The IAMF module provides IamfAudioRenderer, which uses the iamf_tools native
library to decode IAMF audio.
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 fetch iamf_tools with dependencies as follows:
-
Install bazelisk to manage bazel builds and dependencies.
-
Download the Android NDK and set its location in a shell variable. This build configuration has been tested on NDK r29.
export ANDROID_NDK_HOME="<path to Android NDK>" -
Set the following environment variables.
cd "<path to project checkout>" export IAMF_MODULE_PATH="$(pwd)/libraries/decoder_iamf/src/main"
-
Fetch iamf_tools. These build instructions have been tested at this particular commit but may work fine at head.
cd "${IAMF_MODULE_PATH}/jni" && \ git clone https://github.com/AOMediaCodec/iamf-tools.git \ --depth=1 \ --revision=de364b983447a45d8be81f9172eea422c139dcf0 \ iamf_tools
-
If you are using an old version of
gitwithout the--revisionflag (added in 2.49), run this instead:cd "${IAMF_MODULE_PATH}/jni" && \ mkdir iamf_tools && \ cd iamf_tools && \ git init && \ git remote add origin https://github.com/AOMediaCodec/iamf-tools.git \ git fetch --depth=1 origin de364b983447a45d8be81f9172eea422c139dcf0 && \ git checkout FETCH_HEAD
-
-
Build the library.
cd "${IAMF_MODULE_PATH}/jni" && \ ./build_iamf_tools.sh ${IAMF_MODULE_PATH}
Having followed these steps, gradle will build the module automatically when run on the command line or via Android Studio, using CMake and Ninja to configure and build the module's JNI wrapper library.
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 IamfAudioRenderer. How
you do this depends on which player API you're using:
- If you're passing a
DefaultRenderersFactorytoExoPlayer.Builder, you can enable using the module by setting theextensionRendererModeparameter of theDefaultRenderersFactoryconstructor toEXTENSION_RENDERER_MODE_ON. This will useIamfAudioRendererfor playback ifMediaCodecAudioRendererdoesn't support the input format. PassEXTENSION_RENDERER_MODE_PREFERto giveIamfAudioRendererpriority overMediaCodecAudioRenderer. - If you've subclassed
DefaultRenderersFactory, add aIamfAudioRendererto the output list inbuildAudioRenderers. ExoPlayer will use the firstRendererin the list that supports the input media format. - If you've implemented your own
RenderersFactory, return aIamfAudioRendererinstance fromcreateRenderers. ExoPlayer will use the firstRendererin the returned array that supports the input media format. - If you're using
ExoPlayer.Builder, pass aIamfAudioRendererin the array ofRenderers. ExoPlayer will use the firstRendererin 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 a IamfAudioRenderer to the player,
then implement your own logic to use the renderer for a given track.