_context();
//Open
if(avformat_open_input(&pFormatCtx;,url,NULL,NULL)!=0){
printf("Couldn't open input stream.\n");
return -1;
}
// Retrieve stream information
if(av_find_stream_info(pFormatCtx)<0){
printf("Couldn't find stream information.\n");
return -1;
}
// Dump valid information onto standard error
av_dump_format(pFormatCtx, 0, url, false);
// Find the first audio stream
audioStream = -1;
for(i=0; i < pFormatCtx->nb_streams; i++)
if(pFormatCtx->streams[i]->codec->codec_type == AVMEDIA_TYPE_AUDIO){
audioStream=i;
break;
}
if(audioStream == -1){
printf("Didn't find a audio stream.\n");
return -1;
}
// Get a pointer to the codec context for the audio stream
pCodecCtx = pFormatCtx->streams[audioStream]->codec;
// Find the decoder for the audio stream
pCodec = avcodec_find_decoder(pCodecCtx->codec_id);
if(pCodec==NULL){
printf("Codec not found.\n");
return -1;
}
// Open codec
if(avcodec_open2(pCodecCtx, pCodec,NULL)<0){
printf("Could not open codec.\n");
return -1;
}
FILE *pFile=NULL;
#if OUTPUT_PCM
pFile = fopen("output.pcm", "wb");
#endif
//该结构存储压缩数据,存取音频数据
AVPacket *packet=(AVPacket *)malloc(sizeof(AVPacket));
av_init_packet(packet);
//Out Audio Param
uint64_t out_channel_layout = AV_CH_LAYOUT_STEREO;
int out_nb_samples = 1024;
AVSampleFormat out_sample_fmt = AV_SAMPLE_FMT_S16;
int out_sample_rate = 44100;
//返回在通道布局中声音的的通道数量 1 单声道, 2 立体声。
int out_channels = av_get_channel_layout_nb_channels(out_channel_layout);
//获得给定的音频参数所需的缓冲区大小。在声音播放时使用,
int out_buffer_size = av_samples_get_buffer_size(NULL,out_channels ,out_nb_samples,out_sample_fmt, 1);
//存放解码后的音频数据流。
uint8_t *out_buffer = (uint8_t *)av_malloc(MAX_AUDIO_FRAME_SIZE*2);
AVFrame *pFrame;//解码数据存放 分配音频数据空间
pFrame = avcodec_alloc_frame();
//SDL------------------
#if USE_SDL
//Init
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER)) {
printf( "Could not initialize SDL - %s\n", SDL_GetError());
return -1;
}
//初始化 SDL_AudioSpec 结构,此结构包括音频参数和回调函数
SDL_AudioSpec wanted_spec;
wanted_spec.freq = out_sample_rate; //采样率
/*音频数据格式;format 告诉SDL我们将要给的格式。在“S16SYS”中的S表示有符号的signed,
*16表示每个样本是16位长的,SYS表示大小头的顺序是与使用的系统相同的。这些格式是由
*avcodec_decode_audio2为我们给出来的输入音频的格式
*/
wanted_spec.format = AUDIO_S16SYS;
wanted_spec.channels = out_channels; //声音的通道数 1 单声道, 2 立体声;
wanted_spec.silence = 0; //表示静音的值。因为声音采样是有符号的,所以0当然就是这个值。
wanted_spec.samples = out_nb_samples; //采样率,这是数值会影响声音的播放效果
wanted_spec.callback = fill_audio; //回调函数
wanted_spec.userdata = pCodecCtx; //这个是SDL供给回调函数运行的参数。我们将让回调函数得到整个编解码的上下文信息;
//打开音频播放设备
if (SDL_OpenAudio(&wanted;_spec, NULL)<0){
printf("can't open audio.\n");
return -1;
}
#endif
printf("Bitrate:\t %3d\n", pFormatCtx->bit_rate);
printf("Decoder Name:\t %s\n", pCodecCtx->codec->long_name);
printf("Channels:\t %d\n", pCodecCtx->channels);
printf("Sample per Second\t %d \n", pCodecCtx->sample_rate);
uint32_t ret,len = 0;
int got_picture;
int index = 0;
//FIX:Some Codec's Context Information is missing
//返回默认通道布局给定的通道
int64_t in_channel_layout = av_get_default_channel_layout(pCodecCtx->channels);
//Swr
struct SwrContext *au_convert_ctx;
au_convert_ctx = swr_alloc();
//如果需要分配SwrContext并设置/重置常见参数。
au_convert_ctx = swr_alloc_set_opts(au_convert_ctx,out_channel_layout, out_sample_fmt, out_sample_rate,
in_channel_layout,pCodecCtx->sample_fmt , pCodecCtx->sample_rate,0, NULL);
//初始化
swr_init(au_convert_ctx);
//开始读取音频数据
while(av_read_frame(pFormatCtx, packet)>=0){
if(packet->stream_index==audioStream){
//解码音频帧的大小从avpkt->size 到avpkt->data 成帧。
ret = avcodec_decode_audio4( pCodecCtx, pFrame,&got;_picture, packet);
if ( ret < 0 ) {
printf("Error in decoding audio frame.\n");
return -1;
}
if ( got_picture > 0 ){//got_picture,是否有音频数据被解码
//转化音频数据
swr_convert(au_convert_ctx,&out;_buffer, MAX_AUDIO_FRAME_SIZE,(const uint8_t **)pFrame->data , pFrame->nb_samples);
#if 0
printf("index:%5d\t pts:%10d\t packet size:%d\n",index,packet->pts,packet->size);
#endif
#if USE_SDL
//FIX:FLAC,MP3,AAC Different number of samples
/*在解码循环中添加了一小段代码,可以根据解码后AVFrame中的nb_samples调整
*SDL_AudioSpec中的samples的大小。这样不用改代码就可以正常播放AAC,MP3这
*些每帧采样数不同的音频流了。
*/
if(wanted_spec.samples!=pFrame->nb_samples){
SDL_CloseAudio();
out_nb_samples=pFrame->nb_samples;
out_buffer_size = av_samples_get_buffer_size(NULL,out_channels ,out_nb_samples,out_sample_fmt, 1);
wanted_spec.samples = out_nb_samples;
SDL_OpenAudio(&wanted;_spec, NULL);
}
#endif
#if OUTPUT_PCM
//Write PCM
fwrite(out_buffer, 1, out_buffer_size, pFile);
#endif
index++;
}
//SDL------------------
#if USE_SDL
//Set audio buffer (PCM data)
audio_chunk = (Uint8 *) out_buffer;
//Audio buffer length
audio_len = out_buffer_size;
audio_pos = audio_chunk;
//Play开始播放
SDL_PauseAudio(0);
while(audio_len>0)//Wait until finish
SDL_Delay(1); //延迟一毫秒
#endif
}
av_free_packet(packet);
}
swr_free(&au;_convert_ctx);
#if USE_SDL
SDL_CloseAudio();//Close SDL
SDL_Quit();
#endif
// Close file
#if OUTPUT_PCM
fclose(pFile);
#endif
av_free(out_buffer);
// Close the codec
avcodec_close(pCodecCtx);
// Close the video file
av_close_input_file(pFormatCtx);
return 0;
}