The Opus module provides LibopusAudioRenderer
, which uses libopus (the Opus
decoding library) to decode Opus audio.
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.
In addition, it's necessary to build the module's native components as follows:
- Set the following environment variables:
cd "<path to project checkout>"
OPUS_MODULE_PATH="$(pwd)/extensions/opus/src/main"
- Download the Android NDK and set its location in an environment variable. This build configuration has been tested on NDK r21.
NDK_PATH="<path to Android NDK>"
- Fetch libopus:
cd "${OPUS_MODULE_PATH}/jni" && \
git clone https://gitlab.xiph.org/xiph/opus.git libopus
- Run the script to convert arm assembly to NDK compatible format:
cd ${OPUS_MODULE_PATH}/jni && ./convert_android_asm.sh
- Build the JNI native libraries from the command line:
cd "${OPUS_MODULE_PATH}"/jni && \
${NDK_PATH}/ndk-build APP_ABI=all -j4
We do not provide support for building this module on Windows, however it should be possible to follow the Linux instructions in Windows PowerShell.
- Every time there is a change to the libopus checkout:
- Arm assembly should be converted by running
convert_android_asm.sh
- Clean and re-build the project.
- Arm assembly should be converted by running
- If you want to use your own version of libopus, place it in
${OPUS_MODULE_PATH}/jni/libopus
.
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 LibopusAudioRenderer
.
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 useLibopusAudioRenderer
for playback ifMediaCodecAudioRenderer
doesn't support the input format. PassEXTENSION_RENDERER_MODE_PREFER
to giveLibopusAudioRenderer
priority overMediaCodecAudioRenderer
. - If you've subclassed
DefaultRenderersFactory
, add aLibopusAudioRenderer
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 aLibopusAudioRenderer
instance fromcreateRenderers
. ExoPlayer will use the firstRenderer
in the returned array that supports the input media format. - If you're using
ExoPlayer.Builder
, pass aLibopusAudioRenderer
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 LibopusAudioRenderer
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.