往期鸿蒙全套实战文章必看:
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和铃声模式,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。
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');
}
}
}