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page.title=Native Audio: OpenSL ES™ for Android
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#inherited">Features Inherited from the Reference Specification</a></li>
<li><a href="#ae">Android Extensions</a></li>
</ol>
</div>
</div>
<p>
This page provides details about how the NDK implementation of OpenSL ES™ differs
from the reference specification for OpenSL ES 1.0.1. When using sample code from the
specification, you may need to modify it to work on Android.
</p>
<h2 id="inherited">Features Inherited from the Reference Specification</h2>
<p>
The Android NDK implementation of OpenSL ES inherits much of the feature set from
the reference specification, although with certain limitations.
</p>
<h3>Global entry points</h3>
<p>
OpenSL ES for Android supports all of the global entry points in the Android specification.
These entry points include:
</p>
<ul>
<li>{@code slCreateEngine}
</li>
<li>{@code slQueryNumSupportedEngineInterfaces}</code>
</li>
<li>{@code slQuerySupportedEngineInterfaces}</code>
</li>
</ul>
<h3>Objects and interfaces</h3>
<p>
Table 1 shows which objects and interfaces the Android NDK implementation of
OpenSL ES supports. Green cells indicate features available in this implementation.
</p>
<p class="table-caption" id="Objects-and-interfaces">
<strong>Table 1.</strong> Android NDK support for objects and interfaces.</p>
<table>
<tr>
<th scope="col">Feature</th>
<th scope="col">Audio player</th>
<th scope="col">Audio recorder</th>
<th scope="col">Engine</th>
<th scope="col">Output mix</th>
</tr>
<tr>
<td>Bass boost</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
<tr>
<td>Buffer queue</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Dynamic interface management</td>
<td>Yes</td>
<td>Yes</td>
<td>Yes</td>
<td>Yes</td>
</tr>
<tr>
<td>Effect send</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Engine</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
<td>No</td>
</tr>
<tr>
<td>Environmental reverb</td>
<td>No</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
<tr>
<td>Equalizer</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
<tr>
<td>Metadata extraction</td>
<td>Yes: Decode to PCM</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Mute solo</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Object</td>
<td>Yes</td>
<td>Yes</td>
<td>Yes</td>
<td>Yes</td>
</tr>
<tr>
<td>Play</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Playback rate</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Prefetch status</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Preset reverb</td>
<td>No</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
<tr>
<td>Record</td>
<td>No</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Seek</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Virtualizer</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
<tr>
<td>Volume</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Buffer queue data locator</td>
<td>Yes: Source</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>I/O device data locator</td>
<td>No</td>
<td>Yes: Source</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Output mix locator</td>
<td>Yes: Sink</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>URI data locator</td>
<td>Yes: Source</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
</table>
The next section explains limitations of some of these features.
<h3>Limitations</h3>
<p>
Certain limitations apply to the features in Table 1. These limitations
represent differences from the reference specification. The rest of this section provides
information about these differences.</p>
<h4>Dynamic interface management</h4>
<p>
OpenSL ES for Android does not support {@code RemoveInterface} or
{@code ResumeInterface}.
</p>
<h4>Effect combinations: environment reverb and preset reverb</h4>
<p>
You cannot have both environmental reverb and preset reverb on the same output mix.
</p>
<p>
The platform might ignore effect requests if it estimates that the
CPU load would be too high.
</p>
<h4>Effect send</h4>
<p>
<code>SetSendLevel()</code> supports a single send level per audio player.
</p>
<h4>Environmental reverb</h4>
<p>
Environmental reverb does not support the <code>reflectionsDelay</code>,
<code>reflectionsLevel</code>, or <code>reverbDelay</code> fields of
the <code>SLEnvironmentalReverbSettings</code> struct.
</p>
<h4>MIME data format</h4>
<p>
You can use the MIME data format only with the URI data locator, and only for an audio
player. You cannot use this data format for an audio recorder.
</p>
<p>
The Android implementation of OpenSL ES requires you to initialize <code>mimeType</code>
to either <code>NULL</code> or a valid UTF-8 string. You must also initialize
<code>containerType</code> to a valid value.
In the absence of other considerations, such as portability to other
implementations, or content format that an app cannot identify by header,
we recommend that you
set <code>mimeType</code> to <code>NULL</code> and <code>containerType</code>
to <code>SL_CONTAINERTYPE_UNSPECIFIED</code>.
</p>
<p>
OpenSL ES for Android supports the following audio formats, so long as the
Android platform supports them as well:</p>
<ul>
<li>WAV PCM</li>
<li>WAV alaw</li>
<li>WAV ulaw</li>
<li>MP3 Ogg Vorbis</li>
<li>AAC LC</li>
<li>HE-AACv1 (AAC+)</li>
<li>HE-AACv2 (enhanced AAC+)</li>
<li>AMR</li>
<li>FLAC</li>
</ul>
<p>
For a list of audio formats that Android supports, see
<a href="{@docRoot}guide/appendix/media-formats.html">Supported Media Formats</a>.
</p>
<p>
The following limitations apply to handling of these and other formats in this
implementation of OpenSL ES:
</p>
<ul>
<li>AAC formats must be reside within an MP4 or ADTS container.</li>
<li>OpenSL ES for Android does not support MIDI.</li>
<li>WMA is not part of <a class="external-link" href="https://source.android.com/">AOSP</a>, and we
have not verified its compatibility with OpenSL ES for Android.</li>
<li>The Android NDK implementation of OpenSL ES does not support direct
playback of DRM or encrypted content. To play back protected audio content, you must
decrypt it in your application before playing, with your app enforcing any DRM
restrictions.</li>
</ul>
<h4>Object-related methods</h4>
<p>
OpenSL ES for Android does not support the following methods for manipulating objects:
</p>
<ul>
<li>{@code Resume()}</li>
<li>{@code RegisterCallback()}</li>
<li>{@code AbortAsyncOperation()}</li>
<li>{@code SetPriority()}</li>
<li>{@code GetPriority()}</li>
<li>{@code SetLossOfControlInterfaces()}</li>
</ul>
<h4>PCM data format</h4>
<p>
PCM is the only data format you can use with buffer queues. Supported PCM
playback configurations have the following characteristics:
</p>
<ul>
<li>8-bit unsigned or 16-bit signed.</li>
<li>Mono or stereo.</li>
<li>Little-endian byte ordering.</li>
<li>Sample rates of: 8,000, 11,025, 12,000, 16,000, 22,050, 24,000, 32,000, 44,100, or
48,000 Hz.</li>
</ul>
<p>
The configurations that OpenSL ES for Android supports for recording are
device-dependent; usually, 16,000 Hz mono 16-bit signed is available regardless of device.
</p>
<p>
The value of the <code>samplesPerSec</code> field is in units of milliHz, despite the misleading
name. To avoid accidentally using the wrong value, we recommend that you initialize this field using
one of the symbolic constants defined for this purpose, such as {@code SL_SAMPLINGRATE_44_1}.
</p>
<p>
Android 5.0 (API level 21) and above support <a href="#fp">floating-point data</a>.
</p>
<h4>Playback rate</h4>
<p>
An OpenSL ES <i>playback rate</i> indicates the speed at which an
object presents data, expressed in thousandths of normal speed, or <i>per mille</i>. For example,
a playback rate of 1,000 per mille is 1,000/1,000, or normal speed.
A <i>rate range</i> is a closed interval that expresses possible rate ranges.
</p>
<p>
Support for playback-rate ranges and other capabilities may vary depending
on the platform version and implementation. Your app can determine these capabilities at runtime by
using <code>PlaybackRate::GetRateRange()</code> or
<code>PlaybackRate::GetCapabilitiesOfRate()</code> to query the device.
</p>
<p>
A device typically supports the same rate range for a data source in PCM format, and a unity rate
range of 1000 per mille to 1000 per mille for other formats: that is, the unity rate range is
effectively a single value.
</p>
<h4>Record</h4>
<p>
OpenSL ES for Android does not support the <code>SL_RECORDEVENT_HEADATLIMIT</code>
or <code>SL_RECORDEVENT_HEADMOVING</code> events.
</p>
<h4>Seek</h4>
<p>
The <code>SetLoop()</code> method enables whole-file looping. To enable looping,
set the <code>startPos</code> parameter to 0, and the value of the <code>endPos</code> parameter
to <code>SL_TIME_UNKNOWN</code>.
</p>
<h4>Buffer queue data locator</h4>
<p>
An audio player or recorder with a data locator for a buffer queue supports PCM data format only.
</p>
<h4>I/O Device data locator</h4>
<p>
OpenSL ES for Android only supports use of an I/O device data locator when you have
specified the locator as the data source for <code>Engine::CreateAudioRecorder()</code>.
Initialize the device data locator using the values contained in the following code snippet.
</p>
<pre>
SLDataLocator_IODevice loc_dev =
{SL_DATALOCATOR_IODEVICE, SL_IODEVICE_AUDIOINPUT,
SL_DEFAULTDEVICEID_AUDIOINPUT, NULL};
</pre>
<h4>URI data locator</h4>
<p>
OpenSL ES for Android can only use the URI data locator with MIME data format,
and only for an audio player. You cannot use this data format for an audio recorder. It supports
{@code http:} and {@code file:} schemes. It does not support other schemes, such as {@code https:},
{@code ftp:}, or
{@code content:}.
</p>
<p>
We have not verified support for {@code rtsp:} with audio on the Android platform.
</p>
<h2 id="ae">Android Extensions</h2>
<p>
OpenSL ES for Android extends the reference OpenSL ES specification to make it compatible with
Android, and to take advantage of the power and flexibility of the Android platform.
</p>
<p>
The definition of the API for the Android extensions resides in <code>OpenSLES_Android.h</code>
and the header files that it includes. Consult {@code OpenSLES_Android.h}
for details about these extensions. This file is located under your installation root, in the
{@code platforms/android-&lt;version&gt;/&lt;abi&gt;/include/SLES} directory. Unless otherwise
noted, all interfaces are explicit.
</p>
<p>
These extensions limit your application's portability to
other OpenSL ES implementations, because they are Android-specific. You can mitigate this issue by
avoiding use of the extensions or by using {@code #ifdef} to exclude them at compile time.
</p>
<p>
Table 2 shows the Android-specific interfaces and data locators that Android OpenSL ES supports
for each object type. Green cells indicate interfaces and data locators available for each
object type.
</p>
<p class="table-caption" id="Android-extensions">
<strong>Table 2.</strong> Interfaces and data locators, by object type.</p>
<table>
<tr>
<th scope="col">Feature</th>
<th scope="col">Audio player</th>
<th scope="col">Audio recorder</th>
<th scope="col">Engine</th>
<th scope="col">Output mix</th>
</tr>
<tr>
<td>Android buffer queue</td>
<td>Yes: Source (decode)</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Android configuration</td>
<td>Yes</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Android effect</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
</tr>
<tr>
<td>Android effect capabilities</td>
<td>No</td>
<td>No</td>
<td>Yes</td>
<td>No</td>
</tr>
<tr>
<td>Android effect send</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Android simple buffer queue</td>
<td>Yes: Source (playback) or sink (decode)</td>
<td>Yes</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Android buffer queue data locator</td>
<td>Yes: Source (decode)</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Android file descriptor data locator</td>
<td>Yes: Source</td>
<td>No</td>
<td>No</td>
<td>No</td>
</tr>
<tr>
<td>Android simple buffer queue data locator</td>
<td>Yes: Source (playback) or sink (decode)</td>
<td>Yes: Sink</td>
<td>No</td>
<td>No</td>
</tr>
</table>
<h3>Android configuration interface</h3>
<p>
The Android configuration interface provides a means to set
platform-specific parameters for objects. This interface is different from other OpenSL ES
1.0.1 interfaces in that your app can use it before instantiating the corresponding object; thus,
you can configure the object before instantiating it. The
{@code OpenSLES_AndroidConfiguration.h} header file</code>, which resides at
{@code platforms/android-&lt;version&gt;/&lt;abi&gt;/include/SLES},
documents the following available configuration keys and values:
</p>
<ul>
<li>Stream type for audio players (default <code>SL_ANDROID_STREAM_MEDIA</code>).</li>
<li>Record profile for audio recorders (default <code>SL_ANDROID_RECORDING_PRESET_GENERIC</code>).
</li>
</ul>
<p>
The following code snippet shows an example of how to set the Android audio stream type on an audio
player:
</p>
<pre>
// CreateAudioPlayer and specify SL_IID_ANDROIDCONFIGURATION
// in the required interface ID array. Do not realize player yet.
// ...
SLAndroidConfigurationItf playerConfig;
result = (*playerObject)-&gt;GetInterface(playerObject,
SL_IID_ANDROIDCONFIGURATION, &amp;playerConfig);
assert(SL_RESULT_SUCCESS == result);
SLint32 streamType = SL_ANDROID_STREAM_ALARM;
result = (*playerConfig)-&gt;SetConfiguration(playerConfig,
SL_ANDROID_KEY_STREAM_TYPE, &amp;streamType, sizeof(SLint32));
assert(SL_RESULT_SUCCESS == result);
// ...
// Now realize the player here.
</pre>
<p>
You can use similar code to configure the preset for an audio recorder:
</p>
<pre>
// ... obtain the configuration interface as the first four lines above, then:
SLuint32 presetValue = SL_ANDROID_RECORDING_PRESET_VOICE_RECOGNITION;
result = (*playerConfig)-&gt;SetConfiguration(playerConfig,
RECORDING_PRESET, &amp;presetValue, sizeof(SLuint32));
</pre>
<h3>Android effects interfaces</h3>
<p>
Android's effect, effect send, and effect capabilities interfaces provide
a generic mechanism for an application to query and use device-specific
audio effects. Device manufacturers should document any available device-specific audio effects
that they provide.
</p>
<h3>Android file descriptor data locator</h3>
<p>
The Android file descriptor data locator permits you to specify the source for an
audio player as an open file descriptor with read access. The data format must be MIME.
</p>
<p>
This extension is especially useful in conjunction with the native asset manager, because
the app reads assets from the APK via a file descriptor.
</p>
<h3 id="simple">Android simple buffer queue data locator and interface</h3>
<p>
The Android simple buffer queue data locator and interface are
identical to those in the OpenSL ES 1.0.1 reference specification, with two exceptions: You
can also use Android simple buffer queues with both audio players and audio recorders. Also, PCM
is the only data format you can use with these queues.
In the reference specification, buffer queues are for audio players only, but
compatible with data formats beyond PCM.
</p>
<p>
For recording, your app should enqueue empty buffers. When a registered callback sends
notification that the system has finished writing data to the buffer, the app can
read the buffer.
</p>
<p>
Playback works in the same way. For future source code
compatibility, however, we suggest that applications use Android simple
buffer queues instead of OpenSL ES 1.0.1 buffer queues.
</p>
<h3>Dynamic interfaces at object creation</h3>
<p>
For convenience, the Android implementation of OpenSL ES 1.0.1
permits your app to specify dynamic interfaces when it instantiates an object.
This is an alternative to using <code>DynamicInterfaceManagement::AddInterface()</code>
to add these interfaces after instantiation.
</p>
<h3>Buffer queue behavior</h3>
<p>
The Android implementation does not include the
reference specification's requirement that the play cursor return to the beginning
of the currently playing buffer when playback enters the {@code SL_PLAYSTATE_STOPPED}
state. This implementation can conform to that behavior, or it can leave the location of the play
cursor unchanged.
</p>
<p>
As a result, your app cannot assume that either behavior occurs. Therefore,
you should explicitly call the <code>BufferQueue::Clear()</code> method after a transition to
<code>SL_PLAYSTATE_STOPPED</code>. Doing so sets the buffer queue to a known state.
</p>
<p>
Similarly, there is no specification governing whether the trigger for a buffer queue callback must
be a transition to <code>SL_PLAYSTATE_STOPPED</code> or execution of
<code>BufferQueue::Clear()</code>. Therefore, we recommend against creating a dependency on
one or the other; instead, your app should be able to handle both.
</p>
<h3>Reporting of extensions</h3>
<p>
There are three methods for querying whether the platform supports the Android extensions. These
methods are:
</p>
<ul>
<li><code>Engine::QueryNumSupportedExtensions()</code></li>
<li><code>Engine::QuerySupportedExtension()</code></li>
<li><code>Engine::IsExtensionSupported()</code></li>
</ul>
<p>
Any of these methods returns <code>ANDROID_SDK_LEVEL_&lt;API-level&gt;</code>,
where {@code API-level} is the platform API level; for example, {@code ANDROID_SDK_LEVEL_23}.
A platform API level of 9 or higher means that the platform supports the extensions.
</p>
<h3 id="da">Decode audio to PCM</h3>
<p>
This section describes a deprecated Android-specific extension to OpenSL ES 1.0.1
for decoding an encoded stream to PCM without immediate playback.
The table below gives recommendations for use of this extension and alternatives.
</p>
<table>
<tr>
<th>API level</th>
<th>Alternatives</th>
</tr>
<tr>
<td>13 and below</td>
<td>An open-source codec with a suitable license.</td>
</tr>
<tr>
<td>14 to 15</td>
<td>An open-source codec with a suitable license.</td>
</tr>
<tr>
<td>16 to 20</td>
<td>
The {@link android.media.MediaCodec} class or an open-source codec with a suitable license.
</td>
</tr>
<tr>
<td>21 and above</td>
<td>
NDK MediaCodec in the {@code &lt;media/NdkMedia*.h&gt;} header files, the
{@link android.media.MediaCodec} class, or an open-source codec with a suitable license.
</td>
</tr>
</table>
<p>
A standard audio player plays back to an audio device, specifying the output mix as the data sink.
The Android extension differs in that an audio player instead
acts as a decoder if the app has specified the data source either as a URI or as an Android
file descriptor data locator described in MIME data format. In such a case, the data sink is
an Android simple buffer queue data locator with PCM data format.
</p>
<p>
This feature is primarily intended for games to pre-load their audio assets when changing to a
new game level, similar to the functionality that the {@link android.media.SoundPool} class
provides.
</p>
<p>
The application should initially enqueue a set of empty buffers in the Android simple
buffer queue. After that, the app fills the buffers with with PCM data. The Android simple
buffer queue callback fires after each buffer is filled. The callback handler processes
the PCM data, re-enqueues the now-empty buffer, and then returns. The application is responsible for
keeping track of decoded buffers; the callback parameter list does not include
sufficient information to indicate which buffer contains data or which buffer to enqueue next.
</p>
<p>
The data source implicitly reports the end of stream (EOS) by delivering a
<code>SL_PLAYEVENT_HEADATEND</code> event at the end of the stream. After the app has decoded
all of the data it received, it makes no further calls to the Android simple buffer queue callback.
</p>
<p>
The sink's PCM data format typically matches that of the encoded data source
with respect to sample rate, channel count, and bit depth. However, you can decode to a different
sample rate, channel count, or bit depth.
For information about a provision to detect the actual PCM format, see <a href="#meta">
Determining the format of decoded PCM data via metadata</a>.
</p>
<p>
OpenSL ES for Android's PCM decoding feature supports pause and initial seek; it does not support
volume control, effects, looping, or playback rate.
</p>
<p>
Depending on the platform implementation, decoding may require resources
that cannot be left idle. Therefore, we recommend that you make sure to provide
sufficient numbers of empty PCM buffers; otherwise, the decoder starves. This may happen,
for example, if your app returns from the Android simple buffer queue callback without
enqueueing another empty buffer. The result of decoder starvation is
unspecified, but may include: dropping the decoded
PCM data, pausing the decoding process, or terminating the decoder outright.
</p>
<p class="note"><strong>Note: </strong>
To decode an encoded stream to PCM but not play back immediately, for apps running on
Android 4.x (API levels 16&ndash;20), we recommend using the {@link android.media.MediaCodec} class.
For new applications running on Android 5.0 (API level 21) or higher, we recommend using the NDK
equivalent, {@code &lt;NdkMedia*.h&gt;}. These header files reside under
the {@code media/} directory, under your installation root.
</p>
<h3>Decode streaming ADTS AAC to PCM</h3>
<p>
An audio player acts as a streaming decoder if the data source is an
Android buffer queue data locator with MIME data format, and the data
sink is an Android simple buffer queue data locator with PCM data format.
Configure the MIME data format as follows:
</p>
<ul>
<li>Container: {@code SL_CONTAINERTYPE_RAW}</li>
<li>MIME type string: {@code SL_ANDROID_MIME_AACADTS}</li>
</ul>
<p>
This feature is primarily intended for streaming media applications that
deal with AAC audio but need to perform custom audio processing
prior to playback. Most applications that need to decode audio to PCM
should use the method that <a href="#da">Decode audio to PCM</a> describes,
as that method is simpler and handles more audio formats. The technique described
here is a more specialized approach, to be used only if both of these
conditions apply:
</p>
<ul>
<li>The compressed audio source is a stream of AAC frames contained in ADTS headers.
</li>
<li>The application manages this stream. The data is <em>not</em> located within
a network resource whose identifier is a URI or within a local file whose identifier is
a file descriptor.
</li>
</ul>
<p>
The application should initially enqueue a set of filled buffers in the Android buffer queue.
Each buffer contains one or more complete ADTS AAC frames.
The Android buffer queue callback fires after each buffer is emptied.
The callback handler should refill and re-enqueue the buffer, and then return.
The application need not keep track of encoded buffers; the callback parameter
list includes sufficient information to indicate which buffer to enqueue next.
The end of stream is explicitly marked by enqueuing an EOS item.
After EOS, no more enqueues are permitted.
</p>
<p>
We recommend that you make sure to provide full
ADTS AAC buffers, to avoid starving the decoder. This may happen, for example, if your app
returns from the Android buffer queue callback without enqueueing another full buffer.
The result of decoder starvation is unspecified.
</p>
<p>
In all respects except for the data source, the streaming decode method is the same as
the one that <a href="#da">Decode audio to PCM</a> describes.
</p>
<p>
Despite the similarity in names, an Android buffer queue is <em>not</em>
the same as an <a href="#simple">Android simple buffer queue</a>. The streaming decoder
uses both kinds of buffer queues: an Android buffer queue for the ADTS
AAC data source, and an Android simple buffer queue for the PCM data
sink. For more information about the Android simple buffer queue API, see <a href="#simple">Android
simple buffer queue data locator and interface</a>.
For more information about the Android buffer queue API, see the {@code index.html} file in
the {@code docs/Additional_library_docs/openmaxal/} directory under the installation root.
</p>
<h3 id="meta">Determining the format of decoded PCM data via metadata</h3>
<p>
The <code>SLMetadataExtractionItf</code> interface is part of the reference specification.
However, the metadata keys that indicate the actual format of decoded PCM data are specific to
Android. The <code>OpenSLES_AndroidMetadata.h</code> header file defines these metadata keys.
This header file resides under your installation root, in the
{@code platforms/android-&lt;version&gt;/&lt;abi&gt;/include/SLES} directory.
</p>
<p>
The metadata key indices are available immediately after
the <code>Object::Realize()</code> method finishes executing. However, the associated values are not
available until after the app decodes the first encoded data. A good
practice is to query for the key indices in the main thread after calling the {@code
Object::Realize} method, and to read the PCM format metadata values in the Android simple
buffer queue callback handler when calling it for the first time. Consult the
<a href="https://github.com/googlesamples/android-ndk">example code in the NDK package</a>
for examples of working with this interface.
</p>
<p>
Metadata key names are stable, but the key indices are not documented,
and are subject to change. An application should not assume that indices
are persistent across different execution runs, and should not assume that
multiple object instances share indices within the same run.
</p>
<h3 id="fp">Floating-point data</h3>
<p>
An app running on Android 5.0 (API level 21) and higher can supply data to an AudioPlayer in
single-precision, floating-point format.
</p>
<p>
In following example code, the {@code Engine::CreateAudioPlayer} method creates an audio player
that uses floating-point data:
</p>
<pre>
#include &lt;SLES/OpenSLES_Android.h&gt;
...
SLAndroidDataFormat_PCM_EX pcm;
pcm.formatType = SL_ANDROID_DATAFORMAT_PCM_EX;
pcm.numChannels = 2;
pcm.sampleRate = SL_SAMPLINGRATE_44_1;
pcm.bitsPerSample = 32;
pcm.containerSize = 32;
pcm.channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
pcm.endianness = SL_BYTEORDER_LITTLEENDIAN;
pcm.representation = SL_ANDROID_PCM_REPRESENTATION_FLOAT;
...
SLDataSource audiosrc;
audiosrc.pLocator = ...
audiosrc.pFormat = &amp;pcm;
</pre>