音频渲染开发指导

场景介绍

AudioRenderer提供了渲染音频文件和控制播放的接口,开发者可以通过本指导,了解如何在输出设备中播放音频文件并管理播放任务。

同时,AudioRenderer支持音频中断的功能。

音频中断

当优先级较高的音频流需要播放时,AudioRenderer会中断优先级较低的流。例如,当用户在收听音乐时有来电,则优先级较低音乐播放将被暂停,具体可参考开发步骤

状态检查

在进行应用开发的过程中,建议开发者通过on('stateChange')方法订阅AudioRenderer的状态变更。因为针对AudioRenderer的某些操作,仅在音频播放器在固定状态时才能执行。如果应用在音频播放器处于错误状态时执行操作,系统可能会抛出异常或生成其他未定义的行为。

图1 音频渲染状态机

异步操作

为保证UI线程不被阻塞,大部分AudioRenderer调用都是异步的。对于每个API均提供了callback函数和Promise函数,以下示例均采用Promise函数,更多方式可参考音频管理API文档AudioRenderer

开发步骤

  1. 使用createAudioRenderer()创建一个AudioRenderer实例。 在audioCapturerOptions中设置相关参数。该实例可用于音频渲染、控制和获取采集状态,以及注册通知回调。

     var audioStreamInfo = {
         samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_44100,
         channels: audio.AudioChannel.CHANNEL_1,
      sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE,
         encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW
     }
    
     var audioRendererInfo = {
         content: audio.ContentType.CONTENT_TYPE_SPEECH,
         usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION,
         rendererFlags: 1
     }
    
     var audioRendererOptions = {
         streamInfo: audioStreamInfo,
         rendererInfo: audioRendererInfo
     }
    
     let audioRenderer = await audio.createAudioRenderer(audioRendererOptions);
    
  2. 使用on('interrupt')方法订阅音频中断事件。

    当优先级更高或相等的Stream-B请求激活并使用输出设备时,Stream-A被中断。

    在某些情况下,框架会采取暂停播放、降低音量等强制操作,并通过InterruptEvent通知应用。在其他情况下,应用可以自行对InterruptEvent做出响应。

    在音频中断的情况下,应用可能会碰到音频数据写入失败的问题。所以建议不感知、不处理中断的应用在写入音频数据前,使用audioRenderer.state检查播放器状态。而订阅音频中断事件,可以获取到更多详细信息,具体可参考InterruptEvent

    audioRenderer.on('interrupt', (interruptEvent) => {
            console.info('InterruptEvent Received');
            console.info('InterruptType: ' + interruptEvent.eventType);
            console.info('InterruptForceType: ' + interruptEvent.forceType);
            console.info('AInterruptHint: ' + interruptEvent.hintType);
    
            if (interruptEvent.forceType == audio.InterruptForceType.INTERRUPT_FORCE) {
                switch (interruptEvent.hintType) {
                    // Force Pause: Action was taken by framework.
                    // Halt the write calls to avoid data loss.
                    case audio.InterruptHint.INTERRUPT_HINT_PAUSE:
                        isPlay = false;
                        break;
                    // Force Stop: Action was taken by framework.
                    // Halt the write calls to avoid data loss.
                    case audio.InterruptHint.INTERRUPT_HINT_STOP:
                        isPlay = false;
                        break;
                    // Force Duck: Action was taken by framework,
                    // just notifying the app that volume has been reduced.
                    case audio.InterruptHint.INTERRUPT_HINT_DUCK:
                        break;
                    // Force Unduck: Action was taken by framework,
                    // just notifying the app that volume has been restored.
                    case audio.InterruptHint.INTERRUPT_HINT_UNDUCK:
                        break;
                }
            } else if (interruptEvent.forceType == audio.InterruptForceType.INTERRUPT_SHARE) {
                switch (interruptEvent.hintType) {
                    // Share Resume: Action is to be taken by App.
                    // Resume the force paused stream if required.
                    case audio.InterruptHint.INTERRUPT_HINT_RESUME:
                        startRenderer();
                        break;
                    // Share Pause: Stream has been interrupted,
                    // It can choose to pause or play concurrently.
                    case audio.InterruptHint.INTERRUPT_HINT_PAUSE:
                        isPlay = false;
                        pauseRenderer();
                        break;
                }
            }
        });
    
  3. 调用start()方法来启动/恢复播放任务。

    启动完成后,渲染器状态将变更为STATE_RUNNING,然后应用可以开始读取缓冲区。

     async function startRenderer() {
         var state = audioRenderer.state;
         // state should be prepared, paused or stopped.
         if (state != audio.AudioState.STATE_PREPARED || state != audio.AudioState.STATE_PAUSED ||
             state != audio.AudioState.STATE_STOPPED) {
             console.info('Renderer is not in a correct state to start');
             return;
         }
    
         await audioRenderer.start();
    
         state = audioRenderer.state;
         if (state == audio.AudioState.STATE_RUNNING) {
             console.info('Renderer started');
         } else {
             console.error('Renderer start failed');
         }
     }
    
  4. 调用write()方法向缓冲区写入数据。

    将需要播放的音频数据读入缓冲区,重复调用write()方法写入。

     async function writeBuffer(buf) {
         var state = audioRenderer.state;
         if (state != audio.AudioState.STATE_RUNNING) {
             console.error('Renderer is not running, do not write');
             isPlay = false;
             return;
         }
         let writtenbytes = await audioRenderer.write(buf);
    
         console.info('Actual written bytes: ' + writtenbytes);
         if (writtenbytes < 0) {
             console.error('Write buffer failed. check the state of renderer');
         }
     }
    
     // Reasonable minimum buffer size for renderer. However, the renderer can accept other read sizes as well.
     const bufferSize = await audioRenderer.getBufferSize();
     const path = '/data/file_example_WAV_2MG.wav';
     let ss = fileio.createStreamSync(path, 'r');
     const totalSize = 2146166; // file_example_WAV_2MG.wav
     let rlen = 0;
     let discardHeader = new ArrayBuffer(44);
     ss.readSync(discardHeader);
     rlen += 44;
    
     var id = setInterval(() =>  {
         if (isPlay || isRelease) {
             if (rlen >= totalSize || isRelease) {
                 ss.closeSync();
                 stopRenderer();
                 clearInterval(id);
             }
             let buf = new ArrayBuffer(bufferSize);
             rlen += ss.readSync(buf);
             console.info('Total bytes read from file: ' + rlen);
             writeBuffer(buf);
         } else {
             console.info('check after next interval');
         }
     } , 30); // interval to be set based on audio file format
    
  5. (可选)调用pause()方法或stop()方法暂停/停止渲染音频数据。

        async function pauseRenderer() {
            var state = audioRenderer.state;
            if (state != audio.AudioState.STATE_RUNNING) {
                console.info('Renderer is not running');
                return;
            }
    
            await audioRenderer.pause();
    
            state = audioRenderer.state;
            if (state == audio.AudioState.STATE_PAUSED) {
                console.info('Renderer paused');
            } else {
                console.error('Renderer pause failed');
            }
        }
    
        async function stopRenderer() {
            var state = audioRenderer.state;
            if (state != audio.AudioState.STATE_RUNNING || state != audio.AudioState.STATE_PAUSED) {
                console.info('Renderer is not running or paused');
                return;
            }
    
            await audioRenderer.stop();
    
            state = audioRenderer.state;
            if (state == audio.AudioState.STATE_STOPPED) {
                console.info('Renderer stopped');
            } else {
                console.error('Renderer stop failed');
            }
    }
    
  6. 任务完成,调用release()方法释放相关资源。

    AudioRenderer会使用大量的系统资源,所以请确保完成相关任务后,进行资源释放。

        async function releaseRenderer() {
            if (state_ == RELEASED || state_ == NEW) {
                console.info('Resourced already released');
                return;
            }
    
            await audioRenderer.release();
    
            state = audioRenderer.state;
            if (state == STATE_RELEASED) {
                console.info('Renderer released');
            } else {
                console.info('Renderer release failed');
            }
    
        }