adamajammary / libvoyaplayer

libvoyaplayer is a free cross-platform media player library that easily plays your music and video files.
GNU General Public License v3.0
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audio-player cpp ffmpeg libaom-av1 library media-player music-player sdl2 sdl2-ttf video-player

libvoyaplayer

A free cross-platform media player library

Copyright (C) 2021 Adam A. Jammary (Jammary Studio)

libvoyaplayer is a free cross-platform media player library that easily plays your music and video files.

Music

Supports most popular audio codecs like AAC, FLAC, MP3, Vorbis, WMA and many more.

Video

Supports most popular video codecs like H.265/HEVC, AV1, DivX, MPEG, Theora, WMV, XviD and many more.

3rd Party Libraries

Library Version License
SDL2 2.30.1 zlib license
SDL2_ttf 2.22.0 zlib license
FFmpeg 6.1.1 LGPL v.2.1 (GNU Lesser General Public License)
libaom 3.8.1 Alliance for Open Media Patent License
zLib 1.3.1 zlib license

Platform-dependent Include Headers

Platform Header Package
Android android/asset_manager_jni.h Android NDK
Android sys/stat.h Android NDK
Windows dirent.h dirent.h
Windows windows.h WinMain

Compilers and C++20

libvoyaplayer uses modern C++20 features and requires the following minimum compiler versions.

Compiler Version
CLANG 14
GCC 13
MSVC 2019

How to build

  1. Build the third-party libraries and place the them in a common directory.
    • You will also need the dirent.h header if you are building on Windows.
  2. Make sure you have cmake installed.
  3. Open a command prompt or terminal.
  4. Create a build directory and enter it.
  5. Run cmake to create a Makefile, Xcode project or Visual Studio solution based on your target platform.
  6. After building, the dist directory will contain all the output resources in the include, lib and bin directories.
mkdir build
cd build

Android

Make sure you have Android SDK and Android NDK installed.

Make sure the correct Android SDK path is set as either

See Android SDK Command-Line Tools and SDL2 Android README for more details.

cmake .. -G "Unix Makefiles" \
-D CMAKE_SYSTEM_NAME="Android" \
-D CMAKE_TOOLCHAIN_FILE="/path/to/ANDROID_NDK/build/cmake/android.toolchain.cmake" \
-D ANDROID_NDK="/path/to/ANDROID_NDK" \
-D ANDROID_ABI="arm64-v8a" \
-D ANDROID_PLATFORM="android-29" \
-D EXT_LIB_DIR="/path/to/libs"

make

ADB (Android Debug Bridge)

See ADB (Android Debug Bridge) for more details.

Install APK to device
/path/to/ANDROID_SDK/platform-tools/adb install dist/bin/testvoyaplayer-arm64-v8a-debug.apk
Re-install (update) APK to device
/path/to/ANDROID_SDK/platform-tools/adb install -r dist/bin/testvoyaplayer-arm64-v8a-debug.apk
Uninstall (remove) APK from device
/path/to/ANDROID_SDK/platform-tools/adb uninstall com.libvoyaplayer.test

iOS

You can get the iOS SDK path with the following command: xcrun --sdk iphoneos --show-sdk-path

See SDL2 iOS README for more details.

/Applications/CMake.app/Contents/bin/cmake .. -G "Xcode" \
-D CMAKE_SYSTEM_NAME="iOS" \
-D CMAKE_OSX_ARCHITECTURES="arm64" \
-D CMAKE_OSX_DEPLOYMENT_TARGET="12.5" \
-D CMAKE_OSX_SYSROOT="/path/to/IOS_SDK" \
-D CMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM="YOUR_DEVELOPMENT_TEAM_ID" \
-D EXT_LIB_DIR="/path/to/libs" \
-D IOS_SDK="iphoneos"

xcodebuild IPHONEOS_DEPLOYMENT_TARGET="12.5" -project voyaplayer.xcodeproj -configuration Release -destination "generic/platform=iOS" -allowProvisioningUpdates

Xcode - Devices

See Xcode - Running your app on a device for more details.

Install APP on a device

  1. Connect the device to your Mac.
  2. Open Xcode.
  3. Select Window > Devices and Simulators from the main menu.
  4. Select the device from the list on the left.
  5. Click the + icon under Installed Apps.
  6. Locate and select dist/bin/testvoyaplayer-arm64.app.

The app should now be installed on the device with the name testvoyaplayer.

If the installation fails, most likely it means the app package was not signed correctly. Try opening voyaplayer.xcodeproj in Xcode to make sure all signing options have been set correctly.

macOS

You can get the macOS SDK path with the following command: xcrun --sdk macosx --show-sdk-path

/Applications/CMake.app/Contents/bin/cmake .. -G "Xcode" \
-D CMAKE_OSX_ARCHITECTURES="x86_64" \
-D CMAKE_OSX_DEPLOYMENT_TARGET="12.6" \
-D CMAKE_OSX_SYSROOT="/path/to/MACOSX_SDK" \
-D EXT_LIB_DIR="/path/to/libs"

xcodebuild MACOSX_DEPLOYMENT_TARGET="12.6" -project voyaplayer.xcodeproj -configuration Release

Linux

cmake .. -G "Unix Makefiles" -D EXT_LIB_DIR="/path/to/libs"

make

Windows

cmake .. -G "Visual Studio 17 2022" -D EXT_LIB_DIR="/path/to/libs" -D DIRENT_DIR="/path/to/dirent"

devenv.com voyaplayer.sln -build "Release|x64"

Test project

You must call LVP_Initialize with your callback handlers before using other LVP_* methods, see the test project for examples.

bool QUIT = false;

try {
  init();

  while (!QUIT) {
    render();
    SDL_Delay(16);
  }

  quit();
} catch (const std::exception &e) {
  handleError(e.what());
  quit();
}

Initialize

The first step is to call LVP_Initialize with a LVP_CallbackContext.

To use hardware rendering set the .hardwareRenderer parameter to an instance of an SDL_Renderer.

Otherwise software rendering will be used (much slower).

void init(SDL_Renderer* renderer, const void* data)
{
  LVP_CallbackContext callbackContext = {
    .errorCB  = handleError,
    .eventsCB = handleEvent,
    .videoCB  = handleVideoIsAvailable,
    .data     = data,
    .hardwareRenderer = renderer
  };

  LVP_Initialize(callbackContext);
}

Handle Errors

The library will send error messages to your error handler callback, which must follow the function signature defined by LVP_ErrorCallback.

void handleError(const std::string &errorMessage, const void* data)
{
  fprintf(stderr, "%s\n", errorMessage.c_str());
  SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "My Player", errorMessage.c_str(), nullptr);
}

Handle Events

The library will send player/media events as LVP_EventType to your event handler callback, which must follow the function signature defined by LVP_EventsCallback.

void handleEvent(LVP_EventType type, const void* data)
{
  switch (type) {
    case LVP_EVENT_AUDIO_MUTED:
      handleAudioMuted();
      break;
    case LVP_EVENT_MEDIA_PAUSED:
      handleMediaPaused();
      break;
    default:
      break;
  }
}

Handle Video Frames - Hardware Rendering (GPU)

For optimal performance, you should render video frames using hardware rendering.

To use hardware rendering, just call LVP_Render which will use the .hardwareRenderer you passed to LVP_CallbackContext.

void render(const SDL_Rect &destination)
{
  LVP_Render(&destination);
}

Handle Video Frames - Software Rendering (CPU)

If you use software rendering, the library will send the available video frames as an SDL_Surface to your video handler callback, which must follow the function signature defined by LVP_VideoCallback.

If you use your own custom SDL_Renderer, you can copy the pixels from the SDL_Surface (CPU) to an SDL_Texture (GPU) using SDL_UpdateTexture which you can render using your own SDL_Renderer with SDL_RenderCopy.

If you don't use SDL2 for rendering, you need to copy the pixels to a bitmap/image format used by your library/framework.

SDL_Surface

SDL_Texture* Texture          = nullptr;
SDL_Surface* VideoFrame       = nullptr;
bool         VideoIsAvailable = false;
std::mutex   VideoLock;

void TestPlayer::handleVideoIsAvailable(SDL_Surface* videoSurface, const void* data)
{
  VideoLock.lock();

  if (VideoFrame)
    SDL_FreeSurface(VideoFrame);

  VideoFrame       = videoSurface;
  VideoIsAvailable = true;

  VideoLock.unlock();
}

void render(SDL_Renderer* renderer, const SDL_Rect &destination)
{
  VideoLock.lock();

  if (!Texture && VideoFrame) {
    Texture = SDL_CreateTexture(
      renderer,
      VideoFrame->format->format,
      SDL_TEXTUREACCESS_STREAMING,
      VideoFrame->w,
      VideoFrame->h
    );
  }

  if (VideoIsAvailable && Texture && VideoFrame) {
    VideoIsAvailable = false;
    SDL_UpdateTexture(Texture, nullptr, VideoFrame->pixels, VideoFrame->pitch);
  }

  if (Texture)
    SDL_RenderCopy(renderer, Texture, nullptr, &destination);

  VideoLock.unlock();
}

Quit

Make sure to call LVP_Quit to cleanup all resources and close the library.

void quit() {
  LVP_Quit();

  VideoLock.lock();

  SDL_DestroyTexture(Texture);
  SDL_FreeSurface(VideoFrame);

  VideoLock.unlock();
}

API

LVP_EventType

enum LVP_EventType {
  LVP_EVENT_AUDIO_MUTED,
  LVP_EVENT_AUDIO_UNMUTED,
  LVP_EVENT_AUDIO_VOLUME_CHANGED,
  LVP_EVENT_MEDIA_COMPLETED,
  LVP_EVENT_MEDIA_COMPLETED_WITH_ERRORS,
  LVP_EVENT_MEDIA_OPENED,
  LVP_EVENT_MEDIA_PAUSED,
  LVP_EVENT_MEDIA_PLAYING,
  LVP_EVENT_MEDIA_STOPPED,
  LVP_EVENT_MEDIA_STOPPING,
  LVP_EVENT_MEDIA_TRACKS_UPDATED,
  LVP_EVENT_METADATA_UPDATED,
  LVP_EVENT_PLAYBACK_SPEED_CHANGED
};

LVP_MediaType

enum LVP_MediaType {
  LVP_MEDIA_TYPE_UNKNOWN  = -1,
  LVP_MEDIA_TYPE_VIDEO    = 0,
  LVP_MEDIA_TYPE_AUDIO    = 1,
  LVP_MEDIA_TYPE_SUBTITLE = 3
};

LVP_CallbackContext

struct LVP_CallbackContext {
  LVP_ErrorCallback  errorCB  = nullptr; // Called every time an error occurs.
  LVP_EventsCallback eventsCB = nullptr; // Called every time an event of type LVP_EventType occurs.
  LVP_VideoCallback  videoCB  = nullptr; // Called every time a new video frame is available.
  const void*        data     = nullptr; // Custom data context, will be available in all callbacks.
  SDL_Renderer*      hardwareRenderer = nullptr; // Use an existing SDL hardware renderer to process the video frames, otherwise software rendering will be used.
};

LVP_MediaChapter

struct LVP_MediaChapter {
  std::string title     = "";
  int64_t     startTime = 0; // Chapter start time in milliseconds (one thousandth of a second).
  int64_t     endTime   = 0; // Chapter end time in milliseconds (one thousandth of a second).
};

LVP_MediaTrack

struct LVP_MediaTrack {
  LVP_MediaType mediaType = LVP_MEDIA_TYPE_UNKNOWN; // Media type of the track, like video (0), audio (1) or subtitle (3).
  int           track     = -1;             // Track index number (position of the track in the media file).
  std::map<std::string, std::string> meta;  // Track metadata, like title, language etc.
  std::map<std::string, std::string> codec; // Codec specs, like codec_name, bit_rate etc.
};

LVP_MediaDetails

struct LVP_MediaDetails {
  int64_t       duration  = 0; // Media duration in seconds.
  size_t        fileSize  = 0; // File size in bytes.
  LVP_MediaType mediaType = LVP_MEDIA_TYPE_UNKNOWN; // Media type, like video (0), audio (1) or subtitle (3).
  std::map<std::string, std::string> meta;          // Media metadata like title, artist, album, genre etc.
  std::vector<LVP_MediaTrack>        audioTracks;
  std::vector<LVP_MediaTrack>        subtitleTracks;
  std::vector<LVP_MediaTrack>        videoTracks;
};

LVP_ErrorCallback

typedef std::function<void(const std::string &errorMessage, const void* data)> LVP_ErrorCallback;

LVP_EventsCallback

typedef std::function<void(LVP_EventType type, const void* data)> LVP_EventsCallback;

LVP_VideoCallback

typedef std::function<void(SDL_Surface* videoFrame, const void* data)> LVP_VideoCallback;

LVP_Initialize

Tries to initialize the library and other dependencies.

void LVP_Initialize(const LVP_CallbackContext &callbackContext);

Exceptions

LVP_GetAudioDevices

Returns a list of available audio devices.

std::vector<std::string> LVP_GetAudioDevices();

LVP_GetChapters

Returns a list of chapters in the currently loaded media.

std::vector<LVP_MediaChapter> LVP_GetChapters();

Exceptions

LVP_GetAudioTrack

Returns the current audio track index number.

int LVP_GetAudioTrack();

Exceptions

LVP_GetAudioTracks

Returns a list of audio tracks in the currently loaded media.

std::vector<LVP_MediaTrack> LVP_GetAudioTracks();

Exceptions

LVP_GetDuration

Returns the media duration in milliseconds (one thousandth of a second).

int64_t LVP_GetDuration();

Exceptions

LVP_GetFilePath

Returns the current media file path.

std::string LVP_GetFilePath();

Exceptions

LVP_GetMediaDetails

Returns media details of the currently loaded media.

LVP_MediaDetails LVP_GetMediaDetails();

Exceptions

LVP_GetMediaDetails (string)

Returns media details of the the provided media file.

LVP_MediaDetails LVP_GetMediaDetails(const std::string& filePath);

Parameters

Exceptions

LVP_GetMediaDetails (wstring)

Returns media details of the the provided media file.

LVP_MediaDetails LVP_GetMediaDetails(const std::wstring& filePath);

Parameters

Exceptions

LVP_GetMediaType

Returns the media type of the currently loaded media.

LVP_MediaType LVP_GetMediaType();

Exceptions

LVP_GetMediaType (string)

Returns the media type of the the provided media file.

LVP_MediaType LVP_GetMediaType(const std::string& filePath);

Parameters

Exceptions

LVP_GetMediaType (wstring)

Returns the media type of the the provided media file.

LVP_MediaType LVP_GetMediaType(const std::wstring& filePath);

Parameters

Exceptions

LVP_GetPlaybackSpeed

Returns the current playback speed as a percent between 0.5 and 2.0.

double LVP_GetPlaybackSpeed();

Exceptions

LVP_GetProgress

Returns the media playback progress in milliseconds (one thousandth of a second).

int64_t LVP_GetProgress();

Exceptions

LVP_GetSubtitleTrack

Returns the current subtitle track index number.

int LVP_GetSubtitleTrack();

Exceptions

LVP_GetSubtitleTracks

Returns a list of subtitle tracks in the currently loaded media.

std::vector<LVP_MediaTrack> LVP_GetSubtitleTracks();

Exceptions

LVP_GetVideoTracks

Returns a list of video tracks in the currently loaded media.

std::vector<LVP_MediaTrack> LVP_GetVideoTracks();

Exceptions

LVP_GetVolume

Returns the current audio volume as a percent between 0 and 1.

double LVP_GetVolume();

Exceptions

LVP_IsMuted

Returns true if audio volume is muted.

bool LVP_IsMuted();

Exceptions

LVP_IsPaused

Returns true if playback is paused.

bool LVP_IsPaused();

Exceptions

LVP_IsPlaying

Returns true if playback is playing (not paused and not stopped).

bool LVP_IsPlaying();

Exceptions

LVP_IsStopped

Returns true if playback is stopped.

bool LVP_IsStopped();

Exceptions

LVP_Open

Tries to open and play the given media file.

void LVP_Open(const std::string &filePath);

Parameters

Exceptions

LVP_Open (wstring)

Tries to open and play the given media file.

void LVP_Open(const std::wstring &filePath);

Parameters

Exceptions

LVP_Quit

Cleans up allocated resources.

void LVP_Quit();

LVP_Render

Generates and renders a video frame.

void LVP_Render(const SDL_Rect* destination = nullptr);

Parameters

LVP_Resize

Should be called whenever the window resizes to tell the player to recreate the video frame context.

void LVP_Resize();

LVP_SeekTo

Seeks to the given position as a percent between 0 and 1.

void LVP_SeekTo(double percent);

Parameters

Exceptions

LVP_SetAudioDevice

Tries to set the given audio device as the current device if valid.

Returns true if the audio device is successfully set.

bool LVP_SetAudioDevice(const std::string &device);

Parameters

LVP_SetMuted

Mutes/unmutes the audio volume.

void LVP_SetMuted(bool muted);

Parameters

Exceptions

LVP_SetPlaybackSpeed

Sets the given playback speed as a relative percent between 0.5 and 2.0, where 1.0 is normal/default.

void LVP_SetPlaybackSpeed(double speed);

Parameters

Exceptions

LVP_SetTrack

Tries to set the given stream as the current stream if valid.

void LVP_SetTrack(const LVP_MediaTrack &track);

Parameters

Exceptions

LVP_SetVolume

Sets the given audio volume as a percent between 0 and 1.

void LVP_SetVolume(double percent);

Parameters

Exceptions

LVP_Stop

Stops playback of the currently loaded media.

void LVP_Stop();

Exceptions

LVP_ToggleMute

Toggles muting audio volume on/off.

void LVP_ToggleMute();

Exceptions

LVP_TogglePause

Toggles between pausing and playing.

void LVP_TogglePause();

Exceptions