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); @end2.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}@end2.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
相关文章推荐
- ios 音频队列实现录音和播音(转)
- 【iOS录音与播放】实现利用音频队列,通过缓存进行对声音的采集与播放
- 【iOS录音与播放】实现利用音频队列,通过缓存进行对声音的采集与播放
- 【iOS录音与播放】实现利用音频队列,通过缓存进行对声音的采集与播放
- AudioQueue 音频队列实现录音和播音
- 音频队列实现录音和播音
- 【iOS录音与播放】实现利用音频队…
- iOS 录音Wav 音频 转换 Amr ,Android 播放
- iOS系统GCD学习(11):使用串行队列实现简单的预加载
- 实现一个录音播放功能的app(ios)
- CoreAudio实现录音播音和扬声器听筒模式的切换
- iOS录音功能的实现
- ios 音频:录音与混音
- ios录音功能的实现
- iOS音频队列服务
- iOS----简单实现视频音频的边下边播
- iOS 录音功能的实现
- 音频压缩工具——Speex的使用(Android&iOS语音录音技术预演)
- iOS开发笔记,简单实现视频音频的边下边播
- iOS 录音功能的实现