ios - 从内存数据流在 iOS 上播放音频

标签 ios audio avfoundation

我正在将一个音频库移植到 iOS,允许播放从回调提供的音频流。用户提供了一个返回原始 PCM 数据的回调,我需要播放这些数据。此外,库必须能够同时播放多个流。

我想我需要使用 AVFoundation,但 AVAudioPlayer 似乎不支持流式音频缓冲区,而且我能找到的所有流式文档都使用了直接来自网络的数据。我应该在这里使用什么 API?

提前致谢!

顺便说一句,我没有通过 Swift 或 Objective-C 使用 Apple 库。然而,我假设所有内容仍然暴露,所以无论如何,一个 Swift 中的例子将不胜感激!

最佳答案

你需要初始化:

  1. 使用输入音频单元和输出的 Audio Session 。

    -(SInt32) audioSessionInitialization:(SInt32)preferred_sample_rate {
    
        // - - - - - - Audio Session initialization
        NSError *audioSessionError = nil;
        session = [AVAudioSession sharedInstance];
    
        // disable AVAudioSession
        [session setActive:NO error:&audioSessionError];
    
        // set category - (PlayAndRecord to use input and output session AudioUnits)
       [session setCategory:AVAudioSessionCategoryPlayAndRecord withOptions:AVAudioSessionCategoryOptionDefaultToSpeaker error:&audioSessionError];
    
       double preferredSampleRate = 441000;
       [session setPreferredSampleRate:preferredSampleRate error:&audioSessionError];
    
       // enable AVAudioSession
       [session setActive:YES error:&audioSessionError];
    
    
       // Configure notification for device output change (speakers/headphones)
       [[NSNotificationCenter defaultCenter] addObserver:self
                                         selector:@selector(routeChange:)
                                             name:AVAudioSessionRouteChangeNotification
                                           object:nil];
    
    
       // - - - - - - Create audio engine
       [self audioEngineInitialization];
    
       return [session sampleRate];
     }
    
  2. 音频引擎

    -(void) audioEngineInitialization{
    
        engine = [[AVAudioEngine alloc] init];
        inputNode = [engine inputNode];
        outputNode = [engine outputNode];
    
        [engine connect:inputNode to:outputNode format:[inputNode inputFormatForBus:0]];
    
    
        AudioStreamBasicDescription asbd_player;
        asbd_player.mSampleRate        = session.sampleRate;
        asbd_player.mFormatID            = kAudioFormatLinearPCM;
        asbd_player.mFormatFlags        = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
        asbd_player.mFramesPerPacket    = 1;
        asbd_player.mChannelsPerFrame    = 2;
        asbd_player.mBitsPerChannel    = 16;
        asbd_player.mBytesPerPacket    = 4;
        asbd_player.mBytesPerFrame        = 4;
    
        OSStatus status;
        status = AudioUnitSetProperty(inputNode.audioUnit,
                                  kAudioUnitProperty_StreamFormat,
                                  kAudioUnitScope_Input,
                                  0,
                                  &asbd_player,
                                  sizeof(asbd_player));
    
    
        // Add the render callback for the ioUnit: for playing
        AURenderCallbackStruct callbackStruct;
        callbackStruct.inputProc = engineInputCallback; ///CALLBACK///
        callbackStruct.inputProcRefCon = (__bridge void *)(self);
        status = AudioUnitSetProperty(inputNode.audioUnit,
                                  kAudioUnitProperty_SetRenderCallback,
                                  kAudioUnitScope_Input,//Global
                                  kOutputBus,
                                  &callbackStruct,
                                  sizeof(callbackStruct));
    
        [engine prepare];
    }
    
  3. 音频引擎回调

    static OSStatus engineInputCallback(void *inRefCon,
                                 AudioUnitRenderActionFlags *ioActionFlags,
                                 const AudioTimeStamp *inTimeStamp,
                                 UInt32 inBusNumber,
                                 UInt32 inNumberFrames,
                                 AudioBufferList *ioData)
    {
    
        // the reference to the audio controller where you get the stream data
        MyAudioController *ac = (__bridge MyAudioController *)(inRefCon);
    
        // in practice we will only ever have 1 buffer, since audio format is mono
        for (int i = 0; i < ioData->mNumberBuffers; i++) { 
            AudioBuffer buffer = ioData->mBuffers[i];
    
            // copy stream buffer data to output buffer
            UInt32 size = min(buffer.mDataByteSize, ac.playbackBuffer.mDataByteSize); 
            memcpy(buffer.mData, ac.streamBuffer.mData, size);
            buffer.mDataByteSize = size; // indicate how much data we wrote in the buffer
        }
    
        return noErr;
    }
    

关于ios - 从内存数据流在 iOS 上播放音频,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50996398/

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