昨天(2011-11-15)发布了Android4.0的源码,今天download下来,开始挺进4.0时代。简单看了一下,发现音频系统方面与2.3的有较多地方不同,下面逐一描述。
一、代码模块位置
1、AudioFlinger
frameworks/base/services/audioflinger/ +-- Android.mk +-- AudioBufferProvider.h +-- AudioFlinger.cpp +-- AudioFlinger.h +-- AudioMixer.cpp +-- AudioMixer.h +-- AudioPolicyService.cpp +-- AudioPolicyService.h +-- AudioResampler.cpp +-- AudioResamplerCubic.cpp +-- AudioResamplerCubic.h +-- AudioResampler.h +-- AudioResamplerSinc.cpp +-- AudioResamplerSinc.hAudioFlinger相关代码,好像这部分与2.3相差不大,至少接口是兼容的。值得注意的是:2.3位于这里的还有AudioHardwareGeneric、AudioHardwareInterface、A2dpAudioInterface等一系列接口代码,现在都移除了。实际上,这些接口变更为legacy(有另外更好的实现方式,但也兼容之前的方法),取而代之的是要实现hardware/libhardware/include/hardware/audio.h提供的接口,这是一个较大的变化。
两种Audio Hardware HAL接口定义:
1/ legacy:hardware/libhardware_legacy/include/hardware_legacy/AudioHardwareInterface.h
2/ current:hardware/libhardware/include/hardware/audio.h
2、audio_hw
hardware/libhardware_legacy/audio/ +-- A2dpAudioInterface.cpp +-- A2dpAudioInterface.h +-- Android.mk +-- AudioDumpInterface.cpp +-- AudioDumpInterface.h +-- AudioHardwareGeneric.cpp +-- AudioHardwareGeneric.h +-- AudioHardwareInterface.cpp +-- AudioHardwareStub.cpp +-- AudioHardwareStub.h +-- audio_hw_hal.cpp +-- AudioPolicyCompatClient.cpp +-- AudioPolicyCompatClient.h +-- audio_policy_hal.cpp +-- AudioPolicyManagerBase.cpp +-- AudioPolicyManagerDefault.cpp +-- AudioPolicyManagerDefault.h上面提及的AudioHardwareGeneric、AudioHardwareInterface、A2dpAudioInterface等都放到libhardware_legacy里。
事实上legacy也要封装成current中的audio.h,确切的说需要一个联系legacy interface和not legacy interface的中间层,这里的audio_hw_hal.cpp就充当这样的一个角色了。因此,我们其实也可以把2.3之前的alsa_sound这一套东西也搬过来。
hardware/libhardware/modules/audio/ +-- Android.mk +-- audio_hw.c +-- audio_policy.c这是一个stub(类似于2.3中的AudioHardwareStub),大多数函数只是简单的返回一个值,并没有实际操作,只是保证Android能得到一个audio hardware hal实例,从而启动运行,当然声音没有输出到外设的。在底层音频驱动或audio hardware hal还没有实现好的情况下,可以使用这个stub device,先让Android跑起来。
device/samsung/tuna/audio/ +-- Android.mk +-- audio_hw.c +-- ril_interface.c +-- ril_interface.h这是Samsung Tuna的音频设备抽象层,很有参考价值,计划以后就在它的基础上进行移植。它调用tinyalsa的接口,可见这个方案的底层音频驱动是alsa。
3、tinyalsa
external/tinyalsa/ +-- Android.mk +-- include | +-- tinyalsa | +-- asoundlib.h +-- mixer.c ##类alsa-lib的control,作用音频部件开关、音量调节等 +-- pcm.c ##类alsa-lib的pcm,作用音频pcm数据回放录制 +-- README +-- tinycap.c ##类alsa_arecord +-- tinymix.c ##类alsa_amixer +-- tinyplay.c ##类alsa_aplay在2.3时代,Android还隐晦把它放在android2.3.1-gingerbread/device/samsung/crespo/libaudio,现在终于把alsa-lib一脚踢开,小三变正室了,正名tinyalsa。
这其实是历史的必然了,alsa-lib太过复杂繁琐了,我看得也很不爽;更重要的商业上面的考虑,必须移除被GNU GPL授权证所约束的部份,alsa-lib并不是个例。
注意:上面的hardware/libhardware_legacy/audio/、hardware/libhardware/modules/audio/、device/samsung/tuna/audio/是同层的。之一是legacy audio,用于兼容2.2时代的alsa_sound;之二是stub audio接口;之三是Samsung Tuna的音频抽象层实现。调用层次:AudioFlinger -> audio_hw -> tinyalsa。
注意:上面的hardware/libhardware_legacy/audio/、hardware/libhardware/modules/audio/、device/samsung/tuna/audio/是同层的。之一是legacy audio,用于兼容2.2时代的alsa_sound;之二是stub audio接口;之三是Samsung Tuna的音频抽象层实现。调用层次:AudioFlinger -> audio_hw -> tinyalsa。
二、Audio Hardware HAL加载
1、AudioFlinger
//加载audio hardware hal static int load_audio_interface(const char *if_name, const hw_module_t **mod, audio_hw_device_t **dev) { int rc; //根据classid和if_name找到指定的动态库并加载,这里加载的是音频动态库,如libaudio.primary.tuna.so rc = hw_get_module_by_class(AUDIO_HARDWARE_MODULE_ID, if_name, mod); if (rc) goto out; //加载好的动态库模块必有个open方法,调用open方法打开音频设备模块 rc = audio_hw_device_open(*mod, dev); LOGE_IF(rc, "couldn't open audio hw device in %s.%s (%s)", AUDIO_HARDWARE_MODULE_ID, if_name, strerror(-rc)); if (rc) goto out; return 0; out: *mod = NULL; *dev = NULL; return rc; } //音频设备接口,hw_get_module_by_class需要根据这些字符串找到相关的音频模块库 static const char *audio_interfaces[] = { "primary", //主音频设备,一般为本机codec "a2dp", //a2dp设备,蓝牙高保真音频 "usb", //usb-audio设备,这个东东我2.3就考虑要实现了,现在终于支持了 }; #define ARRAY_SIZE(x) (sizeof((x))/sizeof(((x)[0]))) // ---------------------------------------------------------------------------- AudioFlinger::AudioFlinger() : BnAudioFlinger(), mPrimaryHardwareDev(0), mMasterVolume(1.0f), mMasterMute(false), mNextUniqueId(1), mBtNrecIsOff(false) { } void AudioFlinger::onFirstRef() { int rc = 0; Mutex::Autolock _l(mLock); /* TODO: move all this work into an Init() function */ mHardwareStatus = AUDIO_HW_IDLE; //打开audio_interfaces数组定义的所有音频设备 for (size_t i = 0; i < ARRAY_SIZE(audio_interfaces); i++) { const hw_module_t *mod; audio_hw_device_t *dev; rc = load_audio_interface(audio_interfaces[i], &mod, &dev); if (rc) continue; LOGI("Loaded %s audio interface from %s (%s)", audio_interfaces[i], mod->name, mod->id); mAudioHwDevs.push(dev); //mAudioHwDevs是一个Vector,存储已打开的audio hw devices if (!mPrimaryHardwareDev) { mPrimaryHardwareDev = dev; LOGI("Using '%s' (%s.%s) as the primary audio interface", mod->name, mod->id, audio_interfaces[i]); } } mHardwareStatus = AUDIO_HW_INIT; if (!mPrimaryHardwareDev || mAudioHwDevs.size() == 0) { LOGE("Primary audio interface not found"); return; } //对audio hw devices进行一些初始化,如mode、master volume的设置 for (size_t i = 0; i < mAudioHwDevs.size(); i++) { audio_hw_device_t *dev = mAudioHwDevs[i]; mHardwareStatus = AUDIO_HW_INIT; rc = dev->init_check(dev); if (rc == 0) { AutoMutex lock(mHardwareLock); mMode = AUDIO_MODE_NORMAL; mHardwareStatus = AUDIO_HW_SET_MODE; dev->set_mode(dev, mMode); mHardwareStatus = AUDIO_HW_SET_MASTER_VOLUME; dev->set_master_volume(dev, 1.0f); mHardwareStatus = AUDIO_HW_IDLE; } } }
以上对AudioFlinger进行的分析,主要是通过hw_get_module_by_class()找到模块接口名字if_name相匹配的模块库,加载,然后audio_hw_device_open()调用模块的open方法,完成音频设备模块的初始化。
留意AudioFlinger的构造函数只有简单的私有变量的初始化操作了,把音频设备初始化放到onFirstRef(),Android终于改进了这一点,好的设计根本不应该把可能会失败的操作放到构造函数中。onFirstRef是RefBase类的一个虚函数,在构造sp的时候就会被调用。因此,在构造sp<AudioFlinger>的时候就会触发onFirstRef方法,从而完成音频设备模块初始化。
2、hw_get_module_by_class
我们接下来看看hw_get_module_by_class,实现在hardware/libhardware/ hardware.c中,它作用加载指定名字的模块库(.so文件),这个应该是用于加载所有硬件设备相关的库文件,并不只是音频设备。
int hw_get_module_by_class(const char *class_id, const char *inst, const struct hw_module_t **module) { int status; int i; const struct hw_module_t *hmi = NULL; char prop[PATH_MAX]; char path[PATH_MAX]; char name[PATH_MAX]; if (inst) snprintf(name, PATH_MAX, "%s.%s", class_id, inst); else strlcpy(name, class_id, PATH_MAX); //这里我们以音频库为例,AudioFlinger调用到这个函数时, //class_id=AUDIO_HARDWARE_MODULE_ID="audio",inst="primary"(或"a2dp"或"usb") //那么此时name="audio.primary" /* * Here we rely on the fact that calling dlopen multiple times on * the same .so will simply increment a refcount (and not load * a new copy of the library). * We also assume that dlopen() is thread-safe. */ /* Loop through the configuration variants looking for a module */ for (i=0 ; i<HAL_VARIANT_KEYS_COUNT+1 ; i++) { if (i < HAL_VARIANT_KEYS_COUNT) { //通过property_get找到厂家标记如"ro.product.board=tuna",这时prop="tuna" if (property_get(variant_keys[i], prop, NULL) == 0) { continue; } snprintf(path, sizeof(path), "%s/%s.%s.so", HAL_LIBRARY_PATH2, name, prop); //#define HAL_LIBRARY_PATH2 "/vendor/lib/hw" if (access(path, R_OK) == 0) break; snprintf(path, sizeof(path), "%s/%s.%s.so", HAL_LIBRARY_PATH1, name, prop); //#define HAL_LIBRARY_PATH1 "/system/lib/hw" if (access(path, R_OK) == 0) break; } else { snprintf(path, sizeof(path), "%s/%s.default.so", //如没有指定的库文件,则加载default.so,即stub-device HAL_LIBRARY_PATH1, name); if (access(path, R_OK) == 0) break; } } //到这里,完成一个模块库的完整路径名称,如path="/system/lib/hw/audio.primary.tuna.so" //如何生成audio.primary.tuna.so?请看相关的Android.mk文件,其中有定义LOCAL_MODULE := audio.primary.tuna status = -ENOENT; if (i < HAL_VARIANT_KEYS_COUNT+1) { /* load the module, if this fails, we're doomed, and we should not try * to load a different variant. */ status = load(class_id, path, module); //加载模块库 } return status; }
/** * Every hardware module must have a data structure named HAL_MODULE_INFO_SYM * and the fields of this data structure must begin with hw_module_t * followed by module specific information. */ typedef struct hw_module_t { /** tag must be initialized to HARDWARE_MODULE_TAG */ uint32_t tag; /** major version number for the module */ uint16_t version_major; /** minor version number of the module */ uint16_t version_minor; /** Identifier of module */ const char *id; /** Name of this module */ const char *name; /** Author/owner/implementor of the module */ const char *author; /** Modules methods */ struct hw_module_methods_t* methods; /** module's dso */ void* dso; /** padding to 128 bytes, reserved for future use */ uint32_t reserved[32-7]; } hw_module_t; typedef struct hw_module_methods_t { /** Open a specific device */ int (*open)(const struct hw_module_t* module, const char* id, struct hw_device_t** device); } hw_module_methods_t;这个结构体很重要,注释很详细。dlsym拿到这个结构体的首地址后,就可以调用Modules methods进行设备模块的初始化了。设备模块中,都应该按照这个格式初始化好这个结构体,否则dlsym找不到它,也就无法调用Modules methods进行初始化了。
例如,在audio_hw.c中,它是这样定义的:
static struct hw_module_methods_t hal_module_methods = { .open = adev_open, }; struct audio_module HAL_MODULE_INFO_SYM = { .common = { .tag = HARDWARE_MODULE_TAG, .version_major = 1, .version_minor = 0, .id = AUDIO_HARDWARE_MODULE_ID, .name = "Tuna audio HW HAL", .author = "The Android Open Source Project", .methods = &hal_module_methods, }, };
3、audio_hw
好了,经过一番周折,又dlopen又dlsym的,终于进入我们的audio_hw。这部分没什么好说的,按照hardware/libhardware/include/hardware/audio.h定义的接口实现就行了。这些接口全扔到一个结构体里面的,这样做的好处是:不必用大量的dlsym来获取各个接口函数的地址,只需找到这个结构体即可,从易用性和可扩充性来说,都是首选方式。
接口定义如下:
struct audio_hw_device { struct hw_device_t common; /** * used by audio flinger to enumerate what devices are supported by * each audio_hw_device implementation. * * Return value is a bitmask of 1 or more values of audio_devices_t */ uint32_t (*get_supported_devices)(const struct audio_hw_device *dev); /** * check to see if the audio hardware interface has been initialized. * returns 0 on success, -ENODEV on failure. */ int (*init_check)(const struct audio_hw_device *dev); /** set the audio volume of a voice call. Range is between 0.0 and 1.0 */ int (*set_voice_volume)(struct audio_hw_device *dev, float volume); /** * set the audio volume for all audio activities other than voice call. * Range between 0.0 and 1.0. If any value other than 0 is returned, * the software mixer will emulate this capability. */ int (*set_master_volume)(struct audio_hw_device *dev, float volume); /** * setMode is called when the audio mode changes. AUDIO_MODE_NORMAL mode * is for standard audio playback, AUDIO_MODE_RINGTONE when a ringtone is * playing, and AUDIO_MODE_IN_CALL when a call is in progress. */ int (*set_mode)(struct audio_hw_device *dev, int mode); /* mic mute */ int (*set_mic_mute)(struct audio_hw_device *dev, bool state); int (*get_mic_mute)(const struct audio_hw_device *dev, bool *state); /* set/get global audio parameters */ int (*set_parameters)(struct audio_hw_device *dev, const char *kv_pairs); /* * Returns a pointer to a heap allocated string. The caller is responsible * for freeing the memory for it. */ char * (*get_parameters)(const struct audio_hw_device *dev, const char *keys); /* Returns audio input buffer size according to parameters passed or * 0 if one of the parameters is not supported */ size_t (*get_input_buffer_size)(const struct audio_hw_device *dev, uint32_t sample_rate, int format, int channel_count); /** This method creates and opens the audio hardware output stream */ int (*open_output_stream)(struct audio_hw_device *dev, uint32_t devices, int *format, uint32_t *channels, uint32_t *sample_rate, struct audio_stream_out **out); void (*close_output_stream)(struct audio_hw_device *dev, struct audio_stream_out* out); /** This method creates and opens the audio hardware input stream */ int (*open_input_stream)(struct audio_hw_device *dev, uint32_t devices, int *format, uint32_t *channels, uint32_t *sample_rate, audio_in_acoustics_t acoustics, struct audio_stream_in **stream_in); void (*close_input_stream)(struct audio_hw_device *dev, struct audio_stream_in *in); /** This method dumps the state of the audio hardware */ int (*dump)(const struct audio_hw_device *dev, int fd); }; typedef struct audio_hw_device audio_hw_device_t;
三、Audio Hardware HAL的legacy实现
之前提到两种Audio Hardware HAL接口定义:
1/ legacy:hardware/libhardware_legacy/include/hardware_legacy/AudioHardwareInterface.h
2/ current:hardware/libhardware/include/hardware/audio.h
前者是2.3及之前的音频设备接口定义,后者是4.0的接口定义。
1/ legacy:hardware/libhardware_legacy/include/hardware_legacy/AudioHardwareInterface.h
2/ current:hardware/libhardware/include/hardware/audio.h
前者是2.3及之前的音频设备接口定义,后者是4.0的接口定义。
为了兼容以前的设计,4.0实现一个中间层:hardware/libhardware_legacy/audio/audio_hw_hal.cpp,结构与其他的audio_hw.c大同小异,差别在于open方法:
static int legacy_adev_open(const hw_module_t* module, const char* name, hw_device_t** device) { ...... ladev->hwif = createAudioHardware(); if (!ladev->hwif) { ret = -EIO; goto err_create_audio_hw; } ...... }看到那个熟悉的createAudioHardware()没有?这是以前我提到的Vendor Specific Audio接口,然后新的接口再调用ladev->hwif的函数就是了。
因此老一套的alsa-lib、alsa-utils和alsa_sound也可以照搬过来,这里的文件被编译成静态库的,因此你需要修改alsa_sound里面的Android.mk文件,链接这个静态库。还有alsa_sound的命名空间原来是“android”,现在需要改成“android_audio_legacy”。
四、a2dp Audio HAL的实现
external/Bluetooth/bluez/audio/android_audio_hw.c
大致与上面提到的audio_hw.c类似,因为都是基于audio.h定义的接口来实现的。
如果需要编译这个库,须在BoardConfig.mk里定义:
BOARD_HAVE_BLUETOOTH := true
开始还提到现在支持3种audio设备了,分别是primary、a2dp和usb。目前剩下usb audio hal我没有找到,不知是否需要自己去实现?其实alsa-driver都支持大部分的usb-audio设备了,因此上层也可调用tinyalsa的接口,就像samsung tuna的audio_hw.c那样。
五、音质改进???
--to be continued…