android - 是否可以生成小于 1 秒长的音调/音频?还是立即切断播放器?

标签 android audio audiotrack

我正在尝试创建一个应用程序,根据您在屏幕上的触摸位置生成音调(目前频率由触摸点的 y 值确定)但是我无法生成更少的音调超过一秒钟而不会使我的应用程序崩溃!我从 the answer here 中获取了代码并调整它在我触摸屏幕时播放,但是当我将持续时间变量更改为小于 1 的值时,应用程序崩溃了!是否可以产生小于 1 秒的音调?

我想创建一个不到一秒的音调的唯一原因是当我暂停或停止音轨时,音频播放器似乎不会立即切断。这些是我演奏和产生音调的方法:

RelativeLayout background;
SoundPool soundPool;
TextView textView;


private final float duration = 1f; // seconds
private final int sampleRate = 8000;//was 8000
private final int numSamples = (int) duration * sampleRate;
private final double sample[] = new double[numSamples];
private final double freqOfTone = 250; // hz

AudioTrack audioTrack ;

int dispWidth = 0, dispHeight = 0;

Handler handler = new Handler();

@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_audio);
    background = (RelativeLayout) findViewById(R.id.background);
    textView = (TextView) findViewById(R.id.textView2);
    soundPool = new SoundPool(1, AudioManager.STREAM_MUSIC, 0);
    dispWidth = AppHelper.getDisplayWidth(getApplicationContext());
    dispHeight = AppHelper.getDisplayHeight(getApplicationContext());
    audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
            sampleRate, AudioFormat.CHANNEL_OUT_MONO,
            AudioFormat.ENCODING_PCM_16BIT, numSamples,
            AudioTrack.MODE_STREAM);
    final byte genTone[]= genTone(freqOfTone);

    background.setClickable(true);



         background.setOnTouchListener(new OnTouchListener() {

          @Override
         public boolean onTouch(View v, MotionEvent event) {
        if(event.getAction()==MotionEvent.ACTION_UP)
            {
                Log.d(LOG_TAG, "Touch up! Stopping tone...");
                audioTrack.pause();
                audioTrack.flush();

            }
            else
            {
                //these apparently cause immediate stop
                audioTrack.pause();
                audioTrack.flush();

                int R = (int) (event.getY()%255);
                int G =  (int)(event.getX()%255);
                int B = (int) ((event.getY()+event.getX())%255);
                Log.i(LOG_TAG, "Changine colour to "+R+","+G+","+B);
                background.setBackgroundColor(Color.rgb(R, G, B));
                int colorFromPressure = (int) (event.getPressure()*255);
                textView.setTextColor(Color.rgb(colorFromPressure,colorFromPressure,colorFromPressure));
                playSoundAtFrequency(250+event.getY(), event.getX()/dispWidth);
            }
            return false;
    }
     });
}

byte[] genTone(double toneFrequency){
    final byte generatedSnd[] = new byte[2 * numSamples];
    // fill out the array
    for (int i = 0; i < numSamples; ++i) {
        sample[i] = Math.sin(2 * Math.PI * i / (sampleRate/toneFrequency));
    }

    // convert to 16 bit pcm sound array
    // assumes the sample buffer is normalised.
    int idx = 0;
    for (double dVal : sample) {
        short val = (short) (dVal * 32767);
        generatedSnd[idx++] = (byte) (val & 0x00ff);
        generatedSnd[idx++] = (byte) ((val & 0xff00) >>> 8);
    }
    return generatedSnd;
}


void playSound(final byte[] generatedSnd, float volume){        

    //these apparently cause immediate stop
    audioTrack.pause();
    audioTrack.flush();

    audioTrack.write(generatedSnd, 0, numSamples);
    audioTrack.setStereoVolume(volume, volume);


    audioTrack.play();
    Log.d(LOG_TAG, "Playing tone...");
}

public void playSoundAtFrequency(final double toneFrequency,float volume)
{

    final byte genTone[]= genTone(toneFrequency);
    playSound(genTone, volume);

}

最佳答案

我认为您的崩溃是因为使用的缓冲区大小对于您尝试创建的 AudioTrack 来说太小了。

int audioBufferSize = AudioTract.getMinBufferSize(sampleRate,
                                                  AudioFormat.CHANNEL_OUT_MONO,
                                                  AudioFormat.ENCODING_PCM-16BIT);
audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
        sampleRate, AudioFormat.CHANNEL_OUT_MONO,
        AudioFormat.ENCODING_PCM_16BIT, audioBufferSize,
        AudioTrack.MODE_STREAM);

然后 numSamples 仍然适用于您的生成缓冲区,AudioTrack 将具有它想要的缓冲区大小。

关于android - 是否可以生成小于 1 秒长的音调/音频?还是立即切断播放器?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12603942/

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