HarmonyOS NEXT鸿蒙开发(5.0)开发音频通话功能

鸿蒙HarmonyOS开发实战往期必看文章:(持续更新......)

HarmonyOS NEXT应用开发性能实践总结(持续更新......)

HarmonyOS NEXT应用开发案例实践总结合集(持续更新......)

一分钟了解”纯血版!鸿蒙HarmonyOS Next应用开发!

最新版!“非常详细的” 鸿蒙HarmonyOS Next应用开发学习路线!(从零基础入门到精通)


在音频通话场景下,音频输出(播放对端声音)和音频输入(录制本端声音)会同时进行,应用可以通过使用AudioRenderer来实现音频输出,通过使用AudioCapturer来实现音频输入,同时使用AudioRenderer和AudioCapturer即可实现音频通话功能。

在音频通话开始和结束时,应用可以自行检查当前的音频场景模式铃声模式,以便采取合适的音频管理及提示策略。

以下代码示范了同时使用AudioRenderer和AudioCapturer实现音频通话功能的基本过程,其中未包含音频通话数据的传输过程,实际开发中,需要将网络传输来的对端通话数据解码播放,此处仅以读取音频文件的数据代替;同时需要将本端录制的通话数据编码打包,通过网络发送给对端,此处仅以将数据写入音频文件代替。

使用AudioRenderer播放对端的通话声音

该过程与使用AudioRenderer开发音频播放功能过程相似,关键区别在于audioRendererInfo参数和音频数据来源。audioRendererInfo参数中,音频内容类型需设置为语音:CONTENT_TYPE_SPEECH,音频流使用类型需设置为VOIP通话:STREAM_USAGE_VOICE_COMMUNICATION。

import { audio } from '@kit.AudioKit';
import { fileIo } from '@kit.CoreFileKit';
import { BusinessError } from '@kit.BasicServicesKit';

const TAG = 'VoiceCallDemoForAudioRenderer';
// 与使用AudioRenderer开发音频播放功能过程相似,关键区别在于audioRendererInfo参数和音频数据来源
class Options {
  offset?: number;
  length?: number;
}
let context = getContext(this);
let bufferSize: number = 0;
let renderModel: audio.AudioRenderer | undefined = undefined;
let audioStreamInfo: audio.AudioStreamInfo = {
  samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // 采样率
  channels: audio.AudioChannel.CHANNEL_2, // 通道
  sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式
  encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式
}
let audioRendererInfo: audio.AudioRendererInfo = {
  // 需使用通话场景相应的参数
  usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, // 音频流使用类型:VOIP通话
  rendererFlags: 0 // 音频渲染器标志:默认为0即可
}
let audioRendererOptions: audio.AudioRendererOptions = {
  streamInfo: audioStreamInfo,
  rendererInfo: audioRendererInfo
}

let path = getContext().cacheDir;
// 确保该沙箱路径下存在该资源
let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
let file: fileIo.File = fileIo.openSync(filePath, fileIo.OpenMode.READ_ONLY);

let writeDataCallback = (buffer: ArrayBuffer) => {
  let options: Options = {
    offset: bufferSize,
    length: buffer.byteLength
  }
  fileIo.readSync(file.fd, buffer, options);
  bufferSize += buffer.byteLength;
}

// 初始化,创建实例,设置监听事件
audio.createAudioRenderer(audioRendererOptions, (err: BusinessError, renderer: audio.AudioRenderer) => { // 创建AudioRenderer实例
  if (!err) {
    console.info(`${TAG}: creating AudioRenderer success`);
    renderModel = renderer;
    if (renderModel !== undefined) {
      renderModel.on('stateChange', (state: audio.AudioState) => { // 设置监听事件,当转换到指定的状态时触发回调
        if (state == 1) {
          console.info('audio renderer state is: STATE_PREPARED');
        }
        if (state == 2) {
          console.info('audio renderer state is: STATE_RUNNING');
        }
      });
      renderModel.on('markReach', 1000, (position: number) => { // 订阅markReach事件,当渲染的帧数达到1000帧时触发回调
        if (position == 1000) {
          console.info('ON Triggered successfully');
        }
      });
      renderModel.on('writeData', writeDataCallback);
    }
  } else {
    console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`);
  }
});

// 开始一次音频渲染
async function start() {
  if (renderModel !== undefined) {
    let stateGroup: number[] = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
    if (stateGroup.indexOf(renderModel.state.valueOf()) === -1) { // 当且仅当状态为STATE_PREPARED、STATE_PAUSED和STATE_STOPPED之一时才能启动渲染
      console.error(TAG + 'start failed');
      return;
    }
    renderModel.start((err: BusinessError) => {
      if (err) {
        console.error('Renderer start failed.');
      } else {
        console.info('Renderer start success.');
      }
    });
  }
}

// 暂停渲染
async function pause() {
  if (renderModel !== undefined) {
    // 只有渲染器状态为STATE_RUNNING的时候才能暂停
    if (renderModel.state.valueOf() !== audio.AudioState.STATE_RUNNING) {
      console.info('Renderer is not running');
      return;
    }
    await renderModel.pause(); // 暂停渲染
    if (renderModel.state.valueOf() === audio.AudioState.STATE_PAUSED) {
      console.info('Renderer is paused.');
    } else {
      console.error('Pausing renderer failed.');
    }
  }
}

// 停止渲染
async function stop() {
  if (renderModel !== undefined) {
    // 只有渲染器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止
    if (renderModel.state.valueOf() !== audio.AudioState.STATE_RUNNING && renderModel.state.valueOf() !== audio.AudioState.STATE_PAUSED) {
      console.info('Renderer is not running or paused.');
      return;
    }
    await renderModel.stop(); // 停止渲染
    if (renderModel.state.valueOf() === audio.AudioState.STATE_STOPPED) {
      console.info('Renderer stopped.');
    } else {
      console.error('Stopping renderer failed.');
    }
  }
}

// 销毁实例,释放资源
async function release() {
  if (renderModel !== undefined) {
    // 渲染器状态不是STATE_RELEASED状态,才能release
    if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) {
      console.info('Renderer already released');
      return;
    }
    await renderModel.release(); // 释放资源
    if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) {
      console.info('Renderer released');
    } else {
      console.error('Renderer release failed.');
    }
  }
}

使用AudioCapturer录制本端的通话声音

该过程与使用AudioCapturer开发音频录制功能过程相似,关键区别在于audioCapturerInfo参数和音频数据流向。audioCapturerInfo参数中音源类型需设置为语音通话:SOURCE_TYPE_VOICE_COMMUNICATION。

所有录制均需要申请麦克风权限:ohos.permission.MICROPHONE,申请方式请参考向用户申请授权

import { audio } from '@kit.AudioKit';
import { fileIo } from '@kit.CoreFileKit';
import { BusinessError } from '@kit.BasicServicesKit';

let context = getContext(this);
const TAG = 'VoiceCallDemoForAudioCapturer';
class Options {
  offset?: number;
  length?: number;
}
// 与使用AudioCapturer开发音频录制功能过程相似,关键区别在于audioCapturerInfo参数和音频数据流向
let bufferSize: number = 0;
let audioCapturer: audio.AudioCapturer | undefined = undefined;
let audioStreamInfo: audio.AudioStreamInfo = {
  samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_44100, // 采样率
  channels: audio.AudioChannel.CHANNEL_1, // 通道
  sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式
  encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式
}
let audioCapturerInfo: audio.AudioCapturerInfo = {
  // 需使用通话场景相应的参数
  source: audio.SourceType.SOURCE_TYPE_VOICE_COMMUNICATION, // 音源类型:语音通话
  capturerFlags: 0 // 音频采集器标志:默认为0即可
}
let audioCapturerOptions: audio.AudioCapturerOptions = {
  streamInfo: audioStreamInfo,
  capturerInfo: audioCapturerInfo
}

let path = getContext().cacheDir;
let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
let file: fileIo.File = fileIo.openSync(filePath, fileIo.OpenMode.READ_WRITE | fileIo.OpenMode.CREATE);

let readDataCallback = (buffer: ArrayBuffer) => {
  let options: Options = {
    offset: bufferSize,
    length: buffer.byteLength
  }
  fileIo.writeSync(file.fd, buffer, options);
  bufferSize += buffer.byteLength;
}

// 初始化,创建实例,设置监听事件
async function init() {
  audio.createAudioCapturer(audioCapturerOptions, (err: BusinessError, capturer: audio.AudioCapturer) => { // 创建AudioCapturer实例
    if (err) {
      console.error(`Invoke createAudioCapturer failed, code is ${err.code}, message is ${err.message}`);
      return;
    }
    console.info(`${TAG}: create AudioCapturer success`);
    audioCapturer = capturer;
    if (audioCapturer !== undefined) {
      audioCapturer.on('markReach', 1000, (position: number) => { // 订阅markReach事件,当采集的帧数达到1000帧时触发回调
        if (position === 1000) {
          console.info('ON Triggered successfully');
        }
      });
      audioCapturer.on('periodReach', 2000, (position: number) => { // 订阅periodReach事件,当采集的帧数每达到2000时触发回调
        if (position === 2000) {
          console.info('ON Triggered successfully');
        }
      });
      audioCapturer.on('readData', readDataCallback);
    }
  });
}

// 开始一次音频采集
async function start() {
  if (audioCapturer !== undefined) {
    let stateGroup: number[] = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
    if (stateGroup.indexOf(audioCapturer.state.valueOf()) === -1) { // 当且仅当状态为STATE_PREPARED、STATE_PAUSED和STATE_STOPPED之一时才能启动采集
      console.error(`${TAG}: start failed`);
      return;
    }
    audioCapturer.start((err: BusinessError) => {
      if (err) {
        console.error('Capturer start failed.');
      } else {
        console.info('Capturer start success.');
      }
    });
  }
}

// 停止采集
async function stop() {
  if (audioCapturer !== undefined) {
    // 只有采集器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止
    if (audioCapturer.state.valueOf() !== audio.AudioState.STATE_RUNNING && audioCapturer.state.valueOf() !== audio.AudioState.STATE_PAUSED) {
      console.info('Capturer is not running or paused');
      return;
    }
    await audioCapturer.stop(); // 停止采集
    if (audioCapturer.state.valueOf() === audio.AudioState.STATE_STOPPED) {
      console.info('Capturer stopped');
    } else {
      console.error('Capturer stop failed');
    }
  }
}

// 销毁实例,释放资源
async function release() {
  if (audioCapturer !== undefined) {
    // 采集器状态不是STATE_RELEASED或STATE_NEW状态,才能release
    if (audioCapturer.state.valueOf() === audio.AudioState.STATE_RELEASED || audioCapturer.state.valueOf() === audio.AudioState.STATE_NEW) {
      console.info('Capturer already released');
      return;
    }
    await audioCapturer.release(); // 释放资源
    if (audioCapturer.state.valueOf() === audio.AudioState.STATE_RELEASED) {
      console.info('Capturer released');
    } else {
      console.error('Capturer release failed');
    }
  }
}

最后

小编在之前的鸿蒙系统扫盲中,有很多朋友给我留言,有很多小伙伴不知道学习哪些鸿蒙开发技术?不知道需要重点掌握哪些鸿蒙应用开发知识点?而且学习时频繁踩坑,最终浪费大量时间。所以有一份实用的鸿蒙(HarmonyOS NEXT)路线图、学习视频、文档用来跟着学习是非常有必要的。 

如果你是一名有经验的资深Android移动开发、Java开发、前端开发、对鸿蒙感兴趣以及转行人员

鸿蒙 NEXT 全栈开发学习笔记  希望这一份鸿蒙学习文档能够给大家带来帮助~

这份鸿蒙(HarmonyOS NEXT)包含了鸿蒙开发必掌握的核心知识要点,内容包含了(ArkTS、ArkUI开发组件、Stage模型、多端部署、分布式应用开发、音频、视频、WebGL、OpenHarmony多媒体技术、Napi组件、OpenHarmony内核、(南向驱动、嵌入式等)鸿蒙项目实战等等)鸿蒙(HarmonyOS NEXT)技术知识点。


评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值