
Removed `Android.mk` and `Application.mk`, allowing `CMake` to run directly from the `build.gradle` file. Users no longer need to check out `NDK` or depend on it, simplifying the usage of the IAMF extension. PiperOrigin-RevId: 684471874
89 lines
3.6 KiB
Markdown
89 lines
3.6 KiB
Markdown
# 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 "<path to project checkout>"
|
|
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
|