media/extensions/opus/README.md
tonihei cd4571161a Add builders for SimpleExoPlayer and ExoPlayer.
The current ExoPlayerFactory is growing too big and usage becomes increasingly
complicated because it's not possible to set individual components without
specifying many other defaults.

Adding new builder classes makes building easier and more future-proof.

PiperOrigin-RevId: 263339078
2019-08-15 14:41:51 +01:00

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# ExoPlayer Opus extension #
The Opus extension provides `LibopusAudioRenderer`, which uses libopus (the Opus
decoding library) to decode Opus audio.
## License note ##
Please note that whilst the code in this repository is licensed under
[Apache 2.0][], using this extension also requires building and including one or
more external libraries as described below. These are licensed separately.
[Apache 2.0]: https://github.com/google/ExoPlayer/blob/release-v2/LICENSE
## Build instructions ##
To use this extension you need to clone the ExoPlayer repository and depend on
its modules locally. Instructions for doing this can be found in ExoPlayer's
[top level README][].
In addition, it's necessary to build the extension's native components as
follows:
* Set the following environment variables:
```
cd "<path to exoplayer checkout>"
EXOPLAYER_ROOT="$(pwd)"
OPUS_EXT_PATH="${EXOPLAYER_ROOT}/extensions/opus/src/main"
```
* Download the [Android NDK][] and set its location in an environment variable:
```
NDK_PATH="<path to Android NDK>"
```
* Fetch libopus:
```
cd "${OPUS_EXT_PATH}/jni" && \
git clone https://git.xiph.org/opus.git libopus
```
* Run the script to convert arm assembly to NDK compatible format:
```
cd ${OPUS_EXT_PATH}/jni && ./convert_android_asm.sh
```
* Build the JNI native libraries from the command line:
```
cd "${OPUS_EXT_PATH}"/jni && \
${NDK_PATH}/ndk-build APP_ABI=all -j4
```
[top level README]: https://github.com/google/ExoPlayer/blob/release-v2/README.md
[Android NDK]: https://developer.android.com/tools/sdk/ndk/index.html
## Notes ##
* Every time there is a change to the libopus checkout:
* Arm assembly should be converted by running `convert_android_asm.sh`
* Clean and re-build the project.
* If you want to use your own version of libopus, place it in
`${OPUS_EXT_PATH}/jni/libopus`.
## Using the extension ##
Once you've followed the instructions above to check out, build and depend on
the extension, the next step is to tell ExoPlayer to use `LibopusAudioRenderer`.
How you do this depends on which player API you're using:
* If you're passing a `DefaultRenderersFactory` to `SimpleExoPlayer.Builder`,
you can enable using the extension by setting the `extensionRendererMode`
parameter of the `DefaultRenderersFactory` constructor to
`EXTENSION_RENDERER_MODE_ON`. This will use `LibopusAudioRenderer` for
playback if `MediaCodecAudioRenderer` doesn't support the input format. Pass
`EXTENSION_RENDERER_MODE_PREFER` to give `LibopusAudioRenderer` priority over
`MediaCodecAudioRenderer`.
* If you've subclassed `DefaultRenderersFactory`, add a `LibopusAudioRenderer`
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
`LibopusAudioRenderer` 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 `LibopusAudioRenderer` 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 an `LibopusAudioRenderer` to the
player, then implement your own logic to use the renderer for a given track.
## Links ##
* [Javadoc][]: Classes matching `com.google.android.exoplayer2.ext.opus.*`
belong to this module.
[Javadoc]: https://exoplayer.dev/doc/reference/index.html