1# Using AudioRenderer for Audio Playback
2
3The AudioRenderer is used to play Pulse Code Modulation (PCM) audio data. Unlike the [AVPlayer](../media/using-avplayer-for-playback.md), the AudioRenderer can perform data preprocessing before audio input. Therefore, the AudioRenderer is more suitable if you have extensive audio development experience and want to implement more flexible playback features.
4
5## Development Guidelines
6
7The full rendering process involves creating an **AudioRenderer** instance, configuring audio rendering parameters, starting and stopping rendering, and releasing the instance. In this topic, you will learn how to use the AudioRenderer to render audio data. Before the development, you are advised to read [AudioRenderer](../../reference/apis-audio-kit/js-apis-audio.md#audiorenderer8) for the API reference.
8
9The figure below shows the state changes of the AudioRenderer. After an **AudioRenderer** instance is created, different APIs can be called to switch the AudioRenderer to different states and trigger the required behavior. If an API is called when the AudioRenderer is not in the given state, the system may throw an exception or generate other undefined behavior. Therefore, you are advised to check the AudioRenderer state before triggering state transition.
10
11To prevent the UI thread from being blocked, most **AudioRenderer** calls are asynchronous. Each API provides the callback and promise functions. The following examples use the callback functions.
12
13**Figure 1** AudioRenderer state transition
14
15![AudioRenderer state transition](figures/audiorenderer-status-change.png)
16
17During application development, you are advised to use [on('stateChange')](../../reference/apis-audio-kit/js-apis-audio.md#onstatechange-8) to subscribe to state changes of the AudioRenderer. This is because some operations can be performed only when the AudioRenderer is in a given state. If the application performs an operation when the AudioRenderer is not in the given state, the system may throw an exception or generate other undefined behavior.
18
19- **prepared**: The AudioRenderer enters this state by calling [createAudioRenderer()](../../reference/apis-audio-kit/js-apis-audio.md#audiocreateaudiorenderer8).
20
21- **running**: The AudioRenderer enters this state by calling [start()](../../reference/apis-audio-kit/js-apis-audio.md#start8) when it is in the **prepared**, **paused**, or **stopped** state.
22
23- **paused**: The AudioRenderer enters this state by calling [pause()](../../reference/apis-audio-kit/js-apis-audio.md#pause8) when it is in the **running** state. When the audio playback is paused, it can call [start()](../../reference/apis-audio-kit/js-apis-audio.md#start8) to resume the playback.
24
25- **stopped**: The AudioRenderer enters this state by calling [stop()](../../reference/apis-audio-kit/js-apis-audio.md#stop8) when it is in the **paused** or **running** state.
26
27- **released**: The AudioRenderer enters this state by calling [release()](../../reference/apis-audio-kit/js-apis-audio.md#release8) when it is in the **prepared**, **paused**, or **stopped** state. In this state, the AudioRenderer releases all occupied hardware and software resources and will not transit to any other state.
28
29### How to Develop
30
311. Set audio rendering parameters and create an **AudioRenderer** instance. For details about the parameters, see [AudioRendererOptions](../../reference/apis-audio-kit/js-apis-audio.md#audiorendereroptions8).
32
33    ```ts
34    import { audio } from '@kit.AudioKit';
35
36    let audioStreamInfo: audio.AudioStreamInfo = {
37      samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate.
38      channels: audio.AudioChannel.CHANNEL_2, // Channel.
39      sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format.
40      encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format.
41    };
42
43    let audioRendererInfo: audio.AudioRendererInfo = {
44      usage: audio.StreamUsage.STREAM_USAGE_MUSIC,
45      rendererFlags: 0
46    };
47
48    let audioRendererOptions: audio.AudioRendererOptions = {
49      streamInfo: audioStreamInfo,
50      rendererInfo: audioRendererInfo
51    };
52
53    audio.createAudioRenderer(audioRendererOptions, (err, data) => {
54      if (err) {
55        console.error(`Invoke createAudioRenderer failed, code is ${err.code}, message is ${err.message}`);
56        return;
57      } else {
58        console.info('Invoke createAudioRenderer succeeded.');
59        let audioRenderer = data;
60      }
61    });
62    ```
63
642. Call **on('writeData')** to subscribe to the callback for audio data writing. You are advised to use this function in API version 12, since it returns a callback result.
65
66   - From API version 12, this function returns a callback result, enabling the system to determine whether to play the data in the callback based on the value returned.
67
68     > **NOTE**
69     >
70     > - When the amount of data is sufficient to meet the required buffer length of the callback, you should return **audio.AudioDataCallbackResult.VALID**, and the system uses the entire data buffer for playback. Do not return **audio.AudioDataCallbackResult.VALID** in this case, as this leads to audio artifacts such as noise and playback stuttering.
71     >
72     > - When the amount of data is insufficient to meet the required buffer length of the callback, you are advised to return **audio.AudioDataCallbackResult.INVALID**. In this case, the system does not process this portion of audio data but requests data from the application again. Once the buffer is adequately filled, you can return **audio.AudioDataCallbackResult.VALID**.
73     >
74     > - Once the callback function finishes its execution, the audio service queues the data in the buffer for playback. Therefore, do not change the buffered data outside the callback. Regarding the last frame, if there is insufficient data to completely fill the buffer, you must concatenate the available data with padding to ensure that the buffer is full. This prevents any residual dirty data in the buffer from adversely affecting the playback effect.
75
76     ```ts
77     import { audio } from '@kit.AudioKit';
78     import { BusinessError } from '@kit.BasicServicesKit';
79     import { fileIo as fs } from '@kit.CoreFileKit';
80
81     class Options {
82       offset?: number;
83       length?: number;
84     }
85
86     let bufferSize: number = 0;
87     let path = getContext().cacheDir;
88     // Ensure that the resource exists in the path.
89     let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
90     let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
91
92     let writeDataCallback = (buffer: ArrayBuffer) => {
93       let options: Options = {
94         offset: bufferSize,
95         length: buffer.byteLength
96       };
97
98       try {
99         fs.readSync(file.fd, buffer, options);
100         bufferSize += buffer.byteLength;
101         // The system determines that the buffer is valid and plays the data normally.
102         return audio.AudioDataCallbackResult.VALID;
103       } catch (error) {
104         console.error('Error reading file:', error);
105         // The system determines that the buffer is invalid and does not play the data.
106         return audio.AudioDataCallbackResult.INVALID;
107       }
108     };
109
110     audioRenderer.on('writeData', writeDataCallback);
111     ```
112
113   - In API version 11, this function does not return a callback result, and the system treats all data in the callback as valid by default.
114
115     > **NOTE**
116     >
117     > - Ensure that the callback's data buffer is completely filled to the necessary length to prevent issues such as audio noise and playback stuttering.
118     >
119     > - If the amount of data is insufficient to fill the data buffer, you are advised to temporarily halt data writing (without pausing the audio stream), block the callback function, and wait until enough data accumulates before resuming writing, thereby ensuring that the buffer is fully filled. If you need to call AudioRenderer APIs after the callback function is blocked, unblock the callback function first.
120     >
121     > - If you do not want to play the audio data in this callback function, you can nullify the data block in the callback function. (Once nullified, the system still regards this as part of the written data, leading to silent frames during playback).
122     >
123     > - Once the callback function finishes its execution, the audio service queues the data in the buffer for playback. Therefore, do not change the buffered data outside the callback. Regarding the last frame, if there is insufficient data to completely fill the buffer, you must concatenate the available data with padding to ensure that the buffer is full. This prevents any residual dirty data in the buffer from adversely affecting the playback effect.
124
125     ```ts
126     import { BusinessError } from '@kit.BasicServicesKit';
127     import { fileIo as fs } from '@kit.CoreFileKit';
128
129     class Options {
130       offset?: number;
131       length?: number;
132     }
133
134     let bufferSize: number = 0;
135     let path = getContext().cacheDir;
136     // Ensure that the resource exists in the path.
137     let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
138     let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
139     let writeDataCallback = (buffer: ArrayBuffer) => {
140       // If you do not want to play a particular portion of the buffer, you can add a check and clear that specific section of the buffer.
141       let options: Options = {
142         offset: bufferSize,
143         length: buffer.byteLength
144       };
145       fs.readSync(file.fd, buffer, options);
146       bufferSize += buffer.byteLength;
147     };
148
149     audioRenderer.on('writeData', writeDataCallback);
150     ```
151
1523. Call **start()** to switch the AudioRenderer to the **running** state and start rendering.
153
154    ```ts
155    import { BusinessError } from '@kit.BasicServicesKit';
156
157    audioRenderer.start((err: BusinessError) => {
158      if (err) {
159        console.error(`Renderer start failed, code is ${err.code}, message is ${err.message}`);
160      } else {
161        console.info('Renderer start success.');
162      }
163    });
164    ```
165
1664. Call **stop()** to stop rendering.
167
168    ```ts
169    import { BusinessError } from '@kit.BasicServicesKit';
170
171    audioRenderer.stop((err: BusinessError) => {
172      if (err) {
173        console.error(`Renderer stop failed, code is ${err.code}, message is ${err.message}`);
174      } else {
175        console.info('Renderer stopped.');
176      }
177    });
178    ```
179
1805. Call **release()** to release the instance.
181
182    ```ts
183    import { BusinessError } from '@kit.BasicServicesKit';
184
185    audioRenderer.release((err: BusinessError) => {
186      if (err) {
187        console.error(`Renderer release failed, code is ${err.code}, message is ${err.message}`);
188      } else {
189        console.info('Renderer released.');
190      }
191    });
192    ```
193
194### Selecting the Correct Stream Usage
195
196When developing a media player, it is important to correctly set the stream usage type according to the intended use case. This will ensure that the player behaves as expected in different scenarios.
197
198The recommended use cases are described in [StreamUsage](../../reference/apis-audio-kit/js-apis-audio.md#streamusage). For example, **STREAM_USAGE_MUSIC** is recommended for music scenarios, **STREAM_USAGE_MOVIE** is recommended for movie or video scenarios, and **STREAM_USAGE_GAME** is recommended for gaming scenarios.
199
200An incorrect configuration of **StreamUsage** may cause unexpected behavior. Example scenarios are as follows:
201
202- When **STREAM_USAGE_MUSIC** is incorrectly used in a game scenario, the game cannot be played simultaneously with music applications. However, games usually can coexist with music playback.
203- When **STREAM_USAGE_MUSIC** is incorrectly used in a navigation scenario, any playing music is interrupted when the navigation application provides audio guidance. However, it is generally expected that the music keeps playing at a lower volume while the navigation is active.
204
205### Sample Code
206
207Refer to the sample code below to render an audio file using AudioRenderer.
208
209```ts
210import { audio } from '@kit.AudioKit';
211import { BusinessError } from '@kit.BasicServicesKit';
212import { fileIo as fs } from '@kit.CoreFileKit';
213
214const TAG = 'AudioRendererDemo';
215
216class Options {
217  offset?: number;
218  length?: number;
219}
220
221let bufferSize: number = 0;
222let renderModel: audio.AudioRenderer | undefined = undefined;
223let audioStreamInfo: audio.AudioStreamInfo = {
224  samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate.
225  channels: audio.AudioChannel.CHANNEL_2, // Channel.
226  sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format.
227  encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format.
228};
229let audioRendererInfo: audio.AudioRendererInfo = {
230  usage: audio.StreamUsage.STREAM_USAGE_MUSIC, // Audio stream usage type.
231  rendererFlags: 0 // AudioRenderer flag.
232};
233let audioRendererOptions: audio.AudioRendererOptions = {
234  streamInfo: audioStreamInfo,
235  rendererInfo: audioRendererInfo
236};
237let path = getContext().cacheDir;
238// Ensure that the resource exists in the path.
239let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
240let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
241let writeDataCallback = (buffer: ArrayBuffer) => {
242  let options: Options = {
243    offset: bufferSize,
244    length: buffer.byteLength
245  };
246
247  try {
248    fs.readSync(file.fd, buffer, options);
249    bufferSize += buffer.byteLength;
250    // This function does not return a callback result in API version 11, but does so in API version 12 and later versions.
251    return audio.AudioDataCallbackResult.VALID;
252  } catch (error) {
253    console.error('Error reading file:', error);
254    // This function does not return a callback result in API version 11, but does so in API version 12 and later versions.
255    return audio.AudioDataCallbackResult.INVALID;
256  }
257};
258
259// Create an AudioRenderer instance, and set the events to listen for.
260function init() {
261  audio.createAudioRenderer(audioRendererOptions, (err, renderer) => { // Create an AudioRenderer instance.
262    if (!err) {
263      console.info(`${TAG}: creating AudioRenderer success`);
264      renderModel = renderer;
265      if (renderModel !== undefined) {
266        (renderModel as audio.AudioRenderer).on('writeData', writeDataCallback);
267      }
268    } else {
269      console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`);
270    }
271  });
272}
273
274// Start audio rendering.
275function start() {
276  if (renderModel !== undefined) {
277    let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
278    if (stateGroup.indexOf((renderModel as audio.AudioRenderer).state.valueOf()) === -1) { // Rendering can be started only when the AudioRenderer is in the prepared, paused, or stopped state.
279      console.error(TAG + 'start failed');
280      return;
281    }
282    // Start rendering.
283    (renderModel as audio.AudioRenderer).start((err: BusinessError) => {
284      if (err) {
285        console.error('Renderer start failed.');
286      } else {
287        console.info('Renderer start success.');
288      }
289    });
290  }
291}
292
293// Pause the rendering.
294function pause() {
295  if (renderModel !== undefined) {
296    // Rendering can be paused only when the AudioRenderer is in the running state.
297    if ((renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_RUNNING) {
298      console.info('Renderer is not running');
299      return;
300    }
301    // Pause the rendering.
302    (renderModel as audio.AudioRenderer).pause((err: BusinessError) => {
303      if (err) {
304        console.error('Renderer pause failed.');
305      } else {
306        console.info('Renderer pause success.');
307      }
308    });
309  }
310}
311
312// Stop rendering.
313async function stop() {
314  if (renderModel !== undefined) {
315    // Rendering can be stopped only when the AudioRenderer is in the running or paused state.
316    if ((renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_RUNNING && (renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_PAUSED) {
317      console.info('Renderer is not running or paused.');
318      return;
319    }
320    // Stop rendering.
321    (renderModel as audio.AudioRenderer).stop((err: BusinessError) => {
322      if (err) {
323        console.error('Renderer stop failed.');
324      } else {
325        fs.close(file);
326        console.info('Renderer stop success.');
327      }
328    });
329  }
330}
331
332// Release the instance.
333async function release() {
334  if (renderModel !== undefined) {
335    // The AudioRenderer can be released only when it is not in the released state.
336    if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) {
337      console.info('Renderer already released');
338      return;
339    }
340    // Release the resources.
341    (renderModel as audio.AudioRenderer).release((err: BusinessError) => {
342      if (err) {
343        console.error('Renderer release failed.');
344      } else {
345        console.info('Renderer release success.');
346      }
347    });
348  }
349}
350```
351
352When audio streams with the same or higher priority need to use the output device, the current audio playback will be interrupted. The application can respond to and handle the interruption event. For details, see [Processing Audio Interruption Events](audio-playback-concurrency.md).
353