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以下內(nèi)容來(lái)自嘉賓分享,不代表開(kāi)放原子開(kāi)源基金會(huì)觀點(diǎn)一、簡(jiǎn)介
媒體子系統(tǒng)為開(kāi)發(fā)者提供一套接口,方便開(kāi)發(fā)者使用系統(tǒng)的媒體資源,主要包含音視頻開(kāi)發(fā)、相機(jī)開(kāi)發(fā)、流媒體開(kāi)發(fā)等模塊。每個(gè)模塊都提供給上層應(yīng)用對(duì)應(yīng)的接口,本文會(huì)對(duì)音視頻開(kāi)發(fā)中的音視頻播放框架做一個(gè)詳細(xì)的介紹。二、目錄
foundation/multimedia/media_standard
├── frameworks #框架代碼
│ ├── js
│ │ ├── player
│ ├── native
│ │ ├── player #native實(shí)現(xiàn)
│ └── videodisplaymanager #顯示管理
│ ├── include
│ └── src
├── interfaces
│ ├── inner_api #內(nèi)部接口
│ │ └── native
│ └── kits #外部JS接口
├── sa_profile #服務(wù)配置文件
└── services
├── engine #engine代碼
│ └── gstreamer
├── etc #服務(wù)配置文件
├── include #頭文件
└── services
├── sa_media #media服務(wù)
│ ├── client #media客戶端
│ ├── ipc #media ipc調(diào)用
│ └── server #media服務(wù)端
├── factory #engine工廠
└── player #player服務(wù)
├── client #player客戶端
├── ipc #player ipc調(diào)用
└──server#player服務(wù)端
三、播放的總體流程
?四、Native接口使用
OpenHarmony系統(tǒng)中,音視頻播放通過(guò)N-API接口提供給上層JS調(diào)用,N-API相當(dāng)于是JS和Native之間的橋梁,在OpenHarmony源碼中,提供了C++直接調(diào)用的音視頻播放例子,在foundation/multimedia/player_framework/test/nativedemo/player目錄中。
void PlayerDemo::RunCase(const string &path)
{
player_ = OHOS::CreatePlayer();
if (player_ == nullptr) {
cout << "player_ is null" << endl;
return;
}
RegisterTable();
std::shared_ptr cb = std::make_shared();
cb->SetBufferingOut(SelectBufferingOut());
int32_t ret = player_->SetPlayerCallback(cb);
if (ret != 0) {
cout << "SetPlayerCallback fail" << endl;
}
if (SelectSource(path) != 0) {
cout << "SetSource fail" << endl;
return;
}
sptr producerSurface = nullptr;
producerSurface = GetVideoSurface();
if (producerSurface != nullptr) {
ret = player_->SetVideoSurface(producerSurface);
if (ret != 0) {
cout << "SetVideoSurface fail" << endl;
}
}
SetVideoScaleType();
if (SelectRendererMode() != 0) {
cout << "set renderer info fail" << endl;
}
ret = player_->PrepareAsync();
if (ret != 0) {
cout << "PrepareAsync fail" << endl;
return;
}
cout << "Enter your step:" << endl;
DoNext();
}
首先根據(jù)RunCase可以大致了解一下播放音視頻的主要流程,創(chuàng)建播放器,設(shè)置播放源,設(shè)置回調(diào)方法(包含播放過(guò)程中的多種狀態(tài)的回調(diào)),設(shè)置播放顯示的Surface,這些準(zhǔn)備工作做好之后,需要調(diào)用播放器的PrepareASync方法,這個(gè)方法完成后,播放狀態(tài)會(huì)變成Prepared狀態(tài),這時(shí)就可以調(diào)用播放器的play接口,進(jìn)行音視頻的播放了。
RegisterTable()方法中,將字符串和對(duì)應(yīng)的方法映射到Map中,這樣后續(xù)的DoNext會(huì)根據(jù)輸入的命令,來(lái)決定播放器具體的操作。
void PlayerDemo::DoNext()
{
std::string cmd;
while (std::cin, cmd)) {
auto iter = playerTable_.find(cmd);
if (iter != playerTable_.end()) {
auto func = iter->second;
if (func() != 0) {
cout << "Operation error" << endl;
}
if (cmd.find("stop") != std::npos && dataSrc_ != nullptr) {
dataSrc_->Reset();
}
continue;
} else if (cmd.find("quit") != std::npos || cmd == "q") {
break;
} else {
DoCmd(cmd);
continue;
}
}
}
void PlayerDemo::RegisterTable()
{
(void)playerTable_.emplace("prepare", std::bind(&Player::Prepare, player_));
(void)playerTable_.emplace("prepareasync", std::bind(&Player::PrepareAsync, player_));
(void)playerTable_.emplace("", std::bind(&Player::Play, player_)); // ENTER -> play
(void)playerTable_.emplace("play", std::bind(&Player::Play, player_));
(void)playerTable_.emplace("pause", std::bind(&Player::Pause, player_));
(void)playerTable_.emplace("stop", std::bind(&Player::Stop, player_));
(void)playerTable_.emplace("reset", std::bind(&Player::Reset, player_));
(void)playerTable_.emplace("release", std::bind(&Player::Release, player_));
(void)playerTable_.emplace("isplaying", std::bind(&PlayerDemo::GetPlaying, this));
(void)playerTable_.emplace("isloop", std::bind(&PlayerDemo::GetLooping, this));
(void)playerTable_.emplace("speed", std::bind(&PlayerDemo::GetPlaybackSpeed, this));
}
以上的DoNext方法中核心的代碼是func()的調(diào)用,這個(gè)func就是之前注冊(cè)進(jìn)Map中字符串對(duì)應(yīng)的方法,在RegisterTable方法中將空字符串""和"play"對(duì)綁定為Player::Play方法,默認(rèn)不輸入命令參數(shù)時(shí),是播放操作。
五、調(diào)用流程
? ?左右滑動(dòng)查看更多
本段落主要針對(duì)媒體播放的框架層代碼進(jìn)行分析,所以在流程中涉及到了IPC調(diào)用相關(guān)的客戶端和服務(wù)端,代碼暫且分析到調(diào)用gstreamer引擎。 首先Sample通過(guò)PlayerFactory創(chuàng)建了一個(gè)播放器實(shí)例(PlayerImpl對(duì)象),創(chuàng)建過(guò)程中調(diào)用Init函數(shù)。
int32_t PlayerImpl::Init()
{
playerService_ = MediaServiceFactory::GetInstance().CreatePlayerService();
CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_UNKNOWN, "failed to create player service");
return MSERR_OK;
}
MediaServiceFactory::GetInstance()返回的是MediaClient對(duì)象,所以CreateplayerService函數(shù)實(shí)際上是調(diào)用了MediaClient對(duì)應(yīng)的方法。
std::shared_ptr MediaClient::CreatePlayerService()
{
std::lock_guard lock(mutex_);
if (!IsAlived()) {
MEDIA_LOGE("media service does not exist.");
return nullptr;
}
sptr object = mediaProxy_->GetSubSystemAbility(
IStandardMediaService::MEDIA_PLAYER, listenerStub_->AsObject());
CHECK_AND_RETURN_RET_LOG(object != nullptr, nullptr, "player proxy object is nullptr.");
sptr playerProxy = iface_cast(object);
CHECK_AND_RETURN_RET_LOG(playerProxy != nullptr, nullptr, "player proxy is nullptr.");
std::shared_ptr player = PlayerClient::Create(playerProxy);
CHECK_AND_RETURN_RET_LOG(player != nullptr, nullptr, "failed to create player client.");
playerClientList_.push_back(player);
return player;
}
這個(gè)方法中主要通過(guò)PlayerClient::Create(playerProxy)方法創(chuàng)建了PlayerClient實(shí)例,并且將該實(shí)例一層層向上傳,最終傳給了PlayerImpl的playerService_變量,后續(xù)對(duì)于播放器的操作,PlayerImpl都是通過(guò)調(diào)用PlayerClient實(shí)例實(shí)現(xiàn)的。
int32_t PlayerImpl::Play()
{
CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_INVALID_OPERATION, "player service does not exist..");
MEDIA_LOGW("KPI-TRACE: PlayerImpl Play in");
return playerService_->Play();
}
int32_t PlayerImpl::Prepare()
{
CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_INVALID_OPERATION, "player service does not exist..");
MEDIA_LOGW("KPI-TRACE: PlayerImpl Prepare in");
return playerService_->Prepare();
}
int32_t PlayerImpl::PrepareAsync()
{
CHECK_AND_RETURN_RET_LOG(playerService_ != nullptr, MSERR_INVALID_OPERATION, "player service does not exist..");
MEDIA_LOGW("KPI-TRACE: PlayerImpl PrepareAsync in");
return playerService_->PrepareAsync();
}
對(duì)于PlayerImpl來(lái)說(shuō),playerService_指向的PlayerClient就是具體的實(shí)現(xiàn),PlayerClient的實(shí)現(xiàn)是通過(guò)IPC的遠(yuǎn)程調(diào)用來(lái)實(shí)現(xiàn)的,具體地是通過(guò)IPC中的proxy端向遠(yuǎn)端服務(wù)發(fā)起遠(yuǎn)程調(diào)用請(qǐng)求。
我們以播放Play為例:
int32_t PlayerClient::Play()
{
std::lock_guard lock(mutex_);
CHECK_AND_RETURN_RET_LOG(playerProxy_ != nullptr, MSERR_NO_MEMORY, "player service does not exist..");
return playerProxy_->Play();
}
int32_t PlayerServiceProxy::Play()
{
MessageParcel data;
MessageParcel reply;
MessageOption option;
if (!data.WriteInterfaceToken(PlayerServiceProxy::GetDescriptor())) {
MEDIA_LOGE("Failed to write descriptor");
return MSERR_UNKNOWN;
}
int error = Remote()->SendRequest(PLAY, data, reply, option);
if (error != MSERR_OK) {
MEDIA_LOGE("Play failed, error: %{public}d", error);
return error;
}
return reply.ReadInt32();
}
proxy端發(fā)送調(diào)用請(qǐng)求后,對(duì)應(yīng)的Stub端會(huì)在PlayerServiceStub::OnRemoteRequest接收到請(qǐng)求,根據(jù)請(qǐng)求的參數(shù)進(jìn)行對(duì)應(yīng)的函數(shù)調(diào)用。播放操作對(duì)應(yīng)的調(diào)用Stub的Play方法。
int32_t PlayerServiceStub::Play()
{
MediaTrace Trace("binder::Play");
CHECK_AND_RETURN_RET_LOG(playerServer_ != nullptr, MSERR_NO_MEMORY, "player server is nullptr");
return playerServer_->Play();
}
這里最終是通過(guò)playerServer_調(diào)用Play函數(shù)。playerServer_在Stub初始化的時(shí)候通過(guò)PlayerServer::Create()方式來(lái)獲取得到。也就是PlayerServer。
std::shared_ptr PlayerServer::Create()
{
std::shared_ptr server = std::make_shared();
CHECK_AND_RETURN_RET_LOG(server != nullptr, nullptr, "failed to new PlayerServer");
(void)server->Init();
return server;
}
最終我們的Play調(diào)用到了PlayerServer的Play()。在媒體播放的整個(gè)過(guò)程中會(huì)涉及到很多的狀態(tài),所以在Play中進(jìn)行一些狀態(tài)的判讀后調(diào)用OnPlay方法。這個(gè)方法中發(fā)起了一個(gè)播放的任務(wù)。
int32_t PlayerServer::Play()
{
std::lock_guard lock(mutex_);
if (lastOpStatus_ == PLAYER_PREPARED || lastOpStatus_ == PLAYER_PLAYBACK_COMPLETE ||
lastOpStatus_ == PLAYER_PAUSED) {
return OnPlay();
} else {
MEDIA_LOGE("Can not Play, currentState is %{public}s", GetStatusDescription(lastOpStatus_).c_str());
return MSERR_INVALID_OPERATION;
}
}
int32_t PlayerServer::OnPlay()
{
auto playingTask = std::make_shared>([this]() {
MediaTrace::TraceBegin("PlayerServer::Play", FAKE_POINTER(this));
auto currState = std::static_pointer_cast(GetCurrState());
(void)currState->Play();
});
int ret = taskMgr_.LaunchTask(playingTask, PlayerServerTaskType::STATE_CHANGE);
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, ret, "Play failed");
lastOpStatus_ = PLAYER_STARTED;
return MSERR_OK;
}
在播放任務(wù)中調(diào)用了PlayerServer::Play()
int32_t PlayerServer::Play()
{
return server_.HandlePlay();
}
在Play里面直接調(diào)用PlayerServer的HandlePlay方法,HandlePlay方法通過(guò)playerEngine_調(diào)用到了gstreamer引擎,gstreamer是最終播放的實(shí)現(xiàn)。
int32_t PlayerServer::HandlePlay()
{
int32_t ret = playerEngine_->Play();
CHECK_AND_RETURN_RET_LOG(ret == MSERR_OK, MSERR_INVALID_OPERATION, "Engine Play Failed!");
return MSERR_OK;
}
六、總結(jié)
本文主要對(duì)OpenHarmony 3.2 Beta多媒體子系統(tǒng)的媒體播放進(jìn)行介紹,首先梳理了整體的播放流程,然后對(duì)播放的主要步驟進(jìn)行了詳細(xì)地分析。 媒體播放主要分為以下幾個(gè)層次:(1)提供給應(yīng)用調(diào)用的Native接口,這個(gè)實(shí)際上通過(guò)OHOS::CreatePlayer()調(diào)用返回PlayerImpl實(shí)例。
(2)PlayerClient,這部分通過(guò)IPC的proxy調(diào)用,向遠(yuǎn)程服務(wù)發(fā)起調(diào)用請(qǐng)求。
(3)PlayerServer,這部分是播放服務(wù)的實(shí)現(xiàn)端,提供給Client端調(diào)用。
(4)Gstreamer,這部分是提供給PlayerServer調(diào)用,真正實(shí)現(xiàn)媒體播放的功能。
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原文標(biāo)題:OpenHarmony 3.2 Beta多媒體系列:音視頻播放框架
文章出處:【微信公眾號(hào):電子發(fā)燒友開(kāi)源社區(qū)】歡迎添加關(guān)注!文章轉(zhuǎn)載請(qǐng)注明出處。
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原文標(biāo)題:OpenHarmony 3.2 Beta多媒體系列:音視頻播放框架
文章出處:【微信號(hào):HarmonyOS_Community,微信公眾號(hào):電子發(fā)燒友開(kāi)源社區(qū)】歡迎添加關(guān)注!文章轉(zhuǎn)載請(qǐng)注明出處。
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