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 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: audio.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: audio.AudioRendererInfo = { 44 content: audio.ContentType.CONTENT_TYPE_SPEECH, 45 usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, 46 rendererFlags: 0 47 }; 48 49 let audioRendererOptions: audio.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: BusinessError) => { 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 import fs from '@ohos.file.fs'; 81 82 let context = getContext(this); 83 async function read() { 84 const bufferSize: number = await audioRenderer.getBufferSize(); 85 let path = context.filesDir; 86 87 const filePath = path + '/voice_call_data.wav'; 88 let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY); 89 let buf = new ArrayBuffer(bufferSize); 90 let readsize: number = await fs.read(file.fd, buf); 91 let writeSize: number = await audioRenderer.write(buf); 92 } 93 ``` 94 954. Call **stop()** to stop rendering. 96 97 ```ts 98 audioRenderer.stop((err: BusinessError) => { 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: BusinessError) => { 111 if (err) { 112 console.error(`Renderer release failed, code is ${err.code}, message is ${err.message}`); 113 } else { 114 console.info('Renderer released.'); 115 } 116 }); 117 ``` 118 119### Sample Code 120 121Refer to the sample code below to render an audio file using AudioRenderer. 122 123```ts 124import audio from '@ohos.multimedia.audio'; 125import fs from '@ohos.file.fs'; 126 127const TAG = 'AudioRendererDemo'; 128 129let context = getContext(this); 130let renderModel: audio.AudioRenderer | undefined = undefined; 131let audioStreamInfo: audio.AudioStreamInfo = { 132 samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate. 133 channels: audio.AudioChannel.CHANNEL_2, // Channel. 134 sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format. 135 encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format. 136} 137let audioRendererInfo: audio.AudioRendererInfo = { 138 content: audio.ContentType.CONTENT_TYPE_MUSIC, // Media type. 139 usage: audio.StreamUsage.STREAM_USAGE_MEDIA, // Audio stream usage type. 140 rendererFlags: 0 // AudioRenderer flag. 141} 142let audioRendererOptions: audio.AudioRendererOptions = { 143 streamInfo: audioStreamInfo, 144 rendererInfo: audioRendererInfo 145} 146 147// Create an AudioRenderer instance, and set the events to listen for. 148async function init() { 149 audio.createAudioRenderer(audioRendererOptions, (err, renderer) => { // Create an AudioRenderer instance. 150 if (!err) { 151 console.info(`${TAG}: creating AudioRenderer success`); 152 renderModel = renderer; 153 if (renderModel !== undefined) { 154 (renderModel as audio.AudioRenderer).on('stateChange', (state: audio.AudioState) => { // Set the events to listen for. A callback is invoked when the AudioRenderer is switched to the specified state. 155 if (state == 2) { 156 console.info('audio renderer state is: STATE_RUNNING'); 157 } 158 }); 159 (renderModel as audio.AudioRenderer).on('markReach', 1000, (position: number) => { // Subscribe to the markReach event. A callback is triggered when the number of rendered frames reaches 1000. 160 if (position == 1000) { 161 console.info('ON Triggered successfully'); 162 } 163 }); 164 } 165 } else { 166 console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`); 167 } 168 }); 169} 170 171// Start audio rendering. 172async function start() { 173 if (renderModel !== undefined) { 174 let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; 175 if (stateGroup.indexOf((renderModel as audio.AudioRenderer).state.valueOf()) === -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 (renderModel as audio.AudioRenderer).start(); // Start rendering. 180 181 const bufferSize = await (renderModel as audio.AudioRenderer).getBufferSize(); 182 183 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 class Options { 191 offset: number = 0; 192 length: number = 0 193 } 194 for (let i = 0; i < len; i++) { 195 let options: Options = { 196 offset: i * bufferSize, 197 length: bufferSize 198 }; 199 let readsize = await fs.read(file.fd, buf, options); 200 201 // 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. 202 203 let writeSize: number = await (renderModel as audio.AudioRenderer).write(buf); 204 if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_RELEASED) { // The rendering stops if the AudioRenderer is in the released state. 205 fs.close(file); 206 await (renderModel as audio.AudioRenderer).stop(); 207 } 208 if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_RUNNING) { 209 if (i === len - 1) { // The rendering stops if the file finishes reading. 210 fs.close(file); 211 await (renderModel as audio.AudioRenderer).stop(); 212 } 213 } 214 } 215 } 216} 217 218// Pause the rendering. 219async function pause() { 220 if (renderModel !== undefined) { 221 // Rendering can be paused only when the AudioRenderer is in the running state. 222 if ((renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_RUNNING) { 223 console.info('Renderer is not running'); 224 return; 225 } 226 await (renderModel as audio.AudioRenderer).pause(); // Pause rendering. 227 if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_PAUSED) { 228 console.info('Renderer is paused.'); 229 } else { 230 console.error('Pausing renderer failed.'); 231 } 232 } 233} 234 235// Stop rendering. 236async function stop() { 237 if (renderModel !== undefined) { 238 // Rendering can be stopped only when the AudioRenderer is in the running or paused state. 239 if ((renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_RUNNING && (renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_PAUSED) { 240 console.info('Renderer is not running or paused.'); 241 return; 242 } 243 await (renderModel as audio.AudioRenderer).stop(); // Stop rendering. 244 if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_STOPPED) { 245 console.info('Renderer stopped.'); 246 } else { 247 console.error('Stopping renderer failed.'); 248 } 249 } 250} 251 252// Release the instance. 253async function release() { 254 if (renderModel !== undefined) { 255 // The AudioRenderer can be released only when it is not in the released state. 256 if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) { 257 console.info('Renderer already released'); 258 return; 259 } 260 await renderModel.release(); // Release the instance. 261 if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) { 262 console.info('Renderer released'); 263 } else { 264 console.error('Renderer release failed.'); 265 } 266 } 267} 268``` 269 270When 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). 271