
This ensures we have full test coverage for proguard configs now. The only configs not covered by tests are: - IMA and OkHttp which copy recommended configs from the respective library. I couldn't reproduce failures by removing them (and thus couldn't write a test that ensures they are correct). - Some dontwarn lines that just suppress warnings. In addition, this change fixes a couple of related issues: - Moved AV1 proguard config to correct module. - Removed mentioning of deprecated ExtractorMediaSource from README - Suppressed warning from IMA code that prevent proguarding under strict rules - Fixed wrong proguard exclusion in VP9 module. - Moved FLAC exclusion (DefaultExtractorsFactory) to correct module. - Added AlertDialog suppression for de-jetified code. - Removed unusued dependency from UI module that causes large APK size increase. #exofixit #minor-release PiperOrigin-RevId: 344427532
ExoPlayer Opus extension
The Opus extension 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 extension also requires building and including one or more external libraries as described below. These are licensed separately.
Build instructions (Linux, macOS)
To use this extension you need to clone the ExoPlayer repository and depend on its modules locally. Instructions for doing this can be found in ExoPlayer's top level README.
In addition, it's necessary to build the extension's native components as follows:
- Set the following environment variables:
cd "<path to exoplayer checkout>"
EXOPLAYER_ROOT="$(pwd)"
OPUS_EXT_PATH="${EXOPLAYER_ROOT}/extensions/opus/src/main"
- Download the Android NDK and set its location in an environment variable. This build configuration has been tested on NDK r20.
NDK_PATH="<path to Android NDK>"
- Fetch libopus:
cd "${OPUS_EXT_PATH}/jni" && \
git clone https://git.xiph.org/opus.git libopus
- Run the script to convert arm assembly to NDK compatible format:
cd ${OPUS_EXT_PATH}/jni && ./convert_android_asm.sh
- Build the JNI native libraries from the command line:
cd "${OPUS_EXT_PATH}"/jni && \
${NDK_PATH}/ndk-build APP_ABI=all -j4
Build instructions (Windows)
We do not provide support for building this extension on Windows, however it should be possible to follow the Linux instructions in 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.
- Arm assembly should be converted by running
- If you want to use your own version of libopus, place it in
${OPUS_EXT_PATH}/jni/libopus
.
Using the extension
Once you've followed the instructions above to check out, build and depend on
the extension, 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
toSimpleExoPlayer.Builder
, you can enable using the extension by setting theextensionRendererMode
parameter of theDefaultRenderersFactory
constructor toEXTENSION_RENDERER_MODE_ON
. This will useLibopusAudioRenderer
for playback ifMediaCodecAudioRenderer
doesn't support the input format. PassEXTENSION_RENDERER_MODE_PREFER
to giveLibopusAudioRenderer
priority overMediaCodecAudioRenderer
. - If you've subclassed
DefaultRenderersFactory
, add aLibopusAudioRenderer
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 aLibopusAudioRenderer
instance fromcreateRenderers
. ExoPlayer will use the firstRenderer
in the returned array that supports the input media format. - If you're using
ExoPlayer.Builder
, pass aLibopusAudioRenderer
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 an LibopusAudioRenderer
to the
player, then implement your own logic to use the renderer for a given track.
Using the extension in the demo application
To try out playback using the extension in the demo application, see enabling extension decoders.
Links
- Javadoc: Classes matching
com.google.android.exoplayer2.ext.opus.*
belong to this module.