rohks e4cb583af2 Remove Javadoc TODO from README of decoder extensions
As most classes are used via interface only and people depending on it locally can always find the Javadoc in Android Studio directly, we don't plan to add Javadocs for these extensions module in developer.android.com.

PiperOrigin-RevId: 521993756
2023-04-05 15:48:58 +01:00

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# Opus decoder module
The Opus module 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 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>"
OPUS_MODULE_PATH="$(pwd)/libraries/decoder_opus/src/main"
```
* Download the [Android NDK][] and set its location in an environment variable.
This build configuration has been tested on NDK r21.
```
NDK_PATH="<path to Android NDK>"
```
* Fetch libopus:
```
cd "${OPUS_MODULE_PATH}/jni" && \
git clone https://gitlab.xiph.org/xiph/opus.git libopus
```
* Run the script to convert arm assembly to NDK compatible format:
```
cd ${OPUS_MODULE_PATH}/jni && ./convert_android_asm.sh
```
* Build the JNI native libraries from the command line:
```
cd "${OPUS_MODULE_PATH}"/jni && \
${NDK_PATH}/ndk-build APP_ABI=all -j4
```
[top level README]: ../../README.md
[Android NDK]: https://developer.android.com/tools/sdk/ndk/index.html
## Build instructions (Windows)
We do not provide support for building this module on Windows, however it should
be possible to follow the Linux instructions in [Windows PowerShell][].
[Windows PowerShell]: https://docs.microsoft.com/en-us/powershell/scripting/getting-started/getting-started-with-windows-powershell
## Notes
* Every time there is a change to the libopus checkout:
* Arm assembly should be converted by running `convert_android_asm.sh`
* Clean and re-build the project.
* If you want to use your own version of libopus, place it in
`${OPUS_MODULE_PATH}/jni/libopus`.
## 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 `LibopusAudioRenderer`.
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 `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
* [Troubleshooting using decoding extensions][]
[Troubleshooting using decoding extensions]: https://developer.android.com/guide/topics/media/exoplayer/troubleshooting#how-can-i-get-a-decoding-library-to-load-and-be-used-for-playback