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OpenSLES Migration Guide

Introduction

This guide will show you how to migrate your code from OpenSL ES for Android (just OpenSL from now on) to Oboe.

To familiarise yourself with Oboe, please read the Getting Started guide and ensure that Oboe has been added as a dependency in your project.

Concepts

At a high level, OpenSL and Oboe have some similarities. They both create objects which communicate with an audio device capable of playing or recording audio samples. They also use a callback mechanism to read data from or write data to that audio device.

This is where the similarities end.

Oboe has been designed to be a simpler, easier to use API than OpenSL. It aims to reduce the amount of boilerplate code and guesswork associated with recording and playing audio.

Key differences

Object mappings

OpenSL uses an audio engine object, created using slCreateEngine, to create other objects. Oboe's equivalent object is AudioStreamBuilder, although it will only create an AudioStream.

OpenSL uses audio player and audio recorder objects to communicate with audio devices. In Oboe an AudioStream is used.

In OpenSL the audio callback mechanism is a user-defined function which is called each time a buffer is enqueued. In Oboe you construct an AudioStreamDataCallback object, and its onAudioReady method is called each time audio data is ready to be read or written.

Here's a table which summarizes the object mappings:

OpenSL Oboe (all classes are in the oboe namespace)
Audio engine (an SLObjectItf) AudioStreamBuilder
Audio player AudioStream configured for output
Audio recorder AudioStream configured for input
Callback function AudioStreamDataCallback::onAudioReady

Buffers and callbacks

In OpenSL your app must create and manage a queue of buffers. Each time a buffer is dequeued, the callback function is called and your app must enqueue a new buffer.

In Oboe, rather than owning and enqueuing buffers, you are given direct access to the AudioStream's buffer through the audioData parameter of onAudioReady.

This is a container array which you can read audio data from when recording, or write data into when playing. The numFrames parameter tells you how many frames to read/write. Here's the method signature of onAudioReady:

DataCallbackResult onAudioReady(
    AudioStream *oboeStream,
    void *audioData,
    int32_t numFrames
)

You supply your implementation of onAudioReady when building the audio stream by constructing an AudioStreamDataCallback object. Here's an example.

Buffer sizes

In OpenSL you cannot specify the size of the internal buffers of the audio player/recorder because your app is supplying them so they can have arbitrary size. You can only specify the number of buffers through the SLDataLocator_AndroidSimpleBufferQueue.numBuffers field.

By contrast, Oboe will use the information it has about the current audio device to configure its buffer size. It will determine the optimal number of audio frames which should be read/written in a single callback. This is known as a burst, and usually represents the minimum possible buffer size. Typical values are 96, 128, 192 and 240 frames.

An audio stream's burst size, given by AudioStream::getFramesPerBurst(), is important because it is used when configuring the buffer size. Here's an example which uses two bursts for the buffer size, which usually represents a good tradeoff between latency and glitch protection:

audioStream.setBufferSizeInFrames(audioStream.getFramesPerBurst() * 2);

Note: because Oboe uses OpenSL under-the-hood on older devices which does not provide the same information about audio devices, it still needs to know sensible default values for the burst to be used with OpenSL.

Audio stream properties

In OpenSL you must explicitly specify various properties, including the sample rate and audio format, when opening an audio player or audio recorder.

In Oboe, you do not need to specify any properties to open a stream. For example, this will open a valid output AudioStream with sensible default values.

AudioStreamBuilder builder;
builder.openStream(myStream);

However, you may want to specify some properties. These are set using the AudioStreamBuilder (example).

Stream disconnection

OpenSL has no mechanism, other than stopping callbacks, to indicate that an audio device has been disconnected - for example, when headphones are unplugged.

In Oboe, you can be notified of stream disconnection by overriding one of the onError methods in AudioStreamErrorCallback. This allows you to clean up any resources associated with the audio stream and create a new stream with optimal properties for the current audio device (more info).

Unsupported features

Formats

Oboe audio streams only accept PCM data in float or signed 16-bit ints. Additional formats including 8-bit unsigned, 24-bit packed, 8.24 and 32-bit are not supported.

Compressed audio, such as MP3, is not supported for a number of reasons but chiefly:

  • The OpenSL ES implementation has performance and reliability issues.
  • It keeps the Oboe API and the underlying implementation simple.

Extraction and decoding can be done either through the NDK Media APIs or by using a third party library like FFmpeg. An example of both these approaches can be seen in the RhythmGame sample.

Miscellaneous features

Oboe does not support the following features:

Summary

  • Replace your audio player or recorder with an AudioStream created using an AudioStreamBuilder.
  • Use your value for numBuffers to set the audio stream's buffer size as a multiple of the burst size. For example: audioStream.setBufferSizeInFrames(audioStream.getFramesPerBurst * numBuffers).
  • Create an AudioStreamDataCallback object and move your OpenSL callback code inside the onAudioReady method.
  • Handle stream disconnect events by creating an AudioStreamErrorCallback object and overriding one of its onError methods.
  • Pass sensible default sample rate and buffer size values to Oboe from AudioManager using this method so that your app is still performant on older devices.

For more information please read the Full Guide to Oboe.