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README.md
ExoPlayer FFmpeg module
The FFmpeg module provides FfmpegAudioRenderer, which uses FFmpeg for decoding
and can render audio encoded in a variety of formats.
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.
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. The module is not provided via Google's Maven repository (see #2781 for more information).
In addition, it's necessary to manually build the FFmpeg library, so that gradle can bundle the FFmpeg binaries in the APK:
- Set the following shell variable:
cd "<path to project checkout>"
FFMPEG_MODULE_PATH="$(pwd)/extensions/ffmpeg/src/main"
- Download the Android NDK and set its location in a shell variable. This build configuration has been tested on NDK r21.
NDK_PATH="<path to Android NDK>"
- Set the host platform (use "darwin-x86_64" for Mac OS X):
HOST_PLATFORM="linux-x86_64"
- Fetch FFmpeg and checkout an appropriate branch. We cannot guarantee compatibility with all versions of FFmpeg. We currently recommend version 4.2:
cd "<preferred location for ffmpeg>" && \
git clone git://source.ffmpeg.org/ffmpeg && \
cd ffmpeg && \
git checkout release/4.2 && \
FFMPEG_PATH="$(pwd)"
- Configure the decoders to include. See the Supported formats page for details of the available decoders, and which formats they support.
ENABLED_DECODERS=(vorbis opus flac)
- Add a link to the FFmpeg source code in the FFmpeg module
jnidirectory.
cd "${FFMPEG_MODULE_PATH}/jni" && \
ln -s "$FFMPEG_PATH" ffmpeg
- Execute
build_ffmpeg.shto build FFmpeg forarmeabi-v7a,arm64-v8a,x86andx86_64. The script can be edited if you need to build for different architectures:
cd "${FFMPEG_MODULE_PATH}/jni" && \
./build_ffmpeg.sh \
"${FFMPEG_MODULE_PATH}" "${NDK_PATH}" "${HOST_PLATFORM}" "${ENABLED_DECODERS[@]}"
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.
Using the module
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 FfmpegAudioRenderer. How
you do this depends on which player API you're using:
- If you're passing a
DefaultRenderersFactorytoExoPlayer.Builder, you can enable using the module by setting theextensionRendererModeparameter of theDefaultRenderersFactoryconstructor toEXTENSION_RENDERER_MODE_ON. This will useFfmpegAudioRendererfor playback ifMediaCodecAudioRendererdoesn't support the input format. PassEXTENSION_RENDERER_MODE_PREFERto giveFfmpegAudioRendererpriority overMediaCodecAudioRenderer. - If you've subclassed
DefaultRenderersFactory, add anFfmpegAudioRendererto the output list inbuildAudioRenderers. ExoPlayer will use the firstRendererin the list that supports the input media format. - If you've implemented your own
RenderersFactory, return anFfmpegAudioRendererinstance fromcreateRenderers. ExoPlayer will use the firstRendererin the returned array that supports the input media format. - If you're using
ExoPlayer.Builder, pass anFfmpegAudioRendererin the array ofRenderers. ExoPlayer will use the firstRendererin 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 FfmpegAudioRenderer to the player,
then implement your own logic to use the renderer for a given track.
Using the module in the demo application
To try out playback using the module in the demo application, see enabling extension decoders.