音视频同步是播放器中非常重要的逻辑,对用户的实际体验影响巨大。上一篇文章中说明了视频中audio与video是分别解码并且送显的,两个线程分别执行,如果不加时间戳同步操作,播放出来的视频会出现音频和视频不同步的情况。 Video解码送显在MediaCodecVideoRenderer中执行; Audio解码播放在MediaCodecAudioRenderer中执行;
视频同步
视频解码执行的入口函数是MediaCodecRenderer.render函数:传入了两个参数
public void render(long positionUs, long elapsedRealtimeUs)
elapsedRealtimeUs是当前时间戳,传入drainOutputBuffer开始读取解码之后的output buffer,准备送显,执行到MediaCodecVideoRenderer.processOutputBuffer
protected boolean processOutputBuffer(
long positionUs,
long elapsedRealtimeUs,
MediaCodec codec,
ByteBuffer buffer,
int bufferIndex,
int bufferFlags,
long bufferPresentationTimeUs,
boolean isDecodeOnlyBuffer,
boolean isLastBuffer,
Format format)
- bufferPresentationTimeUs为帧的pts
- elapsedRealtimeUs为准备render的时间戳
long earlyUs = bufferPresentationTimeUs - positionUs;
// Fine-grained adjustment of earlyUs based on the elapsed time since the start of the current
// iteration of the rendering loop.
long elapsedSinceStartOfLoopUs = elapsedRealtimeNowUs - elapsedRealtimeUs;
earlyUs -= elapsedSinceStartOfLoopUs;
// Compute the buffer's desired release time in nanoseconds.
long systemTimeNs = System.nanoTime();
long unadjustedFrameReleaseTimeNs = systemTimeNs + (earlyUs * 1000);
// Apply a timestamp adjustment, if there is one.
long adjustedReleaseTimeNs = frameReleaseTimeHelper.adjustReleaseTime(
bufferPresentationTimeUs, unadjustedFrameReleaseTimeNs);
earlyUs = (adjustedReleaseTimeNs - systemTimeNs) / 1000;
- positionUs 可以看做音频时间点
- bufferPresentationTimeUs 可以认为是视频帧的pts
- elapsedSinceStartOfLoopUs 是当前时间戳 - render执行的时间戳,我觉得这儿只是为了校准一下。
- earlyUs -= elapsedSinceStartOfLoopUs 得到的 earlyUs 校准了视频pts和音频的pts
接下来还要做一下送显时间的校准。frameReleaseTimeHelper.adjustReleaseTime就是做这个工作的。closestVsync函数是寻找最近的送显时间点。
// Find the timestamp of the closest vsync. This is the vsync that we're targeting.
long snappedTimeNs = closestVsync(adjustedReleaseTimeNs, sampledVsyncTimeNs, vsyncDurationNs);
private static long closestVsync(long releaseTime, long sampledVsyncTime, long vsyncDuration) {
long vsyncCount = (releaseTime - sampledVsyncTime) / vsyncDuration;
long snappedTimeNs = sampledVsyncTime + (vsyncDuration * vsyncCount);
long snappedBeforeNs;
long snappedAfterNs;
if (releaseTime <= snappedTimeNs) {
snappedBeforeNs = snappedTimeNs - vsyncDuration;
snappedAfterNs = snappedTimeNs;
} else {
snappedBeforeNs = snappedTimeNs;
snappedAfterNs = snappedTimeNs + vsyncDuration;
}
long snappedAfterDiff = snappedAfterNs - releaseTime;
long snappedBeforeDiff = releaseTime - snappedBeforeNs;
return snappedAfterDiff < snappedBeforeDiff ? snappedAfterNs : snappedBeforeNs;
}
VideoFrameReleaseTimeHelper.java定义一个内部类:
private static final class VSyncSampler implements FrameCallback, Handler.Callback {
@Override
public void doFrame(long vsyncTimeNs) {
sampledVsyncTimeNs = vsyncTimeNs;
choreographer.postFrameCallbackDelayed(this, CHOREOGRAPHER_SAMPLE_DELAY_MILLIS);
}
}
onFrame回调可以精确表示送显的时间,因为这是系统choreographer送显的时间点。
经过上面的处理之后,校准的时间是比较准确的。
boolean treatDroppedBuffersAsSkipped = joiningDeadlineMs != C.TIME_UNSET;
if (shouldDropBuffersToKeyframe(earlyUs, elapsedRealtimeUs, isLastBuffer)
&& maybeDropBuffersToKeyframe(
codec, bufferIndex, presentationTimeUs, positionUs, treatDroppedBuffersAsSkipped)) {
return false;
} else if (shouldDropOutputBuffer(earlyUs, elapsedRealtimeUs, isLastBuffer)) {
if (treatDroppedBuffersAsSkipped) {
skipOutputBuffer(codec, bufferIndex, presentationTimeUs);
} else {
dropOutputBuffer(codec, bufferIndex, presentationTimeUs);
}
return true;
}
if (Util.SDK_INT >= 21) {
// Let the underlying framework time the release.
if (earlyUs < 50000) {
notifyFrameMetadataListener(
presentationTimeUs, adjustedReleaseTimeNs, format, currentMediaFormat);
renderOutputBufferV21(codec, bufferIndex, presentationTimeUs, adjustedReleaseTimeNs);
return true;
}
} else {
// We need to time the release ourselves.
if (earlyUs < 30000) {
if (earlyUs > 11000) {
// We're a little too early to render the frame. Sleep until the frame can be rendered.
// Note: The 11ms threshold was chosen fairly arbitrarily.
try {
// Subtracting 10000 rather than 11000 ensures the sleep time will be at least 1ms.
Thread.sleep((earlyUs - 10000) / 1000);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
return false;
}
}
notifyFrameMetadataListener(
presentationTimeUs, adjustedReleaseTimeNs, format, currentMediaFormat);
renderOutputBuffer(codec, bufferIndex, presentationTimeUs);
return true;
}
上面一大段的执行方法主要是已经得到了校准后的时间earlyUs,接下来要根据earlyUs来丢帧、跳帧或者说等一等音频解码。 如果earlyUs 时间差为正值,代表视频帧应该在当前系统时间之后被显示,换言之,代表视频帧来早了,反之,如果时间差为负值,代表视频帧应该在当前系统时间之前被显示,换言之,代表视频帧来晚了。如果超过一定的门限值,即该视频帧来的太晚了,则将这一帧丢掉,不予显示。按照预设的门限值,视频帧比预定时间来的早了50ms以上,则进入下一个间隔为10ms的循环,再继续判断,否则,将视频帧送显。
音频同步
MediaCodecAudioRenderer.getPositionUs 获取音频的时间戳
@Override
public long getPositionUs() {
if (getState() == STATE_STARTED) {
updateCurrentPosition();
}
return currentPositionUs;
}
private void updateCurrentPosition() {
long newCurrentPositionUs = audioSink.getCurrentPositionUs(isEnded());
if (newCurrentPositionUs != AudioSink.CURRENT_POSITION_NOT_SET) {
currentPositionUs =
allowPositionDiscontinuity
? newCurrentPositionUs
: Math.max(currentPositionUs, newCurrentPositionUs);
allowPositionDiscontinuity = false;
}
}
调用到DefaultAudioSink. getCurrentPositionUs
@Override
public long getCurrentPositionUs(boolean sourceEnded) {
if (!isInitialized() || startMediaTimeState == START_NOT_SET) {
return CURRENT_POSITION_NOT_SET;
}
long positionUs = audioTrackPositionTracker.getCurrentPositionUs(sourceEnded);
positionUs = Math.min(positionUs, configuration.framesToDurationUs(getWrittenFrames()));
return startMediaTimeUs + applySkipping(applySpeedup(positionUs));
}
audioTrackPositionTracker.getCurrentPositionUs AudioTrackPositionTracker.java是追踪AudioTrack播放位置的类。
private long getPlaybackHeadPositionUs() {
return framesToDurationUs(getPlaybackHeadPosition());
}
private long framesToDurationUs(long frameCount) {
return (frameCount * C.MICROS_PER_SECOND) / outputSampleRate;
}
getPlaybackHeadPosition函数计算当前的音频帧数。 因为音频有码率,根据音频的帧数和帧间duration,可以得到当前播放的位置。
小结
音频同步我三种普通的方式: 1.以音频为基准,视频向音频靠拢 2.以视频为基准,音频向视频靠拢 3.找一个共同基准,音频和视频都向这个共同基准靠拢
ExoPlayer中采用了第一种方案