AudioQueue 音频队列实现录音和播音

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音频队列实现录音和播音

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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中

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 <Foundation/Foundation.h>#import <AudioToolbox/AudioToolbox.h>#import <AudioToolbox/AudioFile.h>#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<NUM_BUFFERS; i++) {        AudioQueueEnqueueBuffer(queue, buffers[i], 0, nil);    }        //取得音频数据格式    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<NUM_BUFFERS; i++) {        AudioQueueAllocateBuffer(queue, gBufferSizeBytes, &buffers[i]);        //读取包数据        if ([self readPacketsIntoBuffer:buffers[i]]==1) {            break;        }    }        Float32 gain=1.0;    //设置音量    AudioQueueSetParameter(queue, kAudioQueueParam_Volume, gain);    //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

 

static const int kNumberBuffers = 3;

#import <AudioToolbox/AudioToolbox.h>
#import <Foundation/Foundation.h>
#import <AVFoundation/AVFoundation.h>

@interface Record : NSObject<AVAudioPlayerDelegate>

{
    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"

@implementation Record

@synthesize mIsRunning = _mIsRunning;
@synthesize recordData =_recordData;

-(id)init
{
    self = [super init];
    if (self) {
        
        AudioSessionInitialize(NULL, NULL, NULL, (__bridge void*)self);
       // self.recordData =[NSMutableData data];
        self.mIsRunning=false;

    }
   return self;
}

static void HandleInputBuffer (
                               void                                 *inUserData,
                               AudioQueueRef                        inAQ,
                               AudioQueueBufferRef                  inBuffer,
                               const AudioTimeStamp                 *inStartTime,
                               UInt32                               inNumPackets,
                               const AudioStreamPacketDescription   *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:pcmData length:pcmSize];
        [recorderPro dealWithData:data];
        
      //  [recorderPro.recordData appendData: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:samples length: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-bit little-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:kAudioFormatLinearPCM SampleRate:16000];

    DeriveBufferSize (mQueue,mDataFormat,0.5,&bufferByteSize);
    
    // 设置回调函数
    AudioQueueNewInput(&mDataFormat, HandleInputBuffer, (__bridge void*)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 = [path stringByAppendingPathComponent:@"soundtouch.wav"];
  //  [wavDatas writeToFile:filePath atomically:YES];
    
    
    self.mIsRunning = false;
}

-(void)play
{
  
    NSError *playerError;
    
    
    
    player = [[AVAudioPlayer alloc] initWithData:self.recordData error:&playerError];
    
  //  NSString *path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
  //  NSString *filePath = [path stringByAppendingPathComponent:@"soundtouch.wav"];
    
    
    // player = [[AVAudioPlayer alloc] initWithContentsOfURL:recordedFile error:&playerError];
    //  player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:filePath] error:&playerError];
    if (player == nil)
    {
        NSLog(@"ERror creating player: %@", [playerError description]);
    }
    player.delegate = self;

    if(![player isPlaying]) {
        [player play];
    }
}

-(void)pause
{
    if ([player isPlaying]) {
        [player pause];
    }
}

- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
{
    NSLog(@"%@",@"audioPlayerDidFinishPlaying");
}

@end

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