Android 7.0 Audio的Resample过程详解
Qidi 2017.02.23 (Markdown & Haroopad)
【前言】
处理过音频文件的工程师都知道音频数据存在采样率(Sample Rate)这个指标。在位深度(Bit Depth)一定的情况下,采样率越高,理论上来说播放出来的声音就越细腻,录制的声音也就越保真,反之亦然。
但在较早的Android系统版本上,不管音频文件原来的采样率几何,统统都被重采样(Resample)到44.1KHz进行播放,录制的时候则是被固定为8KHz进行采样。尽管这样的处理方式被广大音质爱好者所诟病,但在当时它确实是一种实现设备兼容的有效方法。
作为Android Audio BSP工程师,有必要了解系统实现Resample的过程。现在Android系统已经发布到了7.0版本,一起看看在最新的版本上这个Resample的过程是怎样实现的吧。
【背景知识】
我们知道在Android系统中,当应用层APP播放一个音频文件时,Framework层的AudioPolicyService(APS)会接收上层APP传递来的音频参数(例如格式、声道、采样率等),并调用AudioFlinger的createTrack()
方法对应创建1个Track,再调用openOutput()
方法来打开1个outputStream,然后使用这个outputStream来创建相应的Playback线程(依据应用场景可以是OffloadThread、DirectOutputThread、MixerThread),最终在Playback线程中匹配之前创建的Track,开始自APP至HAL的数据传输。
【Resample过程分析】
那么我们对Android Audio Resample过程的分析就从AudioFlinger开始。在AudioFlinger::openOutput()
中可以看到,在Playback线程被成功创建之后,即被加入到mPlaybackThreads向量中进行管理了。具体代码如下:
sp<AudioFlinger::PlaybackThread> AudioFlinger::openOutput_l(audio_module_handle_t module, audio_io_handle_t *output, audio_config_t *config, audio_devices_t devices, const String8& address, audio_output_flags_t flags){ ...... AudioStreamOut *outputStream = NULL; status_t status = outHwDev->openOutputStream( &outputStream, *output, devices, flags, config, address.string()); mHardwareStatus = AUDIO_HW_IDLE; if (status == NO_ERROR) { PlaybackThread *thread; if (flags & AUDIO_OUTPUT_FLAG_COMPRESS_OFFLOAD) { thread = new OffloadThread(this, outputStream, *output, devices, mSystemReady); ALOGV("openOutput_l() created offload output: ID %d thread %p", *output, thread); } else if ((flags & AUDIO_OUTPUT_FLAG_DIRECT) || !isValidPcmSinkFormat(config->format) || !isValidPcmSinkChannelMask(config->channel_mask)) { thread = new DirectOutputThread(this, outputStream, *output, devices, mSystemReady); ALOGV("openOutput_l() created direct output: ID %d thread %p", *output, thread); } else { thread = new MixerThread(this, outputStream, *output, devices, mSystemReady); ALOGV("openOutput_l() created mixer output: ID %d thread %p", *output, thread); } mPlaybackThreads.add(*output, thread); return thread; } return 0;}
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随后Playback线程运行,对应的AudioFlinger::Playback::threadLoop()
方法被执行,在该方法中调用了prepareTracks_l()
函数。这个函数实际上是对应于AudioFlinger::MixerThread::prepareTracks_l()
这个函数。threadLoop()函数代码细节如下:
bool AudioFlinger::PlaybackThread::threadLoop(){ Vector< sp<Track> > tracksToRemove; ...... while (!exitPending()) { cpuStats.sample(myName); Vector< sp<EffectChain> > effectChains; { Mutex::Autolock _l(mLock); processConfigEvents_l(); ...... saveOutputTracks(); ...... if ((!mActiveTracks.size() && systemTime() > mStandbyTimeNs) || isSuspended()) { if (shouldStandby_l()) { threadLoop_standby(); mStandby = true; } ...... } mMixerStatus = prepareTracks_l(&tracksToRemove); ...... lockEffectChains_l(effectChains); } ...... unlockEffectChains(effectChains); threadLoop_removeTracks(tracksToRemove); tracksToRemove.clear(); clearOutputTracks(); effectChains.clear(); } threadLoop_exit(); if (!mStandby) { threadLoop_standby(); mStandby = true; } ...... return false;}
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Resample的过程就发生在prepareTracks_l()
函数中,所以我们来好好阅读一下。在该函数中,通过一个for循环遍历所有处于active状态的track。每一次循环中,都要进行如下2步操作:
1. 通过reqSampleRate = track->mAudioTrackServerProxy->getSampleRate()
来获取硬件设备所支持的采样率;
2. 之后调用mAudioMixer->setParameter(name, AudioMixer::RESAMPLE, AudioMixer::SAMPLE_RATE, (void*)(uintptr_t)reqSampleRate)
,通过对比音频文件采样率和音频设备支持的采样率,判断是否创建新的Resampler对象,或者从已有的Resampler对象列表中返回1个;
prepareTracks_l()函数代码细节如下:
AudioFlinger::PlaybackThread::mixer_state AudioFlinger::MixerThread::prepareTracks_l( Vector< sp<Track> > *tracksToRemove){ ...... size_t count = mActiveTracks.size(); ...... for (size_t i=0 ; i<count ; i++) { const sp<Track> t = mActiveTracks[i].promote(); if (t == 0) { continue; } Track* const track = t.get(); ...... audio_track_cblk_t* cblk = track->cblk(); int name = track->name(); ...... if ((framesReady >= minFrames) && track->isReady() && !track->isPaused() && !track->isTerminated()) { ...... int param = AudioMixer::VOLUME; if (track->mFillingUpStatus == Track::FS_FILLED) { track->mFillingUpStatus = Track::FS_ACTIVE; if (track->mState == TrackBase::RESUMING) { track->mState = TrackBase::ACTIVE; param = AudioMixer::RAMP_VOLUME; } mAudioMixer->setParameter(name, AudioMixer::RESAMPLE, AudioMixer::RESET, NULL); } else if (cblk->mServer != 0) { param = AudioMixer::RAMP_VOLUME; } ...... ...... mAudioMixer->setBufferProvider(name, track); mAudioMixer->enable(name); mAudioMixer->setParameter(name, param, AudioMixer::VOLUME0, &vlf); mAudioMixer->setParameter(name, param, AudioMixer::VOLUME1, &vrf); mAudioMixer->setParameter(name, param, AudioMixer::AUXLEVEL, &vaf); mAudioMixer->setParameter( name, AudioMixer::TRACK, AudioMixer::FORMAT, (void *)track->format()); mAudioMixer->setParameter( name, AudioMixer::TRACK, AudioMixer::CHANNEL_MASK, (void *)(uintptr_t)track->channelMask()); mAudioMixer->setParameter( name, AudioMixer::TRACK, AudioMixer::MIXER_CHANNEL_MASK, (void *)(uintptr_t)mChannelMask); uint32_t maxSampleRate = mSampleRate * AUDIO_RESAMPLER_DOWN_RATIO_MAX; uint32_t reqSampleRate = track->mAudioTrackServerProxy->getSampleRate(); if (reqSampleRate == 0) { reqSampleRate = mSampleRate; } else if (reqSampleRate > maxSampleRate) { reqSampleRate = maxSampleRate; } mAudioMixer->setParameter( name, AudioMixer::RESAMPLE, AudioMixer::SAMPLE_RATE, (void *)(uintptr_t)reqSampleRate); AudioPlaybackRate playbackRate = track->mAudioTrackServerProxy->getPlaybackRate(); mAudioMixer->setParameter( name, AudioMixer::TIMESTRETCH, AudioMixer::PLAYBACK_RATE, &playbackRate); if (mMixerBufferEnabled && (track->mainBuffer() == mSinkBuffer || track->mainBuffer() == mMixerBuffer)) { mAudioMixer->setParameter( name, AudioMixer::TRACK, AudioMixer::MIXER_FORMAT, (void *)mMixerBufferFormat); mAudioMixer->setParameter( name, AudioMixer::TRACK, AudioMixer::MAIN_BUFFER, (void *)mMixerBuffer); mMixerBufferValid = true; } else { ...... } mAudioMixer->setParameter( name, AudioMixer::TRACK, AudioMixer::AUX_BUFFER, (void *)track->auxBuffer()); track->mRetryCount = kMaxTrackRetries; if (mMixerStatusIgnoringFastTracks != MIXER_TRACKS_READY || mixerStatus != MIXER_TRACKS_ENABLED) { mixerStatus = MIXER_TRACKS_READY; } } else { ...... } } ...... ...... removeTracks_l(*tracksToRemove); ...... ...... ...... return mixerStatus;}
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在确认要使用的Resampler对象存在后,调用invalidateState(1 << name)
使设置生效,开始执行重采样。invalidateState()函数会调用AudioMixer::process_validate()
,在该函数中首先通过语句t.hook = getTrackHook(TRACKTYPE_RESAMPLE, t.mMixerChannelCount, t.mMixerInFormat, t.mMixerFormat);
获取执行重采样操作的函数,随后通过state->hook = process_resampling;
中的t.hook(&t, outTemp, numFrames, state->resampleTemp, aux)
语句进行调用。
setParameter()函数代码如下:
void AudioMixer::setParameter(int name, int target, int param, void *value){ ...... int valueInt = static_cast<int>(reinterpret_cast<uintptr_t>(value)); int32_t *valueBuf = reinterpret_cast<int32_t*>(value); switch (target) { ...... case RESAMPLE: switch (param) { case SAMPLE_RATE: ALOG_ASSERT(valueInt > 0, "bad sample rate %d", valueInt); if (track.setResampler(uint32_t(valueInt), mSampleRate)) { ALOGV("setParameter(RESAMPLE, SAMPLE_RATE, %u)", uint32_t(valueInt)); invalidateState(1 << name); } break; case RESET: track.resetResampler(); invalidateState(1 << name); break; case REMOVE: delete track.resampler; track.resampler = NULL; track.sampleRate = mSampleRate; invalidateState(1 << name); break; default: LOG_ALWAYS_FATAL("setParameter resample: bad param %d", param); } break; }}
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invalidateState()函数代码如下:
void AudioMixer::invalidateState(uint32_t mask){ if (mask != 0) { mState.needsChanged |= mask; mState.hook = process__validate; }}
process__validate()函数代码如下:
void AudioMixer::process__validate(state_t* state){ ...... uint32_t en = state->enabledTracks; while (en) { ...... if (n & NEEDS_MUTE) { ...... } else { ...... if (n & NEEDS_RESAMPLE) { all16BitsStereoNoResample = false; resampling = true; t.hook = getTrackHook(TRACKTYPE_RESAMPLE, t.mMixerChannelCount, t.mMixerInFormat, t.mMixerFormat); ALOGV_IF((n & NEEDS_CHANNEL_COUNT__MASK) > NEEDS_CHANNEL_2, "Track %d needs downmix + resample", i); } else { ...... } } } state->hook = process__nop; if (countActiveTracks > 0) { if (resampling) { if (!state->outputTemp) { state->outputTemp = new int32_t[MAX_NUM_CHANNELS * state->frameCount]; } if (!state->resampleTemp) { state->resampleTemp = new int32_t[MAX_NUM_CHANNELS * state->frameCount]; } state->hook = process__genericResampling; // 在需要重采样操作的情况下,调用process_genericResampling()函数 } else { ...... } } ...... // Now that the volume ramp has been done, set optimal state and // track hooks for subsequent mixer process ......}
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process_genericResampling()函数代码如下:
void AudioMixer::process__genericResampling(state_t* state){ ...... uint32_t e0 = state->enabledTracks; while (e0) { ...... while (e1) { ...... if (t.needs & NEEDS_RESAMPLE) { t.hook(&t, outTemp, numFrames, state->resampleTemp, aux); } else { ...... } } convertMixerFormat(out, t1.mMixerFormat, outTemp, t1.mMixerInFormat, numFrames * t1.mMixerChannelCount); }}
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至此,Android系统播放音频时的Resample过程就分析完成了。
具体的Resample处理实质是数字信号处理,是个数学运算过程。Android系统中提供的算法有线性插值、三次插值、FIR滤波 3种。感兴趣的工程师同仁可以自行查阅相关资料书籍,这里不对数字信号处理的细节进行讨论。
转载至:http://blog.csdn.net/Qidi_Huang/article/details/56834419
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