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AudioQueue 音频队列实现录音和播音

2016-02-18 17:31 411 查看

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&ltu=http%3A%2F%2Fwww.xuebuyuan.com%2F2213344.html&ltr=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);

@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<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}@end
2.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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