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ios音频队列实现录音和播音(转)

2015-01-01 10:41 447 查看
转自 http://www.verydemo.com/demo_c92_i301380.html 使用AudioQueue来实现音频播放功能时最主要的步骤,可以更简练的归纳如下。1. 打开播放音频文件2. 取得播放音频文件的数据格式3. 准备播放用的队列4. 将缓冲中的数据移动到队列中5. 开始播放6. 在回调函数中进行队列处理1.playAudio.h声明了一个Objective-C类1.playAudio.h声明了一个Objective-C类1.播放音乐
//
//  playAudio.h
//  ffmpegPlayAudio
//
//  Created by infomedia  xuanyuanchen on 12-3-26.
//  Copyright (c) 2012年 xuanyuanchen. All rights reserved.
//

#import 
#import 
#import 
#define NUM_BUFFERS 3

@interface playAudio : NSObject{
    //播放音频文件ID
    AudioFileID audioFile;
    //音频流描述对象
    AudioStreamBasicDescription dataFormat;
    //音频队列
    AudioQueueRef queue;
    SInt64 packetIndex;
    UInt32 numPacketsToRead;
    UInt32 bufferByteSize;
    AudioStreamPacketDescription *packetDescs;
    AudioQueueBufferRef buffers[NUM_BUFFERS];
}

//定义队列为实例属性
@property AudioQueueRef queue;
//播放方法定义
-(id)initWithAudio:(NSString *) path;
//定义缓存数据读取方法
-(void) audioQueueOutputWithQueue:(AudioQueueRef)audioQueue
                      queueBuffer:(AudioQueueBufferRef)audioQueueBuffer;
-(UInt32)readPacketsIntoBuffer:(AudioQueueBufferRef)buffer;
//定义回调(Callback)函数
static void BufferCallack(void *inUserData,AudioQueueRef inAQ,
                          AudioQueueBufferRef buffer);

@end
2.playAudio.mplayAudio的实现
//
//  playAudio.m
//  ffmpegPlayAudio
//
//  Created by infomedia  infomedia on 12-3-26.
//  Copyright (c) 2012年 infomedia. All rights reserved.
//

#import "playAudio.h"
//实际测试中发现,这个gBufferSizeBytes=0x10000;对于压缩的音频格式(mp3/aac等)没有任何问题,但是如果输入的音频文件格式是wav,会出现只播放几秒便暂停的现象;而手机又不可能去申请更大的内存去处理wav文件,不知到大家能有什么好的方法给点建议
static UInt32 gBufferSizeBytes=0x10000;//It muse be pow(2,x)
@implementation playAudio

@synthesize queue;

//回调函数(Callback)的实现
static void BufferCallback(void *inUserData,AudioQueueRef inAQ,
                           AudioQueueBufferRef buffer){
    playAudio* player=(__bridge playAudio*)inUserData;
    [player audioQueueOutputWithQueue:inAQ queueBuffer:buffer];
}

//缓存数据读取方法的实现
-(void) audioQueueOutputWithQueue:(AudioQueueRef)audioQueue queueBuffer:(AudioQueueBufferRef)audioQueueBuffer{
    OSStatus status;
    
    //读取包数据
    UInt32 numBytes;
    UInt32 numPackets=numPacketsToRead;
    status = AudioFileReadPackets(audioFile, NO, &numBytes, packetDescs, packetIndex,&numPackets, audioQueueBuffer->mAudioData);
    
    //成功读取时
    if (numPackets>0) {
        //将缓冲的容量设置为与读取的音频数据一样大小(确保内存空间)
        audioQueueBuffer->mAudioDataByteSize=numBytes;
        //完成给队列配置缓存的处理
        status = AudioQueueEnqueueBuffer(audioQueue, audioQueueBuffer, numPackets, packetDescs);
        //移动包的位置
        packetIndex += numPackets;
    }
}

//音频播放的初始化、实现
//在ViewController中声明一个PlayAudio对象,并用下面的方法来初始化
//self.audio=[[playAudioalloc]initWithAudio:@"/Users/xuanyuanchen/audio/daolang.mp3"];
-(id) initWithAudio:(NSString *)path{    if (!(self=[super init])) return nil;    UInt32 size,maxPacketSize;    char *cookie;    int i;    OSStatus status;        //打开音频文件    status=AudioFileOpenURL((CFURLRef)[NSURL fileURLWithPath:path], kAudioFileReadPermission, 0, &audioFile);    if (status != noErr) {        //错误处理        NSLog(@"*** Error *** PlayAudio - play:Path: could not open audio file. Path given was: %@", path);        return nil;    }        for (int i=0; i音频数据格式    size = sizeof(dataFormat);    AudioFileGetProperty(audioFile, kAudioFilePropertyDataFormat, &size, &dataFormat);        //创建播放用的音频队列    AudioQueueNewOutput(&dataFormat, BufferCallback, self,                        nil, nil, 0, &queue);    //计算单位时间包含的包数    if (dataFormat.mBytesPerPacket==0 || dataFormat.mFramesPerPacket==0) {        size=sizeof(maxPacketSize);        AudioFileGetProperty(audioFile, kAudioFilePropertyPacketSizeUpperBound, &size, &maxPacketSize);        if (maxPacketSize > gBufferSizeBytes) {            maxPacketSize= gBufferSizeBytes;        }        //算出单位时间内含有的包数        numPacketsToRead = gBufferSizeBytes/maxPacketSize;        packetDescs=malloc(sizeof(AudioStreamPacketDescription)*numPacketsToRead);    }else {        numPacketsToRead= gBufferSizeBytes/dataFormat.mBytesPerPacket;        packetDescs=nil;    }        //设置Magic Cookie,参见第二十七章的相关介绍    AudioFileGetProperty(audioFile, kAudioFilePropertyMagicCookieData, &size, nil);    if (size >0) {        cookie=malloc(sizeof(char)*size);        AudioFileGetProperty(audioFile, kAudioFilePropertyMagicCookieData, &size, cookie);        AudioQueueSetProperty(queue, kAudioQueueProperty_MagicCookie, cookie, size);    }        //创建并分配缓冲空间    packetIndex=0;    for (i=0; i队列处理开始,此后系统开始自动调用回调(Callback)函数    AudioQueueStart(queue, nil);    return self;}-(UInt32)readPacketsIntoBuffer:(AudioQueueBufferRef)buffer {    UInt32 numBytes,numPackets;        //从文件中接受数据并保存到缓存(buffer)中    numPackets = numPacketsToRead;    AudioFileReadPackets(audioFile, NO, &numBytes, packetDescs, packetIndex, &numPackets, buffer->mAudioData);    if(numPackets >0){        buffer->mAudioDataByteSize=numBytes;        AudioQueueEnqueueBuffer(queue, buffer, (packetDescs ? numPackets : 0), packetDescs);        packetIndex += numPackets;    }    else{        return 1;//意味着我们没有读到任何的包    }    return 0;//0代表正常的退出}@end
2.录音(1.)record.h staticconst int kNumberBuffers = 3;#import#import#import@interface Record : NSObject{AudioStreamBasicDescription mDataFormat;AudioQueueRef mQueue;AudioQueueBufferRef mBuffers[kNumberBuffers];UInt32 bufferByteSize;***AudioPlayer *player;}@property(nonatomic,assign)bool mIsRunning;@property(nonatomic,retain) NSMutableData*recordData;-(void)record;-(void)stop;-(void)play;-(void)pause;-(void)dealWithData:(NSData*)data;@end (2.)record.m#import "Record.h" @implementationRecord@synthesize mIsRunning = _mIsRunning;@synthesize recordData =_recordData;-(id)init{self = [super init];if (self) {AudioSessionInitialize(NULL, NULL, NULL, (__bridgevoid*)self);// self.recordData =[NSMutableData data];self.mIsRunning=false;}return self;}static void HandleInputBuffer (void *inUserData,AudioQueueRef inAQ,AudioQueueBufferRef inBuffer,constAudioTimeStamp *inStartTime,UInt32 inNumPackets,constAudioStreamPacketDescription *inPacketDesc) {Record *recorderPro = (__bridge Record*)inUserData;if (inNumPackets > 0 &&recorderPro.mIsRunning){int pcmSize = inBuffer->mAudioDataByteSize;char *pcmData = (char *)inBuffer->mAudioData;NSData *data = [[NSData alloc] initWithBytes:pcmDatalength:pcmSize];[recorderPro dealWithData:data];// [recorderPro.recordDataappendData:data];AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);}}void DeriveBufferSize (AudioQueueRef audioQueue,AudioStreamBasicDescription &ASBDescription,Float64 seconds,UInt32 *outBufferSize) {static const int maxBufferSize = 0x50000;int maxPacketSize =ASBDescription.mBytesPerPacket;if (maxPacketSize == 0) {UInt32 maxVBRPacketSize = sizeof(maxPacketSize);AudioQueueGetProperty (audioQueue,kAudioQueueProperty_MaximumOutputPacketSize,&maxPacketSize,&maxVBRPacketSize);}Float64 numBytesForTime =ASBDescription.mSampleRate * maxPacketSize *seconds;*outBufferSize =UInt32 (numBytesForTime < maxBufferSize ?numBytesForTime : maxBufferSize);}-(void)dealWithData:(NSData*)data{[self changeVoice:data];}-(void)changeVoice:(NSData*)audioData{soundtouch::SoundTouch mSoundTouch;mSoundTouch.setSampleRate(16000);mSoundTouch.setChannels(1);mSoundTouch.setTempoChange(0.05);mSoundTouch.setPitchSemiTones(12);mSoundTouch.setRateChange(-0.7);mSoundTouch.setSetting(SETTING_SEQUENCE_MS, 40);mSoundTouch.setSetting(SETTING_SEEKWINDOW_MS, 16);mSoundTouch.setSetting(SETTING_OVERLAP_MS, 8);if (audioData != nil) {char *pcmData = (char *)audioData.bytes;int pcmSize = audioData.length;int nSamples = pcmSize / 2;mSoundTouch.putSamples((short *)pcmData,nSamples);short *samples = new short[pcmSize];int numSamples = 0;do {memset(samples, 0, pcmSize);numSamples = mSoundTouch.receiveSamples(samples,pcmSize);[self.recordData appendBytes:sampleslength:numSamples*2];} while (numSamples > 0);delete [] samples;}NSLog(@"-------recording%d",self.recordData.length);}- (void) setupAudioFormat:(UInt32) inFormatID SampleRate:(int)sampeleRate{memset(&mDataFormat, 0, sizeof(mDataFormat));mDataFormat.mSampleRate = sampeleRate;//UInt32 size =sizeof(mDataFormat.mChannelsPerFrame);//AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareInputNumberChannels,&size, &mDataFormat.mChannelsPerFrame);mDataFormat.mChannelsPerFrame=1;mDataFormat.mFormatID = inFormatID;if (inFormatID == kAudioFormatLinearPCM){// if we want pcm, default to signed 16-bitlittle-endianmDataFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger |kLinearPCMFormatFlagIsPacked;mDataFormat.mBitsPerChannel = 16;mDataFormat.mBytesPerPacket = mDataFormat.mBytesPerFrame =(mDataFormat.mBitsPerChannel / 8) *mDataFormat.mChannelsPerFrame;mDataFormat.mFramesPerPacket = 1;}}-(void)record{self.recordData = [NSMutableData data];AudioSessionSetActive(true);// categoryUInt32 category =kAudioSessionCategory_PlayAndRecord;AudioSessionSetProperty(kAudioSessionProperty_AudioCategory,sizeof(category), &category);// format[self setupAudioFormat:kAudioFormatLinearPCMSampleRate:16000];DeriveBufferSize(mQueue,mDataFormat,0.5,&bufferByteSize);// 设置回调函数AudioQueueNewInput(&mDataFormat, HandleInputBuffer, (__bridgevoid*)self, NULL, NULL, 0, &mQueue);for (int i = 0; i < kNumberBuffers; ++i) {AudioQueueAllocateBuffer(mQueue,bufferByteSize,&mBuffers[i]);AudioQueueEnqueueBuffer(mQueue,mBuffers[i],0,NULL);}// 开始录音AudioQueueStart(mQueue, NULL);self. mIsRunning= YES;}-(void)stop{AudioQueueFlush(mQueue);AudioQueueStop (mQueue,true);NSMutableData *wavDatas = [[NSMutableData alloc]init];int fileLength = self.recordData.length;void *header = createWaveHeader(fileLength, 1, 16000,16);[wavDatas appendBytes:header length:44];[wavDatas appendData:self.recordData];self.recordData = wavDatas;NSLog(@"-------stop%d",self.recordData.length);// NSString *path =[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask, YES) objectAtIndex:0];// NSString *filePath = [pathstringByAppendingPathComponent:@"soundtouch.wav"];// [wavDatas writeToFile:filePathatomically:YES];self.mIsRunning = false;}-(void)play{NSError *playerError;player = [[***AudioPlayer alloc] initWithData:self.recordDataerror:&playerError];// NSString *path =[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask, YES) objectAtIndex:0];// NSString *filePath = [pathstringByAppendingPathComponent:@"soundtouch.wav"];// player = [[***AudioPlayer alloc]initWithContentsOfURL:recordedFileerror:&playerError];// player = [[***AudioPlayer alloc]initWithContentsOfURL:[NSURL fileURLWithPath:filePath]error:&playerError];if (player == nil){NSLog(@"ERror creating player: %@", [playerErrordescription]);}player.delegate = self;if(![player isPlaying]) {[player play];}}-(void)pause{if ([player isPlaying]) {[player pause];}}- (void)audioPlayerDidFinishPlaying:(***AudioPlayer *)playersuccessfully:(BOOL)flag{NSLog(@"%@",@"audioPlayerDidFinishPlaying");}@end
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