AudioQueue 音频队列实现录音和播音
2016-02-18 17:31
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音频队列实现录音和播音
2014年11月18日 ⁄ 综合 ⁄ 共 11624字 ⁄ 字号 小 中 大 ⁄ 评论关闭<iframe id="iframeu1788635_0" src="http://pos.baidu.com/acom?rdid=1788635&dc=2&di=u1788635&dri=0&dis=0&dai=2&ps=236x888&dcb=BAIDU_UNION_define&dtm=BAIDU_DUP_SETJSONADSLOT&dvi=0.0&dci=-1&dpt=none&tsr=0&tpr=1455784827666&ti=%E9%9F%B3%E9%A2%91%E9%98%9F%E5%88%97%E5%AE%9E%E7%8E%B0%E5%BD%95%E9%9F%B3%E5%92%8C%E6%92%AD%E9%9F%B3%20%7C%20%E5%AD%A6%E6%AD%A5%E5%9B%AD&ari=1&dbv=0&drs=1&pcs=1324x690&pss=1324x256&cfv=20&cpl=6&chi=1&cce=true&cec=UTF-8&tlm=1455756027<u=http%3A%2F%2Fwww.xuebuyuan.com%2F2213344.html<r=https%3A%2F%2Fwww.baidu.com%2Flink%3Furl%3DctBxrU9qdvcu1jbGfVhMr-W7U_oOP1IcdRptGmQSlvMJGcdw3Muvkf0aExS9Owx1%26wd%3D%26eqid%3Da7c0ee61000517280000000656c5836c&ecd=1&psr=1600x900&par=1600x775&pis=-1x-1&ccd=24&cja=true&cmi=46&col=zh-cn&cdo=-1&tcn=1455784828&qn=1871bdf0ebd02a5b&tt=1455784827658.22.1303.1304" width="336" height="280" align="center,center" vspace="0" hspace="0" marginwidth="0" marginheight="0" scrolling="no" frameborder="0" allowtransparency="true" style="margin: 0px; padding: 0px; border-width: 0px; background-color: transparent; vertical-align: bottom;"></iframe>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 <Foundation/Foundation.h> #import <AudioToolbox/AudioToolbox.h> #import <AudioToolbox/AudioFile.h> #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<NUM_BUFFERS; i++) {AudioQueueEnqueueBuffer(queue, buffers[i], 0, nil);}//取得音频数据格式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<NUM_BUFFERS; i++) {AudioQueueAllocateBuffer(queue, gBufferSizeBytes, &buffers[i]);//读取包数据if ([self readPacketsIntoBuffer:buffers[i]]==1) {break;}}Float32 gain=1.0;//设置音量AudioQueueSetParameter(queue, kAudioQueueParam_Volume, gain);//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 static const int kNumberBuffers = 3;#import <AudioToolbox/AudioToolbox.h>#import <Foundation/Foundation.h>#import <AVFoundation/AVFoundation.h>@interface Record : NSObject<AVAudioPlayerDelegate>{ AudioStreamBasicDescription mDataFormat; AudioQueueRef mQueue; AudioQueueBufferRef mBuffers[kNumberBuffers]; UInt32 bufferByteSize; AVAudioPlayer *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"@implementation Record@synthesize mIsRunning = _mIsRunning;@synthesize recordData =_recordData;-(id)init{ self = [super init]; if (self) { AudioSessionInitialize(NULL, NULL, NULL, (__bridge void*)self); // self.recordData =[NSMutableData data]; self.mIsRunning=false; } return self;}static void HandleInputBuffer ( void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer, const AudioTimeStamp *inStartTime, UInt32 inNumPackets, const AudioStreamPacketDescription *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:pcmData length:pcmSize]; [recorderPro dealWithData:data]; // [recorderPro.recordData appendData: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:samples length: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-bit little-endian mDataFormat.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); // category UInt32 category = kAudioSessionCategory_PlayAndRecord; AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(category), &category); // format [self setupAudioFormat:kAudioFormatLinearPCM SampleRate:16000]; DeriveBufferSize (mQueue,mDataFormat,0.5,&bufferByteSize); // 设置回调函数 AudioQueueNewInput(&mDataFormat, HandleInputBuffer, (__bridge void*)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 = [path stringByAppendingPathComponent:@"soundtouch.wav"]; // [wavDatas writeToFile:filePath atomically:YES]; self.mIsRunning = false;}-(void)play{ NSError *playerError; player = [[AVAudioPlayer alloc] initWithData:self.recordData error:&playerError]; // NSString *path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; // NSString *filePath = [path stringByAppendingPathComponent:@"soundtouch.wav"]; // player = [[AVAudioPlayer alloc] initWithContentsOfURL:recordedFile error:&playerError]; // player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:filePath] error:&playerError]; if (player == nil) { NSLog(@"ERror creating player: %@", [playerError description]); } player.delegate = self; if(![player isPlaying]) { [player play]; }}-(void)pause{ if ([player isPlaying]) { [player pause]; }}- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag{ NSLog(@"%@",@"audioPlayerDidFinishPlaying");}@end
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