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.
Supports most popular audio codecs like AAC, FLAC, MP3, Vorbis, WMA and many more.
Supports most popular video codecs like H.265/HEVC, AV1, DivX, MPEG, Theora, WMV, XviD and many more.
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 |
libvoyaplayer uses modern C++20 features and requires the following minimum compiler versions.
Compiler | Version |
---|---|
CLANG | 14 |
GCC | 11.4 |
MSVC | 2019 |
- Build the third-party libraries and place the them in a common directory.
- Make sure you have cmake installed.
- Open a command prompt or terminal.
- Create a build directory and enter it.
- Run
cmake
to create a Makefile, Xcode project or Visual Studio solution based on your target platform. - After building, the dist directory will contain all the output resources in the include, lib and bin directories.
mkdir build
cd build
Make sure you have Android SDK and Android NDK installed.
Make sure the correct Android SDK path is set as either
- an environment variable
ANDROID_HOME=/path/to/ANDROID_SDK
or - a local property
sdk.dir=/path/to/ANDROID_SDK
in the android/local.properties file
See Android SDK Command-Line Tools and SDL2 Android README for more details.
cmake .. -G "Unix Makefiles" \
-D ANDROID_ABI="arm64-v8a" \
-D ANDROID_NDK="/path/to/ANDROID_NDK" \
-D ANDROID_PLATFORM="android-29" \
-D CMAKE_BUILD_TYPE=Release \
-D CMAKE_SYSTEM_NAME="Android" \
-D CMAKE_TOOLCHAIN_FILE="/path/to/ANDROID_NDK/build/cmake/android.toolchain.cmake" \
-D EXT_LIB_DIR="/path/to/libs"
make
See ADB (Android Debug Bridge) for more details.
/path/to/ANDROID_SDK/platform-tools/adb install dist/bin/testvoyaplayer-arm64-v8a-debug.apk
/path/to/ANDROID_SDK/platform-tools/adb install -r dist/bin/testvoyaplayer-arm64-v8a-debug.apk
/path/to/ANDROID_SDK/platform-tools/adb uninstall com.libvoyaplayer.test
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_BUILD_TYPE=Release \
-D CMAKE_OSX_ARCHITECTURES="arm64" \
-D CMAKE_OSX_DEPLOYMENT_TARGET="12.5" \
-D CMAKE_OSX_SYSROOT="/path/to/IOS_SDK" \
-D CMAKE_SYSTEM_NAME="iOS" \
-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" -configuration "Release" -project voyaplayer.xcodeproj -destination "generic/platform=iOS" -allowProvisioningUpdates
See Xcode - Running your app on a device for more details.
- Connect the device to your Mac.
- Open Xcode.
- Select
Window > Devices and Simulators
from the main menu. - Select the device from the list on the left.
- Click the
+
icon under Installed Apps. - 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.
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_BUILD_TYPE=Release \
-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" -configuration "Release" -project voyaplayer.xcodeproj
cmake .. -G "Unix Makefiles" \
-D CMAKE_BUILD_TYPE=Release \
-D EXT_LIB_DIR="/path/to/libs"
make
cmake .. -G "Visual Studio 17 2022" \
-D CMAKE_BUILD_TYPE=Release \
-D DIRENT_DIR="/path/to/dirent" \
-D EXT_LIB_DIR="/path/to/libs"
devenv.com voyaplayer.sln -build "Release|x64"
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();
}
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);
}
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);
}
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_MEDIA_OPENED:
handleMediaOpened();
break;
case LVP_EVENT_MEDIA_STOPPED:
handleMediaStopped();
break;
default:
break;
}
}
For optimal performance, you should render video frames using hardware rendering.
To use hardware rendering, just call LVP_Render with a destination, which will use the .hardwareRenderer
you passed to LVP_CallbackContext during initialization.
void render(const SDL_Rect& destination)
{
LVP_Render(destination);
}
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.
- The
.pixels
property will contain the pixel buffer as an RGB byte-array - The
.w
and.h
properties will contain the dimensions of the video frame - The
.pitch
property will contain the byte size of a row of RGB pixels
Remember to call LVP_Render without a destination.
SDL_Texture* texture = nullptr;
SDL_Surface* videoFrame = nullptr;
bool videoIsAvailable = false;
std::mutex videoLock;
void 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();
LVP_Render();
}
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();
}
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
};
enum LVP_MediaType {
LVP_MEDIA_TYPE_UNKNOWN = -1,
LVP_MEDIA_TYPE_VIDEO = 0,
LVP_MEDIA_TYPE_AUDIO = 1,
LVP_MEDIA_TYPE_SUBTITLE = 3
};
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.
};
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).
};
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.
};
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_MediaChapter> chapters;
std::vector<LVP_MediaTrack> audioTracks;
std::vector<LVP_MediaTrack> subtitleTracks;
std::vector<LVP_MediaTrack> videoTracks;
};
using LVP_ErrorCallback = std::function<void(const std::string& errorMessage, const void* data)>;
using LVP_EventsCallback = std::function<void(LVP_EventType type, const void* data)>;
using LVP_VideoCallback = std::function<void(SDL_Surface* videoFrame, const void* data)>;
Tries to initialize the library and other dependencies.
void LVP_Initialize(const LVP_CallbackContext& callbackContext);
Exceptions
- runtime_error
Returns a list of available audio devices.
std::vector<std::string> LVP_GetAudioDevices();
Returns a list of chapters in the currently loaded media.
std::vector<LVP_MediaChapter> LVP_GetChapters();
Exceptions
- runtime_error
Returns the current audio track index number.
int LVP_GetAudioTrack();
Exceptions
- runtime_error
Returns a list of audio tracks in the currently loaded media.
std::vector<LVP_MediaTrack> LVP_GetAudioTracks();
Exceptions
- runtime_error
Returns the media duration in milliseconds (one thousandth of a second).
int64_t LVP_GetDuration();
Exceptions
- runtime_error
Returns the current media file path.
std::string LVP_GetFilePath();
Exceptions
- runtime_error
Returns media details of the currently loaded media.
LVP_MediaDetails LVP_GetMediaDetails();
Exceptions
- runtime_error
Returns media details of the the provided media file.
LVP_MediaDetails LVP_GetMediaDetails(const std::string& filePath);
Parameters
- filePath Full path to the media file
Exceptions
- runtime_error
Returns media details of the the provided media file.
LVP_MediaDetails LVP_GetMediaDetails(const std::wstring& filePath);
Parameters
- filePath Full path to the media file
Exceptions
- runtime_error
Returns the media type of the currently loaded media.
LVP_MediaType LVP_GetMediaType();
Exceptions
- runtime_error
Returns the media type of the the provided media file.
LVP_MediaType LVP_GetMediaType(const std::string& filePath);
Parameters
- filePath Full path to the media file
Exceptions
- runtime_error
Returns the media type of the the provided media file.
LVP_MediaType LVP_GetMediaType(const std::wstring& filePath);
Parameters
- filePath Full path to the media file
Exceptions
- runtime_error
Returns the current playback speed as a percent between 0.5 and 2.0.
double LVP_GetPlaybackSpeed();
Exceptions
- runtime_error
Returns the media playback progress in milliseconds (one thousandth of a second).
int64_t LVP_GetProgress();
Exceptions
- runtime_error
Returns the current subtitle track index number.
int LVP_GetSubtitleTrack();
Exceptions
- runtime_error
Returns a list of subtitle tracks in the currently loaded media.
std::vector<LVP_MediaTrack> LVP_GetSubtitleTracks();
Exceptions
- runtime_error
Returns a list of video tracks in the currently loaded media.
std::vector<LVP_MediaTrack> LVP_GetVideoTracks();
Exceptions
- runtime_error
Returns the current audio volume as a percent between 0 and 1.
double LVP_GetVolume();
Exceptions
- runtime_error
Returns true if audio volume is muted.
bool LVP_IsMuted();
Exceptions
- runtime_error
Returns true if playback is paused.
bool LVP_IsPaused();
Exceptions
- runtime_error
Returns true if playback is playing (not paused and not stopped).
bool LVP_IsPlaying();
Exceptions
- runtime_error
Returns true if playback is stopped.
bool LVP_IsStopped();
Exceptions
- runtime_error
Tries to open and play (asynchronously) the given media file.
void LVP_Open(const std::string& filePath);
Parameters
- filePath Full path to the media file
Exceptions
- runtime_error
Tries to open and play (asynchronously) the given media file.
void LVP_Open(const std::wstring& filePath);
Parameters
- filePath Full path to the media file
Exceptions
- runtime_error
Cleans up allocated resources.
void LVP_Quit();
Generates and renders a video frame.
- If hardware rendering is used, it will copy the texture to the renderer.
- If software rendering is used, it will generate a LVP_VideoCallback with an SDL_Surface.
void LVP_Render(const SDL_Rect& destination = {});
Parameters
- destination Optional clipping/scaling region used by the hardware renderer
Should be called whenever the window resizes to tell the player to recreate the video frame context.
void LVP_Resize();
Seeks (asynchronously) relatively forwards/backwards by the given time in seconds.
void LVP_SeekBy(int seconds);
Parameters
- seconds A negative value seeks backwards, a positive forwards.
Exceptions
- runtime_error
Seeks (asynchronously) to the given position as a percent between 0 and 1.
void LVP_SeekTo(double percent);
Parameters
- percent [0.0-1.0]
Exceptions
- runtime_error
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
- device Name of the audio device
Mutes/unmutes the audio volume.
void LVP_SetMuted(bool muted);
Parameters
- muted true to mute or false to unmute
Exceptions
- runtime_error
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
- speed [0.5-2.0]
Exceptions
- runtime_error
Tries to set the given stream (asynchronously) as the current stream if valid.
void LVP_SetTrack(const LVP_MediaTrack& track);
Parameters
- track -1 to disable subtitles or >= 0 for a valid media track
Exceptions
- runtime_error
Sets the given audio volume as a percent between 0 and 1.
void LVP_SetVolume(double percent);
Parameters
- percent [0.0-1.0]
Exceptions
- runtime_error
Stops (asynchronously) playback of the currently loaded media.
void LVP_Stop();
Exceptions
- runtime_error
Toggles muting audio volume on/off.
void LVP_ToggleMute();
Exceptions
- runtime_error
Toggles between pausing and playing.
void LVP_TogglePause();
Exceptions
- runtime_error