ExoPlayer:自定义音频处理器-均衡器



我正在为Android开发一个基于ExoPlayer的媒体播放器,我正在尝试编写自己的均衡器。

我已经对ExoPlayer进行了相当深入的研究,我相信操纵样本以应用均衡器更改的最佳位置是在自定义AudioProcessor中。

我使用ChannelMappingAudioProcessor作为起点,并克隆了我认为相关的方面:

class EqualizerAudioProcessor : BaseAudioProcessor() {
private lateinit var outputChannels: IntArray
override fun configure(sampleRateHz: Int, channelCount: Int, encoding: Int): Boolean {
outputChannels = IntArray(channelCount)
for (i in 0 until channelCount) {
outputChannels[i] = i
}
return true
}
override fun isActive(): Boolean {
return true
}
override fun getOutputChannelCount(): Int {
return outputChannels.size
}
override fun queueInput(inputBuffer: ByteBuffer) {
var position = inputBuffer.position()
val limit = inputBuffer.limit()
val frameCount = (limit - position) / (2 * channelCount)
val outputSize = frameCount * outputChannels.size * 2
val buffer = replaceOutputBuffer(outputSize)
while (position < limit) {
for (element in outputChannels) {
var sample = inputBuffer.getShort(position + 2 * element)
// Todo: Manipulate sample
buffer.putShort(sample)
}
position += channelCount * 2
}
inputBuffer.position(limit)
buffer.flip()
}
override fun onReset() {
}
}

似乎如果我enable这个AudioProcessor,播放就不会发生(它似乎停留在"暂停状态",就好像样本没有被传递一样,有趣的是,queueInput()没有被调用。如果我禁用AudioProcessor,播放就可以了。

我希望有人能帮助我理解我在这里是否犯了错误,以及如何做到这一点。

作为参考,ExoPlayer实例的初始化如下:

private fun initPlayer(context: Context): ExoPlayer {
val audioProcessor = EqualizerAudioProcessor()
val renderersFactory = object : DefaultRenderersFactory(context) {
override fun buildAudioProcessors(): Array<AudioProcessor> {
return arrayOf(audioProcessor)
}
}
val player: SimpleExoPlayer = ExoPlayerFactory.newSimpleInstance(
context,
renderersFactory,
DefaultTrackSelector(),
DefaultLoadControl()
)
player.addListener(object : Player.EventListener {
override fun onPlayerStateChanged(playWhenReady: Boolean, playbackState: Int) {
callback?.onPlayStateChanged(playWhenReady)
}
})
return player
}

提前感谢

问题是必须在AudioProcessorconfigure()中调用setInputFormat(),否则将不会调用queueInput()

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