
Also declare and use `AudioFormat` directly instead of building it later. PiperOrigin-RevId: 683637116
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.
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
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.
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
toExoPlayer.Builder
, you can enable using the module by setting theextensionRendererMode
parameter of theDefaultRenderersFactory
constructor toEXTENSION_RENDERER_MODE_ON
. This will useLibiamfAudioRenderer
for playback ifMediaCodecAudioRenderer
doesn't support the input format. PassEXTENSION_RENDERER_MODE_PREFER
to giveLibiamfAudioRenderer
priority overMediaCodecAudioRenderer
. - If you've subclassed
DefaultRenderersFactory
, add aLibiamfAudioRenderer
to the output list inbuildAudioRenderers
. ExoPlayer will use the firstRenderer
in the list that supports the input media format. - If you've implemented your own
RenderersFactory
, return aLibiamfAudioRenderer
instance fromcreateRenderers
. ExoPlayer will use the firstRenderer
in the returned array that supports the input media format. - If you're using
ExoPlayer.Builder
, pass aLibiamfAudioRenderer
in the array ofRenderer
s. ExoPlayer will use the firstRenderer
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.