# IAMF decoder module The IAMF module provides `LibiamfAudioRenderer`, which uses the libiamf native 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 fetch libiamf as follows: * Set the following environment variables: ``` cd "" IAMF_MODULE_PATH="$(pwd)/libraries/decoder_iamf/src/main" ``` * Fetch libiamf: ``` cd "${IAMF_MODULE_PATH}/jni" && \ git clone https://github.com/AOMediaCodec/libiamf.git ``` * [Install CMake][] Having followed these steps, gradle will build the module automatically when run on the command line or via Android Studio, using [CMake][] and [Ninja][] to configure and build libiamf and the module's [JNI wrapper library][]. [top level README]: ../../README.md [Install CMake]: https://developer.android.com/studio/projects/install-ndk [CMake]: https://cmake.org/ [Ninja]: https://ninja-build.org [JNI wrapper library]: src/main/jni/iamf_jni.cc ## 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 ## 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