SDL_AudioSpec结构体分析

首先看源码:缓存

typedef struct SDL_AudioSpec {
	int freq;		/**< DSP frequency -- samples per second */
	Uint16 format;		/**< Audio data format */
	Uint8  channels;	/**< Number of channels: 1 mono, 2 stereo */
	Uint8  silence;		/**< Audio buffer silence value (calculated) */
	Uint16 samples;		/**< Audio buffer size in samples (power of 2) */
	Uint16 padding;		/**< Necessary for some compile environments */
	Uint32 size;		/**< Audio buffer size in bytes (calculated) */
	/**
	 *  This function is called when the audio device needs more data.
	 *
	 *  @param[out] stream	A pointer to the audio data buffer
	 *  @param[in]  len	The length of the audio buffer in bytes.
	 *
	 *  Once the callback returns, the buffer will no longer be valid.
	 *  Stereo samples are stored in a LRLRLR ordering.
	 */
	void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
	void  *userdata;
} SDL_AudioSpec;

SDL_AudioSpec结构体是用来描述某些音频数据的格式。 结构体中的变量都会被SDL_OpenAudio()函数用到,想要用SDL处理音频数据,必须搞懂这些基础的东西。函数

freq 指定了每秒向音频设备发送的sample数。经常使用的值为:11025,22050,44100。值越高质量越好。ui

format 指定了每一个sample元素的大小和类型。可能取值以下:指针

AUDIO_U8code

unsigned 8-bit samples.orm

AUDIO_S8回调函数

signed 8-bit samples.源码

AUDIO_U16 or AUDIO_U16LSBit

并不是全部硬件都支持(unsigned 16-bit little-endian)io

AUDIO_S16 or AUDIO_S16LSB

并不是全部硬件都支持 (signed 16-bit little-endian)

AUDIO_U16MSB

并不是全部硬件都支持 (unsigned 16-bit big-endian)

AUDIO_S16MSB

并不是全部硬件都支持 (signed 16-bit big-endian)

int32 support

AUDIO_S32 or AUDIO_S32LSB

32-bit integer samples

AUDIO_S32MSB

as above, but big-endian byte order

float32 support

AUDIO_F32 or AUDIO_F32LSB

32-bit floating point samples

AUDIO_F32MSB

as above, but big-endian byte order

本地音频字节序

AUDIO_U16SYS

 AUDIO_U16LSB or AUDIO_U16MSB 取决于硬件CPU字节序

AUDIO_S16SYS

 AUDIO_S16LSB or AUDIO_S16MSB 取决于硬件CPU字节序

AUDIO_S32SYS

 AUDIO_S32LSB or AUDIO_S32MSB 取决于硬件CPU字节序

AUDIO_F32SYS

 AUDIO_F32LSB or AUDIO_F32MSB 取决于硬件CPU字节序

 

channels 指定了声音的通道数:1(单声道)2(立体声)。

samples 这个值表示音频缓存区的大小(以sample计)。一个sample是一段大小为 format * channels 的音频数据。

size 这个值表示音频缓存区的大小(以byte计)。

silence 设置静音的值。

padding 考虑到兼容性的一个参数。

callback 是获取音频数据后的回调函数,能够做解码获取的音频码流及输出到设备的操做。例如:

void audio_callback(void *userdata, Uint8 *stream, int len){

    AVCodecContext *aCodecCtx = (AVCodecContext *) userdata;
    int len1, audio_size;

    static uint8_t audio_buf[(MAX_AUDIO_FRAME_SIZE * 3) / 2];
    static unsigned int audio_buf_size = 0;
    static unsigned int audio_buf_index = 0;

    SDL_memset(stream, 0, len);

    printf("audio_callback len=%d \n", len);

    //向设备发送长度为len的数据
    while(len > 0){
        //缓冲区中无数据
        if(audio_buf_index >= audio_buf_size){
            //从packet中解码数据
            audio_size = audio_decode_frame(aCodecCtx, audio_buf, audio_buf_size);
            printf("audio_decode_frame finish  audio_size=%d \n", audio_size);
            if(audio_size < 0){//没有解码到数据或者出错,填充0
                audio_buf_size = 1024;
                memset(audio_buf, 0, audio_buf_size);
            }else{
                audio_buf_size = audio_size;
            }

            audio_buf_index = 0;
        }

        len1 = audio_buf_size - audio_buf_index;
        if(len1 > len)
            len1 = len;

        SDL_MixAudio(stream, audio_buf + audio_buf_index, len, SDL_MIX_MAXVOLUME);

        len -= len1;
        stream += len1;
        audio_buf_index += len1;
    }
}

关于callback的参数:

    

userdata

程序特定的参数,保存在SDL_AudioSpec结构体中

stream

指向缓存区的指针,这个缓存区将被这个回调函数填满

len

上面缓存区的大小(字节数)
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