amrnb を PCM にデコードし、正しい pcm バッファーを Enqueue バッファーに入れます (PCM データは正しいと確信しています) が、音が聞こえません。そして、バッファをフィードするとき、ログ出力:
/AudioTrack(14857): obtainBuffer timed out (is the CPU pegged?)
私のコードは以下で、私の質問は次のとおりです。
- OpenSL ES を使用すると何か問題がありますか?
- OpenSL ES は実機でしか動作しないというのは本当ですか?
サンプルコード:
void AudioTest()
{
StartAudioPlay();
while(1)
{
//decode AMR to PCM
/* Convert to little endian and write to wav */
//write buffer to buffer queue
AudioBufferWrite(littleendian, 320);
}
}
void bqPlayerCallback(SLAndroidSimpleBufferQueueItf bq, void *context)
{
//do nothing
}
void AudioBufferWrite(const void* buffer, int size)
{
(*gBQBufferQueue)->Enqueue(gBQBufferQueue, buffer, size );
}
// create buffer queue audio player
void SlesCreateBQPlayer(/*AudioCallBackSL funCallback, void *soundMix,*/ int rate, int nChannel, int bitsPerSample )
{
SLresult result;
// configure audio source
SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
SLDataFormat_PCM format_pcm = {SL_DATAFORMAT_PCM, 1, SL_SAMPLINGRATE_8,
SL_PCMSAMPLEFORMAT_FIXED_16, SL_PCMSAMPLEFORMAT_FIXED_16,
SL_SPEAKER_FRONT_CENTER, SL_BYTEORDER_LITTLEENDIAN};
SLDataSource audioSrc = {&loc_bufq, &format_pcm};
// configure audio sink
SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, gOutputMixObject};
SLDataSink audioSnk = {&loc_outmix, NULL};
// create audio player
const SLInterfaceID ids[3] = {SL_IID_BUFFERQUEUE, SL_IID_EFFECTSEND, SL_IID_VOLUME};
const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
result = (*gEngineEngine)->CreateAudioPlayer(gEngineEngine, &gBQObject, &audioSrc, &audioSnk,
3, ids, req);
// realize the player
result = (*gBQObject)->Realize(gBQObject, SL_BOOLEAN_FALSE);
// get the play interface
result = (*gBQObject)->GetInterface(gBQObject, SL_IID_PLAY, &gBQPlay);
// get the buffer queue interface
result = (*gBQObject)->GetInterface(gBQObject, SL_IID_BUFFERQUEUE,
&gBQBufferQueue);
// register callback on the buffer queue
result = (*gBQBufferQueue)->RegisterCallback(gBQBufferQueue, bqPlayerCallback, NULL/*soundMix*/);
// get the effect send interface
result = (*gBQObject)->GetInterface(gBQObject, SL_IID_EFFECTSEND,
&gBQEffectSend);
// set the player's state to playing
result = (*gBQPlay)->SetPlayState(gBQPlay, SL_PLAYSTATE_PLAYING );
}