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在ArkTS中播放音频有多种可选方案,其中AVPlayer和AudioRenderer是较为常见的两种方案。虽然都可以播放音频文件,但二者之间有着较大的差别:
从以上描述可知,二者在功能上有很大的互补性,AVPlayer更泛用,使用难度更低;而AudioRenderer支持对音频数据进行更精细的处理,功能更强大,但使用难度相对也更大一些,此外二者在播放音频文件的格式方面也有一定差别。
以下是分别用AVPlayer和AudioRenderer播放音频的示例代码
- import media from '@ohos.multimedia.media';
- import fs from '@ohos.file.fs';
- import common from '@ohos.app.ability.common';
-
- export class AVPlayerDemo {
- private avPlayer;
- private isSeek: boolean = true; // 用于区分模式是否支持seek操作
- private count: number = 0;
-
- // 注册avplayer回调函数
- setAVPlayerCallback() {
- // seek操作结果回调函数
- this.avPlayer.on('seekDone', (seekDoneTime) => {
- console.info(`AVPlayer seek succeeded, seek time is ${seekDoneTime}`);
- })
- // error回调监听函数,当avPlayer在操作过程中出现错误时调用reset接口触发重置流程
- this.avPlayer.on('error', (err) => {
- console.error(`Invoke avPlayer failed, code is ${err.code}, message is ${err.message}`);
- this.avPlayer.reset(); // 调用reset重置资源,触发idle状态
- })
- // 状态机变化回调函数
- this.avPlayer.on('stateChange', async (state, reason) => {
- switch (state) {
- case 'idle': // 成功调用reset接口后触发该状态机上报
- console.info('AVPlayer state idle called.');
- this.avPlayer.release(); // 调用release接口销毁实例对象
- break;
- case 'initialized': // avplayer 设置播放源后触发该状态上报
- console.info('AVPlayerstate initialized called.');
- this.avPlayer.prepare().then(() => {
- console.info('AVPlayer prepare succeeded.');
- }, (err) => {
- console.error(`Invoke prepare failed, code is ${err.code}, message is ${err.message}`);
- });
- break;
- case 'prepared': // prepare调用成功后上报该状态机
- console.info('AVPlayer state prepared called.');
- this.avPlayer.play(); // 调用播放接口开始播放
- break;
- case 'playing': // play成功调用后触发该状态机上报
- console.info('AVPlayer state playing called.');
- if (this.count !== 0) {
- console.info('AVPlayer start to seek.');
- this.avPlayer.seek(this.avPlayer.duration); //seek到音频末尾
- } else {
- this.avPlayer.pause(); // 调用暂停接口暂停播放
- }
- this.count++;
- break;
- case 'paused': // pause成功调用后触发该状态机上报
- console.info('AVPlayer state paused called.');
- this.avPlayer.play(); // 再次播放接口开始播放
- break;
- case 'completed': // 播放结束后触发该状态机上报
- console.info('AVPlayer state completed called.');
- this.avPlayer.stop(); //调用播放结束接口
- break;
- case 'stopped': // stop接口成功调用后触发该状态机上报
- console.info('AVPlayer state stopped called.');
- this.avPlayer.reset(); // 调用reset接口初始化avplayer状态
- break;
- case 'released':
- console.info('AVPlayer state released called.');
- break;
- default:
- console.info('AVPlayer state unknown called.');
- break;
- }
- })
- }
-
- // 以下demo为使用fs文件系统打开沙箱地址获取媒体文件地址并通过url属性进行播放示例
- async avPlayerUrlDemo() {
- // 创建avPlayer实例对象
- this.avPlayer = await media.createAVPlayer();
- // 创建状态机变化回调函数
- this.setAVPlayerCallback();
- let fdPath = 'fd://';
- // 通过UIAbilityContext获取沙箱地址filesDir,以下为Stage模型获方式,如需在FA模型上获取请参考《访问应用沙箱》获取地址
- let context = getContext(this) as common.UIAbilityContext;
- let pathDir = context.filesDir;
- let path = pathDir + '/01.mp3';
- // 打开相应的资源文件地址获取fd,并为url赋值触发initialized状态机上报
- let file = await fs.open(path);
- fdPath = fdPath + '' + file.fd;
- this.avPlayer.url = fdPath;
- }
-
- // 以下demo为使用资源管理接口获取打包在HAP内的媒体资源文件并通过fdSrc属性进行播放示例
- async avPlayerFdSrcDemo() {
- // 创建avPlayer实例对象
- this.avPlayer = await media.createAVPlayer();
- // 创建状态机变化回调函数
- this.setAVPlayerCallback();
- // 通过UIAbilityContext的resourceManager成员的getRawFd接口获取媒体资源播放地址
- // 返回类型为{fd,offset,length},fd为HAP包fd地址,offset为媒体资源偏移量,length为播放长度
- let context = getContext(this) as common.UIAbilityContext;
- let fileDescriptor = await context.resourceManager.getRawFd('01.mp3');
- // 为fdSrc赋值触发initialized状态机上报
- this.avPlayer.fdSrc = fileDescriptor;
- this.isSeek = false; // 不支持seek操作
- }
- }

- import audio from '@ohos.multimedia.audio';
- import fs from '@ohos.file.fs';
-
- const TAG = 'AudioRendererDemo';
-
- export default class AudioRendererDemo {
- private renderModel = undefined;
- private audioStreamInfo = {
- samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // 采样率
- channels: audio.AudioChannel.CHANNEL_2, // 通道
- sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式
- encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式
- }
- private audioRendererInfo = {
- content: audio.ContentType.CONTENT_TYPE_MUSIC, // 媒体类型
- usage: audio.StreamUsage.STREAM_USAGE_MEDIA, // 音频流使用类型
- rendererFlags: 0 // 音频渲染器标志
- }
- private audioRendererOptions = {
- streamInfo: this.audioStreamInfo,
- rendererInfo: this.audioRendererInfo
- }
-
- // 初始化,创建实例,设置监听事件
- init() {
- audio.createAudioRenderer(this.audioRendererOptions, (err, renderer) => { // 创建AudioRenderer实例
- if (!err) {
- console.info(`${TAG}: creating AudioRenderer success`);
- this.renderModel = renderer;
- this.renderModel.on('stateChange', (state) => { // 设置监听事件,当转换到指定的状态时触发回调
- if (state == 2) {
- console.info('audio renderer state is: STATE_RUNNING');
- }
- });
- this.renderModel.on('markReach', 1000, (position) => { // 订阅markReach事件,当渲染的帧数达到1000帧时触发回调
- if (position == 1000) {
- console.info('ON Triggered successfully');
- }
- });
- } else {
- console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`);
- }
- });
- }
-
- // 开始一次音频渲染
- async start() {
- let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
- if (stateGroup.indexOf(this.renderModel.state) === -1) { // 当且仅当状态为prepared、paused和stopped之一时才能启动渲染
- console.error(TAG + 'start failed');
- return;
- }
- await this.renderModel.start(); // 启动渲染
-
- const bufferSize = await this.renderModel.getBufferSize();
- let context = getContext(this);
- let path = context.filesDir;
- const filePath = path + '/test.wav'; // 使用沙箱路径获取文件,实际路径为/data/storage/el2/base/haps/entry/files/test.wav
-
- let file = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
- let stat = await fs.stat(filePath);
- let buf = new ArrayBuffer(bufferSize);
- let len = stat.size % bufferSize === 0 ? Math.floor(stat.size / bufferSize) : Math.floor(stat.size / bufferSize + 1);
- for (let i = 0; i < len; i++) {
- let options = {
- offset: i * bufferSize,
- length: bufferSize
- };
- let readsize = await fs.read(file.fd, buf, options);
-
- // buf是要写入缓冲区的音频数据,在调用AudioRenderer.write()方法前可以进行音频数据的预处理,实现个性化的音频播放功能,AudioRenderer会读出写入缓冲区的音频数据进行渲染
-
- let writeSize = await new Promise((resolve, reject) => {
- this.renderModel.write(buf, (err, writeSize) => {
- if (err) {
- reject(err);
- } else {
- resolve(writeSize);
- }
- });
- });
- if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { // 如果渲染器状态为released,停止渲染
- fs.close(file);
- await this.renderModel.stop();
- }
- if (this.renderModel.state === audio.AudioState.STATE_RUNNING) {
- if (i === len - 1) { // 如果音频文件已经被读取完,停止渲染
- fs.close(file);
- await this.renderModel.stop();
- }
- }
- }
- }
-
- // 暂停渲染
- async pause() {
- // 只有渲染器状态为running的时候才能暂停
- if (this.renderModel.state !== audio.AudioState.STATE_RUNNING) {
- console.info('Renderer is not running');
- return;
- }
- await this.renderModel.pause(); // 暂停渲染
- if (this.renderModel.state === audio.AudioState.STATE_PAUSED) {
- console.info('Renderer is paused.');
- } else {
- console.error('Pausing renderer failed.');
- }
- }
-
- // 停止渲染
- async stop() {
- // 只有渲染器状态为running或paused的时候才可以停止
- if (this.renderModel.state !== audio.AudioState.STATE_RUNNING && this.renderModel.state !== audio.AudioState.STATE_PAUSED) {
- console.info('Renderer is not running or paused.');
- return;
- }
- await this.renderModel.stop(); // 停止渲染
- if (this.renderModel.state === audio.AudioState.STATE_STOPPED) {
- console.info('Renderer stopped.');
- } else {
- console.error('Stopping renderer failed.');
- }
- }
-
- // 销毁实例,释放资源
- async release() {
- // 渲染器状态不是released状态,才能release
- if (this.renderModel.state === audio.AudioState.STATE_RELEASED) {
- console.info('Renderer already released');
- return;
- }
- await this.renderModel.release(); // 释放资源
- if (this.renderModel.state === audio.AudioState.STATE_RELEASED) {
- console.info('Renderer released');
- } else {
- console.error('Renderer release failed.');
- }
- }
- }

简而言之,考虑到大部分音频播放的场景(如界面交互的提示音,录音播放等)无需对音频进行精细处理,所以通常更建议使用AVPlayer;但部分需要操作音频流的场景下(如变声器,智能降噪等)需要使用AudioRenderer来对这些需求提供支持。
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