# IAMF decoder module The IAMF module provides `LibiamfAudioRenderer`, which uses libiamf (the IAMF decoding library) to decode IAMF audio. ## License note Please note that whilst the code in this repository is licensed under [Apache 2.0][], using this module also requires building and including one or more external libraries as described below. These are licensed separately. [Apache 2.0]: ../../LICENSE ## Build instructions (Linux, macOS) To use the module you need to clone this GitHub project and depend on its modules locally. Instructions for doing this can be found in the [top level README][]. In addition, it's necessary to build the module's native components as follows: * Set the following environment variables: ``` cd "" IAMF_MODULE_PATH="$(pwd)/libraries/decoder_iamf/src/main" ``` * Download the [Android NDK][] and set its location in an environment variable. This build configuration has been tested on NDK r27. ``` NDK_PATH="" ``` * Fetch libiamf: Clone the repository containing libiamf to a local folder of choice - preferably outside of the project checkout. Link it to the project's jni folder through symlink. ``` cd git clone https://github.com/AOMediaCodec/libiamf.git libiamf && \ cd libiamf && \ LIBIAMF_PATH=$(pwd) ``` * Symlink the folder containing libiamf to the project's JNI folder and run the script to convert libiamf code to NDK compatible format: ``` cd "${IAMF_MODULE_PATH}"/jni && \ ln -s $LIBIAMF_PATH libiamf && \ cd libiamf/code &&\ cmake . && \ make ``` * Build the JNI native libraries from the command line: ``` cd "${IAMF_MODULE_PATH}"/jni && \ ${NDK_PATH}/ndk-build APP_ABI=all -j4 ``` [top level README]: ../../README.md [Android NDK]: https://developer.android.com/tools/sdk/ndk/index.html ## Build instructions (Windows) We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in [Windows PowerShell][]. [Windows PowerShell]: https://docs.microsoft.com/en-us/powershell/scripting/getting-started/getting-started-with-windows-powershell ## Notes * Every time there is a change to the libiamf checkout clean and re-build the project. * If you want to use your own version of libiamf, place it in `${IAMF_MODULE_PATH}/jni/libiamf`. ## Using the module with ExoPlayer Once you've followed the instructions above to check out, build and depend on the module, the next step is to tell ExoPlayer to use `LibiamfAudioRenderer`. How you do this depends on which player API you're using: * If you're passing a `DefaultRenderersFactory` to `ExoPlayer.Builder`, you can enable using the module by setting the `extensionRendererMode` parameter of the `DefaultRenderersFactory` constructor to `EXTENSION_RENDERER_MODE_ON`. This will use `LibiamfAudioRenderer` for playback if `MediaCodecAudioRenderer` doesn't support the input format. Pass `EXTENSION_RENDERER_MODE_PREFER` to give `LibiamfAudioRenderer` priority over `MediaCodecAudioRenderer`. * If you've subclassed `DefaultRenderersFactory`, add a `LibiamfAudioRenderer` to the output list in `buildAudioRenderers`. ExoPlayer will use the first `Renderer` in the list that supports the input media format. * If you've implemented your own `RenderersFactory`, return a `LibiamfAudioRenderer` instance from `createRenderers`. ExoPlayer will use the first `Renderer` in the returned array that supports the input media format. * If you're using `ExoPlayer.Builder`, pass a `LibiamfAudioRenderer` in the array of `Renderer`s. ExoPlayer will use the first `Renderer` in the list that supports the input media format. Note: These instructions assume you're using `DefaultTrackSelector`. If you have a custom track selector the choice of `Renderer` is up to your implementation, so you need to make sure you are passing a `LibiamfAudioRenderer` to the player, then implement your own logic to use the renderer for a given track. ## Links * [Troubleshooting using decoding extensions][] [Troubleshooting using decoding extensions]: https://developer.android.com/media/media3/exoplayer/troubleshooting#how-can-i-get-a-decoding-library-to-load-and-be-used-for-playback