The FFmpeg module provides FfmpegAudioRenderer
, which uses FFmpeg for decoding
and can render audio encoded in a variety of formats.
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.
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
jni
directory.
cd "${FFMPEG_MODULE_PATH}/jni" && \
ln -s "$FFMPEG_PATH" ffmpeg
- Execute
build_ffmpeg.sh
to build FFmpeg forarmeabi-v7a
,arm64-v8a
,x86
andx86_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[@]}"
We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in Windows PowerShell.
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
DefaultRenderersFactory
toExoPlayer.Builder
, you can enable using the module by setting theextensionRendererMode
parameter of theDefaultRenderersFactory
constructor toEXTENSION_RENDERER_MODE_ON
. This will useFfmpegAudioRenderer
for playback ifMediaCodecAudioRenderer
doesn't support the input format. PassEXTENSION_RENDERER_MODE_PREFER
to giveFfmpegAudioRenderer
priority overMediaCodecAudioRenderer
. - If you've subclassed
DefaultRenderersFactory
, add anFfmpegAudioRenderer
to the output list inbuildAudioRenderers
. ExoPlayer will use the firstRenderer
in the list that supports the input media format. - If you've implemented your own
RenderersFactory
, return anFfmpegAudioRenderer
instance fromcreateRenderers
. ExoPlayer will use the firstRenderer
in the returned array that supports the input media format. - If you're using
ExoPlayer.Builder
, pass anFfmpegAudioRenderer
in the array ofRenderer
s. ExoPlayer will use the firstRenderer
in 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.
To try out playback using the module in the demo application, see enabling extension decoders.