c语言简易安卓系统播放默认铃声的代码?
时间: 2023-09-17 22:12:19 浏览: 75
以下是使用C语言在安卓系统播放默认铃声的代码示例:
```c
#include <stdio.h>
#include <stdlib.h>
#include <jni.h>
#include <android/log.h>
#include <android/asset_manager.h>
#include <android/asset_manager_jni.h>
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
// 获取 JavaVM 对象
JavaVM* g_vm;
JNIEnv* getJNIEnv()
{
JNIEnv* env;
(*g_vm)->AttachCurrentThread(g_vm, &env, NULL);
return env;
}
// 创建播放器
SLObjectItf createSLPlayer(SLObjectItf engineObject, SLDataSource *dataSource, SLDataSink *dataSink)
{
SLObjectItf playerObject;
SLPlayItf playerInterface;
SLBufferQueueItf bufferQueueInterface;
const SLInterfaceID ids[] = { SL_IID_BUFFERQUEUE };
const SLboolean req[] = { SL_BOOLEAN_TRUE };
(*engineObject)->CreateAudioPlayer(engineObject, &playerObject, dataSource, dataSink, 1, ids, req);
(*playerObject)->Realize(playerObject, SL_BOOLEAN_FALSE);
(*playerObject)->GetInterface(playerObject, SL_IID_PLAY, &playerInterface);
(*playerObject)->GetInterface(playerObject, SL_IID_BUFFERQUEUE, &bufferQueueInterface);
return playerObject;
}
// 播放音频
void playAudio(SLObjectItf playerObject, SLuint32 sampleRate, SLuint32 channels, void *buffer, size_t bufferSize)
{
SLPlayItf playerInterface;
SLBufferQueueItf bufferQueueInterface;
(*playerObject)->GetInterface(playerObject, SL_IID_PLAY, &playerInterface);
(*playerObject)->GetInterface(playerObject, SL_IID_BUFFERQUEUE, &bufferQueueInterface);
(*bufferQueueInterface)->Enqueue(bufferQueueInterface, buffer, bufferSize);
(*playerInterface)->SetPlayState(playerInterface, SL_PLAYSTATE_PLAYING);
}
extern "C" JNIEXPORT void JNICALL Java_com_example_android_MainActivity_playDefaultRingtone(JNIEnv *env, jobject obj)
{
// 初始化 OpenSL ES 引擎
SLresult result;
SLObjectItf engineObject;
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineInterface);
// 设置播放器参数(默认铃声)
SLuint32 sampleRate = SL_SAMPLINGRATE_44_1;
SLuint32 channels = SL_CHANNEL_MASK_STEREO;
SLuint32 bitsPerSample = SL_PCMSAMPLEFORMAT_FIXED_16;
SLuint32 bytesPerSample = bitsPerSample >> 3;
SLuint32 numBytes = 0;
unsigned char *buffer = NULL;
AAsset *asset = AAssetManager_open(assetManager, "media/audio/ringtones/ringtone1.ogg", AASSET_MODE_BUFFER);
off_t length = AAsset_getLength(asset);
buffer = new unsigned char[length];
AAsset_read(asset, buffer, length);
AAsset_close(asset);
numBytes = length;
// 设置数据来源和接收对象
SLDataLocator_AndroidSimpleBufferQueue dataLocatorIn = { SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2 };
SLDataFormat_PCM dataFormat = { SL_DATAFORMAT_PCM, channels, sampleRate, bitsPerSample, bytesPerSample, SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT, SL_BYTEORDER_LITTLEENDIAN };
SLDataSource dataSource = { &dataLocatorIn, &dataFormat };
SLDataLocator_OutputMix dataLocatorOut = { SL_DATALOCATOR_OUTPUTMIX, outputMixObject };
SLDataSink dataSink = { &dataLocatorOut, NULL };
SLObjectItf playerObject = createSLPlayer(engineObject, &dataSource, &dataSink);
// 播放音频
playAudio(playerObject, sampleRate, channels, buffer, numBytes);
// 释放资源
delete[] buffer;
(*playerObject)->Destroy(playerObject);
(*engineObject)->Destroy(engineObject);
}
```
请注意,此代码中的功能需要在JNI环境中使用,并且需要将其与Java代码结合使用。如果您希望更深入地了解此代码,请查看OpenSL ES开发文档或咨询专业开发人员。
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