ios音频队列实现录音和播音(转)

11 篇文章 0 订阅

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

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


复制代码

//
//  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);

@end
复制代码

2.playAudio.m

playAudio的实现

复制代码
//
//  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
}
@end

2.录音

(1.)record.h

 

staticconst int kNumberBuffers = 3;

#import
#import
#import

@interface Record : NSObject

{
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"


 

@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-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: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 = [[AVAudioPlayer alloc] initWithData:self.recordDataerror:&playerError];

//  NSString *path =[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask, YES) objectAtIndex:0];
//  NSString *filePath = [pathstringByAppendingPathComponent:@"soundtouch.wav"];


// player = [[AVAudioPlayer alloc]initWithContentsOfURL:recordedFileerror:&playerError];
//  player = [[AVAudioPlayer 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:(AVAudioPlayer *)playersuccessfully:(BOOL)flag
{
NSLog(@"%@",@"audioPlayerDidFinishPlaying");
}

@end
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
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