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1# Using AudioRenderer for Audio Playback
2
3The AudioRenderer is used to play Pulse Code Modulation (PCM) audio data. Unlike the AVPlayer, the AudioRenderer can perform data preprocessing before audio input. Therefore, the AudioRenderer is more suitable if you have extensive audio development experience and want to implement more flexible playback features.
4
5## Development Guidelines
6
7The full rendering process involves creating an **AudioRenderer** instance, configuring audio rendering parameters, starting and stopping rendering, and releasing the instance. In this topic, you will learn how to use the AudioRenderer to render audio data. Before the development, you are advised to read [AudioRenderer](../reference/apis/js-apis-audio.md#audiorenderer8) for the API reference.
8
9The figure below shows the state changes of the AudioRenderer. After an **AudioRenderer** instance is created, different APIs can be called to switch the AudioRenderer to different states and trigger the required behavior. If an API is called when the AudioRenderer is not in the given state, the system may throw an exception or generate other undefined behavior. Therefore, you are advised to check the AudioRenderer state before triggering state transition.
10
11To prevent the UI thread from being blocked, most **AudioRenderer** calls are asynchronous. Each API provides the callback and promise functions. The following examples use the callback functions.
12
13**Figure 1** AudioRenderer state transition
14
15![AudioRenderer state transition](figures/audiorenderer-status-change.png)
16
17During application development, you are advised to use **on('stateChange')** to subscribe to state changes of the AudioRenderer. This is because some operations can be performed only when the AudioRenderer is in a given state. If the application performs an operation when the AudioRenderer is not in the given state, the system may throw an exception or generate other undefined behavior.
18
19- **prepared**: The AudioRenderer enters this state by calling **createAudioRenderer()**.
20
21- **running**: The AudioRenderer enters this state by calling **start()** when it is in the **prepared**, **paused**, or **stopped** state.
22
23- **paused**: The AudioRenderer enters this state by calling **pause()** when it is in the **running** state. When the audio playback is paused, it can call **start()** to resume the playback.
24
25- **stopped**: The AudioRenderer enters this state by calling **stop()** when it is in the **paused** or **running** state
26
27- **released**: The AudioRenderer enters this state by calling **release()** when it is in the **prepared**, **paused**, or **stopped** state. In this state, the AudioRenderer releases all occupied hardware and software resources and will not transit to any other state.
28
29### How to Develop
30
311. Set audio rendering parameters and create an **AudioRenderer** instance. For details about the parameters, see [AudioRendererOptions](../reference/apis/js-apis-audio.md#audiorendereroptions8).
32
33   ```ts
34   import audio from '@ohos.multimedia.audio';
35
36   let audioStreamInfo = {
37     samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_44100,
38     channels: audio.AudioChannel.CHANNEL_1,
39     sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE,
40     encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW
41   };
42
43   let audioRendererInfo = {
44     content: audio.ContentType.CONTENT_TYPE_SPEECH,
45     usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION,
46     rendererFlags: 0
47   };
48
49   let audioRendererOptions = {
50     streamInfo: audioStreamInfo,
51     rendererInfo: audioRendererInfo
52   };
53
54   audio.createAudioRenderer(audioRendererOptions, (err, data) => {
55     if (err) {
56       console.error(`Invoke createAudioRenderer failed, code is ${err.code}, message is ${err.message}`);
57       return;
58     } else {
59       console.info('Invoke createAudioRenderer succeeded.');
60       let audioRenderer = data;
61     }
62   });
63   ```
64
652. Call **start()** to switch the AudioRenderer to the **running** state and start rendering.
66
67   ```ts
68   audioRenderer.start((err) => {
69     if (err) {
70       console.error(`Renderer start failed, code is ${err.code}, message is ${err.message}`);
71     } else {
72       console.info('Renderer start success.');
73     }
74   });
75   ```
76
773. Specify the address of the file to render. Open the file and call **write()** to continuously write audio data to the buffer for rendering and playing. To implement personalized playback, process the audio data before writing it.
78
79   ```ts
80   const bufferSize = await audioRenderer.getBufferSize();
81   let file = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
82   let buf = new ArrayBuffer(bufferSize);
83   let readsize = await fs.read(file.fd, buf);
84   let writeSize = await new Promise((resolve, reject) => {
85     audioRenderer.write(buf, (err, writeSize) => {
86       if (err) {
87         reject(err);
88       } else {
89         resolve(writeSize);
90       }
91     });
92   });
93   ```
94
954. Call **stop()** to stop rendering.
96
97   ```ts
98   audioRenderer.stop((err) => {
99     if (err) {
100       console.error(`Renderer stop failed, code is ${err.code}, message is ${err.message}`);
101     } else {
102       console.info('Renderer stopped.');
103     }
104   });
105   ```
106
1075. Call **release()** to release the instance.
108
109   ```ts
110   audioRenderer.release((err) => {
111     if (err) {
112       console.error(`Renderer release failed, code is ${err.code}, message is ${err.message}`);
113     } else {
114       console.info('Renderer released.');
115     }
116   });
117   ```
118
119### Sample Code
120
121Refer to the sample code below to render an audio file using AudioRenderer.
122
123```ts
124import audio from '@ohos.multimedia.audio';
125import fs from '@ohos.file.fs';
126
127const TAG = 'AudioRendererDemo';
128
129export default class AudioRendererDemo {
130  private renderModel = undefined;
131  private audioStreamInfo = {
132    samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate.
133    channels: audio.AudioChannel.CHANNEL_2, // Channel.
134    sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format.
135    encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format.
136  }
137  private audioRendererInfo = {
138    content: audio.ContentType.CONTENT_TYPE_MUSIC, // Media type.
139    usage: audio.StreamUsage.STREAM_USAGE_MEDIA, // Audio stream usage type.
140    rendererFlags: 0 // AudioRenderer flag.
141  }
142  private audioRendererOptions = {
143    streamInfo: this.audioStreamInfo,
144    rendererInfo: this.audioRendererInfo
145  }
146
147  // Create an AudioRenderer instance, and set the events to listen for.
148  init() {
149    audio.createAudioRenderer(this.audioRendererOptions, (err, renderer) => { // Create an AudioRenderer instance.
150      if (!err) {
151        console.info(`${TAG}: creating AudioRenderer success`);
152        this.renderModel = renderer;
153        this.renderModel.on('stateChange', (state) => { // Set the events to listen for. A callback is invoked when the AudioRenderer is switched to the specified state.
154          if (state == 1) {
155            console.info('audio renderer state is: STATE_PREPARED');
156          }
157          if (state == 2) {
158            console.info('audio renderer state is: STATE_RUNNING');
159          }
160        });
161        this.renderModel.on('markReach', 1000, (position) => { // Subscribe to the markReach event. A callback is triggered when the number of rendered frames reaches 1000.
162          if (position == 1000) {
163            console.info('ON Triggered successfully');
164          }
165        });
166      } else {
167        console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`);
168      }
169    });
170  }
171
172  // Start audio rendering.
173  async start() {
174    let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
175    if (stateGroup.indexOf(this.renderModel.state) === -1) { // Rendering can be started only when the AudioRenderer is in the prepared, paused, or stopped state.
176      console.error(TAG + 'start failed');
177      return;
178    }
179    await this.renderModel.start(); // Start rendering.
180
181    const bufferSize = await this.renderModel.getBufferSize();
182    let context = getContext(this);
183    let path = context.filesDir;
184    const filePath = path + '/test.wav'; // Use the sandbox path to obtain the file. The actual file path is /data/storage/el2/base/haps/entry/files/test.wav.
185
186    let file = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
187    let stat = await fs.stat(filePath);
188    let buf = new ArrayBuffer(bufferSize);
189    let len = stat.size % bufferSize === 0 ? Math.floor(stat.size / bufferSize) : Math.floor(stat.size / bufferSize + 1);
190    for (let i = 0; i < len; i++) {
191      let options = {
192        offset: i * bufferSize,
193        length: bufferSize
194      };
195      let readsize = await fs.read(file.fd, buf, options);
196
197      // buf indicates the audio data to be written to the buffer. Before calling AudioRenderer.write(), you can preprocess the audio data for personalized playback. The AudioRenderer reads the audio data written to the buffer for rendering.
198
199      let writeSize = await new Promise((resolve, reject) => {
200        this.renderModel.write(buf, (err, writeSize) => {
201          if (err) {
202            reject(err);
203          } else {
204            resolve(writeSize);
205          }
206        });
207      });
208      if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { // The rendering stops if the AudioRenderer is in the released state.
209        fs.close(file);
210        await this.renderModel.stop();
211      }
212      if (this.renderModel.state === audio.AudioState.STATE_RUNNING) {
213        if (i === len - 1) { // The rendering stops if the file finishes reading.
214          fs.close(file);
215          await this.renderModel.stop();
216        }
217      }
218    }
219  }
220
221  // Pause the rendering.
222  async pause() {
223    // Rendering can be paused only when the AudioRenderer is in the running state.
224    if (this.renderModel.state !== audio.AudioState.STATE_RUNNING) {
225      console.info('Renderer is not running');
226      return;
227    }
228    await this.renderModel.pause(); // Pause rendering.
229    if (this.renderModel.state === audio.AudioState.STATE_PAUSED) {
230      console.info('Renderer is paused.');
231    } else {
232      console.error('Pausing renderer failed.');
233    }
234  }
235
236  // Stop rendering.
237  async stop() {
238    // Rendering can be stopped only when the AudioRenderer is in the running or paused state.
239    if (this.renderModel.state !== audio.AudioState.STATE_RUNNING && this.renderModel.state !== audio.AudioState.STATE_PAUSED) {
240      console.info('Renderer is not running or paused.');
241      return;
242    }
243    await this.renderModel.stop(); // Stop rendering.
244    if (this.renderModel.state === audio.AudioState.STATE_STOPPED) {
245      console.info('Renderer stopped.');
246    } else {
247      console.error('Stopping renderer failed.');
248    }
249  }
250
251  // Release the instance.
252  async release() {
253    // The AudioRenderer can be released only when it is not in the released state.
254    if (this.renderModel.state === audio.AudioState.STATE_RELEASED) {
255      console.info('Renderer already released');
256      return;
257    }
258    await this.renderModel.release(); // Release the instance.
259    if (this.renderModel.state === audio.AudioState.STATE_RELEASED) {
260      console.info('Renderer released');
261    } else {
262      console.error('Renderer release failed.');
263    }
264  }
265}
266```
267
268When audio streams with the same or higher priority need to use the output device, the current audio playback will be interrupted. The application can respond to and handle the interruption event. For details about how to process concurrent audio playback, see [Audio Playback Concurrency Policies](audio-playback-concurrency.md).
269