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都说iOS最恶心的部分是流媒体,其中恶心的恶心之处更在即时语音。
所以我们先不谈即时语音,研究一下,iOS中声音采集与播放的实现。
要在iOS设备上实现录音和播放功能,苹果提供了简单的做法,那就是利用AVAudioRecorder和AVAudioPlayer。度娘大多数 也是如此。但是这种方法有很大的局限性。单说说这种做法:录音,首先得设置录音文件路径,然后录音数据直接写入了文件。播放也是首先给出文件路径,等到音 频整个加载完成了,才能开始播放。这相当不灵活。
我的做法是利用音频队列AudioQueue,将声音暂存至缓冲区,然后从缓冲区取出音频数据,进行播放。
声音采集:
使用AudioQueue框架以队列的形式处理音频数据。因此使用时需要给队列分配缓存空间,由回调(Callback)函数完成向队列缓存读写音频数据的功能。
一个Recording Audio Queue,包括Buffer(缓冲器)组成的Buffer Queue(缓冲队列),以及一个Callback(回调)。实现主要步骤为:
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Record.h #import <Foundation/Foundation.h> #import <AudioToolbox/AudioToolbox.h> #import <CoreAudio/CoreAudioTypes.h> #import "AudioConstant.h" // use Audio Queue typedef struct AQCallbackStruct { AudioStreamBasicDescription mDataFormat; AudioQueueRef queue; AudioQueueBufferRef mBuffers[kNumberBuffers]; AudioFileID outputFile; unsigned long frameSize; long long recPtr; int run; } AQCallbackStruct; @interface Record : NSObject { AQCallbackStruct aqc; AudioFileTypeID fileFormat; long audioDataLength; Byte audioByte[999999]; long audioDataIndex; } - ( id ) init; - ( void ) start; - ( void ) stop; - ( void ) pause; - (Byte *) getBytes; - ( void ) processAudioBuffer:(AudioQueueBufferRef) buffer withQueue:(AudioQueueRef) queue; @property ( nonatomic , assign) AQCallbackStruct aqc; @property ( nonatomic , assign) long audioDataLength; @end |
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Record.mm #import "Record.h" @implementation Record @synthesize aqc; @synthesize audioDataLength; static void AQInputCallback ( void * inUserData, AudioQueueRef inAudioQueue, AudioQueueBufferRef inBuffer, const AudioTimeStamp * inStartTime, unsigned long inNumPackets, const AudioStreamPacketDescription * inPacketDesc) { Record * engine = (__bridge Record *) inUserData; if (inNumPackets > 0) { [engine processAudioBuffer:inBuffer withQueue:inAudioQueue]; } if (engine.aqc.run) { AudioQueueEnqueueBuffer(engine.aqc.queue, inBuffer, 0, NULL ); } } - ( id ) init { self = [ super init]; if ( self ) { aqc.mDataFormat.mSampleRate = kSamplingRate; aqc.mDataFormat.mFormatID = kAudioFormatLinearPCM; aqc.mDataFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger |kLinearPCMFormatFlagIsPacked; aqc.mDataFormat.mFramesPerPacket = 1; aqc.mDataFormat.mChannelsPerFrame = kNumberChannels; aqc.mDataFormat.mBitsPerChannel = kBitsPerChannels; aqc.mDataFormat.mBytesPerPacket = kBytesPerFrame; aqc.mDataFormat.mBytesPerFrame = kBytesPerFrame; aqc.frameSize = kFrameSize; AudioQueueNewInput(&aqc.mDataFormat, AQInputCallback, (__bridge void *)( self ), NULL , kCFRunLoopCommonModes,0, &aqc.queue); for ( int i=0;i<kNumberBuffers;i++) { AudioQueueAllocateBuffer(aqc.queue, aqc.frameSize, &aqc.mBuffers[i]); AudioQueueEnqueueBuffer(aqc.queue, aqc.mBuffers[i], 0, NULL ); } aqc.recPtr = 0; aqc.run = 1; } audioDataIndex = 0; return self ; } - ( void ) dealloc { AudioQueueStop(aqc.queue, true ); aqc.run = 0; AudioQueueDispose(aqc.queue, true ); } - ( void ) start { AudioQueueStart(aqc.queue, NULL ); } - ( void ) stop { AudioQueueStop(aqc.queue, true ); } - ( void ) pause { AudioQueuePause(aqc.queue); } - (Byte *)getBytes { return audioByte; } - ( void ) processAudioBuffer:(AudioQueueBufferRef) buffer withQueue:(AudioQueueRef) queue { NSLog (@ "processAudioData :%ld" , buffer->mAudioDataByteSize); //处理data:忘记oc怎么copy内存了,于是采用的C++代码,记得把类后缀改为.mm。同Play memcpy(audioByte+audioDataIndex, buffer->mAudioData, buffer->mAudioDataByteSize); audioDataIndex +=buffer->mAudioDataByteSize; audioDataLength = audioDataIndex; } @end |
声音播放:
同采集一样,播放主要步骤如下:
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Play.h #import <Foundation/Foundation.h> #import <AudioToolbox/AudioToolbox.h> #import "AudioConstant.h" @interface Play : NSObject { //音频参数 AudioStreamBasicDescription audioDescription; // 音频播放队列 AudioQueueRef audioQueue; // 音频缓存 AudioQueueBufferRef audioQueueBuffers[QUEUE_BUFFER_SIZE]; } -( void )Play:(Byte *)audioByte Length:( long )len; @end |
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Play.mm #import "Play.h" @interface Play() { Byte *audioByte; long audioDataIndex; long audioDataLength; } @end @implementation Play //回调函数(Callback)的实现 static void BufferCallback( void *inUserData,AudioQueueRef inAQ,AudioQueueBufferRef buffer){ NSLog (@ "processAudioData :%u" , (unsigned int )buffer->mAudioDataByteSize); Play* player=(__bridge Play*)inUserData; [player FillBuffer:inAQ queueBuffer:buffer]; } //缓存数据读取方法的实现 -( void )FillBuffer:(AudioQueueRef)queue queueBuffer:(AudioQueueBufferRef)buffer { if (audioDataIndex + EVERY_READ_LENGTH < audioDataLength) { memcpy(buffer->mAudioData, audioByte+audioDataIndex, EVERY_READ_LENGTH); audioDataIndex += EVERY_READ_LENGTH; buffer->mAudioDataByteSize =EVERY_READ_LENGTH; AudioQueueEnqueueBuffer(queue, buffer, 0, NULL ); } } -( void )SetAudioFormat { ///设置音频参数 audioDescription.mSampleRate = kSamplingRate; //采样率 audioDescription.mFormatID = kAudioFormatLinearPCM; audioDescription.mFormatFlags = kAudioFormatFlagIsSignedInteger; //|kAudioFormatFlagIsNonInterleaved; audioDescription.mChannelsPerFrame = kNumberChannels; audioDescription.mFramesPerPacket = 1; //每一个packet一侦数据 audioDescription.mBitsPerChannel = kBitsPerChannels; //av_get_bytes_per_sample(AV_SAMPLE_FMT_S16)*8;//每个采样点16bit量化 audioDescription.mBytesPerFrame = kBytesPerFrame; audioDescription.mBytesPerPacket = kBytesPerFrame; [ self CreateAudioQueue]; } -( void )CreateAudioQueue { [ self Cleanup]; //使用player的内部线程播 AudioQueueNewOutput(&audioDescription, BufferCallback, (__bridge void *)( self ), nil , nil , 0, &audioQueue); if (audioQueue) { ////添加buffer区 for ( int i=0;i<QUEUE_BUFFER_SIZE;i++) { int result = AudioQueueAllocateBuffer(audioQueue, EVERY_READ_LENGTH, &audioQueueBuffers[i]); ///创建buffer区,MIN_SIZE_PER_FRAME为每一侦所需要的最小的大小,该大小应该比每次往buffer里写的最大的一次还大 NSLog (@ "AudioQueueAllocateBuffer i = %d,result = %d" ,i,result); } } } -( void )Cleanup { if (audioQueue) { NSLog (@ "Release AudioQueueNewOutput" ); [ self Stop]; for ( int i=0; i < QUEUE_BUFFER_SIZE; i++) { AudioQueueFreeBuffer(audioQueue, audioQueueBuffers[i]); audioQueueBuffers[i] = nil ; } audioQueue = nil ; } } -( void )Stop { NSLog (@ "Audio Player Stop" ); AudioQueueFlush(audioQueue); AudioQueueReset(audioQueue); AudioQueueStop(audioQueue,TRUE); } -( void )Play:(Byte *)byte Length:( long )len { [ self Stop]; audioByte = byte; audioDataLength = len; NSLog (@ "Audio Play Start >>>>>" ); [ self SetAudioFormat]; AudioQueueReset(audioQueue); audioDataIndex = 0; for ( int i=0; i<QUEUE_BUFFER_SIZE; i++) { [ self FillBuffer:audioQueue queueBuffer:audioQueueBuffers[i]]; } AudioQueueStart(audioQueue, NULL ); } @end |
以上,实现了通过内存缓存,声音的采集和播放,包括了声音采集,暂停,结束,播放等主要流程。
PS:由于本人水品有限加之这方面资料较少,只跑通了正常流程,暂时没做异常处理。采集的声音Buffer限定大小每次只有十来秒钟的样子,这个留给需要的人自己去优化了。
AudioToolbox--利用AudioQueue音频队列,通过缓存对声音进行采集与播放
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原文地址:http://www.cnblogs.com/sunminmin/p/4476596.html