Streaming multiple OGG simultaneously in Android - android

I need to be able to play two or more (let's say, up to 5) short ogg files simultaneously. And by simultaneously I mean in perfect synchrony. I am able to load them to SoundPool and play, but this sometimes creates a noticeable difference in playback start time, which I want to get rid of.
From my understanding this can be avoided if mixing PCMs into one buffer and playing. But OGG's are not PCMs and need to be somehow efficiently decoded before playing and latency must be very low, ideally as soon as user presses the button. So I figured I need a way to stream OGG into PCM and as I receive buffers I would mix them and feed to AudioTrack. My requirement is Android 2.3.3+, so I cannot use any new codecs provided in Jelly Bean.
Also although OGGs themselves are small, there is a lot of them. So keeping them all decoded in memory (SoundPool or some pre-decoding) may case problems too.
Can someone give me a tip where to dig? Can OpenSL ES do that for me? Or should I think about integrating ffmpeg? And is it even possible to stream simultaneus files with low latency?
Thanks

You can play sounds using AssetPlayers, but this sometimes creates a noticeable difference in playback start time, yeh...
So, i recomend to decode ogg using Ogg Vorbis (like here) and then using this PCM buffer for BufferPlayer.
Btw, check this OpenSL ES wrappers
https://github.com/Suvitruf/Android-ndk/tree/master/OpenSLES

Related

How to loop an audio file in android without any delay?

I have started a android.media.MediaPlayer file with:
mp1.start()
and then trying the looping with:
setLooping(true);
but this is ending up with a delay in playing the file again.
I am trying to run an mp3 file containing a rhythm with a set tempo. Is there any better way of looping it in such a manner that the tempo timing does not get disturbed and the rhythm plays seamlessly without any stutter/delay?
Should I use SoundPool instead?
Most of best practices for this particular case recommend using .ogg format. You can convert you file easily using VNC media player.
Wiki for .ogg file format - http://en.wikipedia.org/wiki/.ogg
Another solution is the SoundPool and the third one - is to use Audacity and cut the quiet/“blanksound” from you audio file.
If your audio is not long, then use SoundPool for low-latency media playback, instead of MediaPlayer. Also convert it to ogg, as others have already pointed it out.
Edit: if it is just a tempo, and not a continous sound, then maybe you can also measure the latency and seek your audio based on that, but I am not sure you will get better results this way.
Mediaplayer solutions:
If you insist on using MediaPlayer, then you can:
either crop the sound at the end of your audio files, so there's no sound gap between two playback loops
or create a custom solution yourself as the one described here.
Soundpool alternative:
Now, from my personal experience, if you want to loop files small in size and duration, not more than 1MB, then Soundpool is more convenient and it seems that not any relevant problems are reported in contrary to the MediaPlayer. There have been many complaints when trying to loop sounds using MediaPlayer, so generally Soundpool is usually preferred for looping.
Soundpool size limit:
If you are concerned about Sounpool's size limit, keep in mind that it has 1Mb buffer size limit per track. But this limit applies not to file size but to decompressed raw PCM data. SoundPool is going to decompress the loaded audio to PCM data so it is ready to play instantly without the latency of decoding. If the audio you are loading is compressed heavily, such as MP3, then that can get blown up quite a bit.
Improve performance:
Also, as suggested in another answer, files of type ".ogg" according to many sources appear to perform better than ".mp3" in general. So, you should try to convert your files for better performance, but I don't think you will see an improvement concerning looping.
To convert your files you can use an online tool such as this. If you convert your files remember to also make these changes:
Change your sound file's sampling rate to 16000 Hz
Change your audio channel to mono, instead of stereo.
Make sure your file after these processes is smaller than 1 mb in size.
Please try to do it this way.
audio = MediaPlayer.create(this, R.raw.pl);
audio.setLooping(true);
audio.start();

Play audio in background without interrupting mediaplayer

How can I play background audio, in Android, without interrupting the MediaPlayer playback, by either using MediaPlayer (preferred) or OpenSL ES?
I know SoundPool is able to play sound effects without interrupting any MediaPlayer playback, but the size is limited to 1M per effect, which is way to less. Not requesting audio focus, via AudioManager doesn't seem to work either, audio doesn't play at all in this case.
And in the case of OpenSL ES, all audio generally stops when I start to play a longer asset file. It's similar to the behaviour of SoundPool described above.
Edit from the comments:
I don't want to interrupt other music players, it's the background
audio of a game, which shall play without interrupting the, for
example, music of a player. Games like Subway Surfer, Clash Royale and
such seem to have this achieved somehow, but I could not achieve it
via OpenSL ES, or MediaPlayer.
In order to play sound in background you can use SoundPool, AudioTracks and OpenSlES.
Soundpool: Use small files and make a sequence. In my last project i use 148 sound files (all small) in different scenarios and played using soundpool. Make a list and play one by one or in parallel. Also in games usually you have a small set of sound for particular scenario and it loops. Best is soundpool for that. You can also perform some effects like rate change. Also ogg files are way small, so use them.
AudioTrack: You can use RAW PCM data in audio track. If you want you can extract pcm data using MediaExtractor from almost all formats and use it. But it will be a little work for you in your case, but it is really good (supports huge data, even live streaming).
OpenSLES: Apparently android uses opensles in background for all its purpose. So using it will help you a lot. But it's not easy to get everything done on it. You need to learn more for lesser work.
I have been deeply working on OpenSlES for about 20 days and still i will say for small purpose use soundpool, medium to high level implementation use AudioTracks and for kickass implementation use OpenSLES.
PS: It will be bad effect on your user if you play game sound in background while they are playing their music or their call. Personal experience.

Android Mixing Audio Input

I've read a lot of questions on stackoverflow and other pages about this topic, but didn't find a real up-to-date solution:
In an Android-App I've got two audio files (local file system), which are encoded in mp3, ogg or wav.
I just want to play them exactly synchronously, have seeking possibilities and control the volume of each single track. Using MediaPlayer this isn't possible because of the well known latency issues in Android.
So I think having two Audio-Player-Instances (of whatever library) will allways result in bad latencies, so it seems not to be the solution.
So in my opinion the only solution would be to mix together the audio inputs to a somewhat mixed input, which can be played by one Player. I read a lot about Androids AudioTrack and buffers and the OpenSL ES implementation, but allways ended with the notice: buffers only support PCM raw audio data. Ok, so I have to decode the mp3/ogg by myself?
My Question now is: Is there any library that can help me to a) do exactly what I want with a simple API or b) decode mp3/ogg to memory to use that data with AudioTrack or OpenSL?
If it's native or Java is unimportant, it just has to work.
The minimum API-Level is 15+ (Android 4.0.3, most current Version while creating this question).

Sound effect mixing with OpenSL on Android

I'm currently implementing a sound effect mixing on Android via OpenSL. I have an initial implementation going, but I've encountered some issues.
My implementation is as follows:
1) For each sound effect I create several AudioPlayer objects (one for each simultaneous sound) that uses an SLDataLocator_AndroidFD data source that in turn refers to an OGG file. For example, if I have a gun firing sound (lets call it gun.ogg) that is played in rapid succession, I use around 5 AudioPlayer objects that refer to the same gun.ogg audio source and also the same outputmix object.
2) When I need to play that sound effect, I search through all the AudioPlayer objects I created and find one that isn't currently in the SL_PLAYSTATE_PLAYING state and use it to play the effect.
3) Before playing a clip, I seek to the start of it using SLPlayItf::SetPosition.
This is working out alright so far, but there is some crackling noise that occurs when playing sounds in rapid succession. I read on the Android NDK newsgroup that OpenSL on Android has problems with switching data sources. Has anyone come across this issue?
I'm also wondering if anyone else seen or come up with a sound mixing approach for OpenSL on Android. If so, does your approach differ from mine? Any advice on the crackling noise?
I've scoured the internet for OpenSL documentation and example code, but there isn't much out there with regards to mixing (only loading which I've figured out already). Any help would be greatly appreciated.
This is probably not the best approach (creating many instances of audio players). Unfortunately the Android version (2.3) of OpenSL ES doesn't support SLDynamicSourceItf. Which would be similar to OpenAL's source binding interface. One approach would be to create multiple stream players. You would then search for a stream player that isn't currently playing and start streaming your sound effect to it from memory. It's not ideal but it's doable.
You should probably not use the ogg format for sound effects either. You're better off with WAV (PCM) as it won't need to be decoded.
Ogg is fine for streaming background music.

Gap buffering in Android devices

I'm building a buffering engine to play streams from url.. I need to buffering both mp3 and aac ( on device that can support it ) so I can't pass directly the url to MediaPlayer.. I tried this method: I have 2 synchronized thread, one that running creates some file with data from buffer and the second playing files created: the problem is that when mediaplayer switch from a file to another, there is a little gap... how can I remove it?? is very annoying...
Maybe my method is wrong, if so can anyone provide a working method without chopping sound??
Thank you very much in advance..
It seems you are trying to implement Gapless Playback. (Right ? )
Towards this you need to define level of Gapless Playback you want to achieve. Should it be across fileformats / codecs, audio attributes like sample rate, number of channels etc.
With your approach, you ll surely see gaps across different streams. (Fileformats , compression, audio attributes).
To achive true Gapless playback at application level (My Approach) you need to do the following
Implement custom stack, that would take the input files, decode it and produce pcm samples. This stack will have Parsers (MP3, AAC), and decoders (MP3, AAC..)
Pass pcm samples through resampler, to produce pcm samples having same sample rate.
Add buffering modules at input (File) and output (resampled pcm data).
Use AudioTrack class of Android SDK for playout.
If you stick to one fileformat, Codec and audio attributes, then at application level, you can concatenate all the files in the playlist and provide it to MediaPLayer for playback. (Since audio streams have less size, this solution can be practical. Only obstacle would be streams attributes. If the Audio OMX Components within Android Multimedia stack support dynamic reconfiguration, then this should be no issue at all)
Shash

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