mirror of
https://github.com/androidx/media.git
synced 2025-04-30 06:46:50 +08:00

In order to support building with `gradle` a new `build.gradle` file was added together with `Android.mk`, `Application.mk`, and `libiamf.mk` necessary for local builds with NDK. After this change, IAMF files may also be played in the ExoPlayer demo built locally (without blaze). PiperOrigin-RevId: 664841684
121 lines
4.2 KiB
Markdown
121 lines
4.2 KiB
Markdown
# 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 "<path to project checkout>"
|
|
|
|
IAMF_MODULE_PATH="$(pwd)/libraries/decoder_iamf/src/main"
|
|
```
|
|
|
|
* Download the [Android NDK][] and set its location in an environment
|
|
variable. This build configuration has been tested on NDK r27.
|
|
|
|
```
|
|
NDK_PATH="<path to Android NDK>"
|
|
```
|
|
|
|
* Fetch libiamf:
|
|
|
|
Clone the repository containing libiamf to a local folder of choice - preferably
|
|
outside of the project checkout. Link it to the project's jni folder through
|
|
symlink.
|
|
|
|
```
|
|
cd <preferred location for libiamf>
|
|
|
|
|
|
git clone https://github.com/AOMediaCodec/libiamf.git libiamf && \
|
|
cd libiamf && \
|
|
LIBIAMF_PATH=$(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
|