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ios - 我可以使用 AVAudioEngine 以比实时更快的速度读取文件、处理音频单元并写入文件吗?

转载 作者:技术小花猫 更新时间:2023-10-29 10:36:34 27 4
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我正在开发一个 iOS 应用程序,该应用程序将 AVAudioEngine 用于各种用途,包括将音频录制到文件、使用音频单元向该音频应用效果,以及播放应用了效果的音频。我还使用水龙头将输出写入文件。完成后,它会在播放音频时实时写入文件。

是否可以设置一个 AVAudioEngine 图表,从文件中读取,使用音频单元处理声音,并输出到文件,但比实时更快(即,硬件可以处理它的速度) ?这个用例是输出几分钟的音频并应用了效果,我当然不想等待几分钟来处理它。

编辑:这是我用来设置 AVAudioEngine 的图表并播放声音文件的代码:

AVAudioEngine* engine = [[AVAudioEngine alloc] init];

AVAudioPlayerNode* player = [[AVAudioPlayerNode alloc] init];
[engine attachNode:player];

self.player = player;
self.engine = engine;

if (!self.distortionEffect) {
self.distortionEffect = [[AVAudioUnitDistortion alloc] init];
[self.engine attachNode:self.distortionEffect];
[self.engine connect:self.player to:self.distortionEffect format:[self.distortionEffect outputFormatForBus:0]];
AVAudioMixerNode* mixer = [self.engine mainMixerNode];
[self.engine connect:self.distortionEffect to:mixer format:[mixer outputFormatForBus:0]];
}

[self.distortionEffect loadFactoryPreset:AVAudioUnitDistortionPresetDrumsBitBrush];

NSError* error;
if (![self.engine startAndReturnError:&error]) {
NSLog(@"error: %@", error);
} else {
NSURL* fileURL = [[NSBundle mainBundle] URLForResource:@"test2" withExtension:@"mp3"];
AVAudioFile* file = [[AVAudioFile alloc] initForReading:fileURL error:&error];

if (error) {
NSLog(@"error: %@", error);
} else {
[self.player scheduleFile:file atTime:nil completionHandler:nil];
[self.player play];
}
}

上面的代码实时播放 test2.mp3 文件中的声音,并应用了 AVAudioUnitDistortionPresetDrumsBitBrush 失真预设。

然后我修改了上面的代码,在 [self.player play] 之后添加了这些行:

        [self.engine stop];
[self renderAudioAndWriteToFile];

我修改了 Vladimir 提供的 renderAudioAndWriteToFile 方法,这样它就不会在第一行分配一个新的 AVAudioEngine,而是简单地使用已经设置好的 self.engine。

但是,在 renderAudioAndWriteToFile 中,它记录“无法呈现音频单元”,因为 AudioUnitRender 正在返回 kAudioUnitErr_Uninitialized 状态。

编辑 2:我应该提一下,我非常乐意将我发布的 AVAudioEngine 代码转换为使用 C api,如果这会使事情变得更容易的话。但是,我希望代码产生与 AVAudioEngine 代码相同的输出(包括使用上面显示的工厂预设)。

最佳答案

  1. 配置您的引擎和播放器节点。
  2. 为您的玩家节点调用play方法。
  3. 暂停引擎。
  4. 从您的 AVAudioOutputNode (audioEngine.outputNode) 获取一个音频单元有了这个method .
  5. 使用 AudioUnitRender 从音频单元渲染循环并将音频缓冲区列表写入文件 Extended Audio File Services .

例子:

音频引擎配置

- (void)configureAudioEngine {
self.engine = [[AVAudioEngine alloc] init];
self.playerNode = [[AVAudioPlayerNode alloc] init];
[self.engine attachNode:self.playerNode];
AVAudioUnitDistortion *distortionEffect = [[AVAudioUnitDistortion alloc] init];
[self.engine attachNode:distortionEffect];
[self.engine connect:self.playerNode to:distortionEffect format:[distortionEffect outputFormatForBus:0]];
self.mixer = [self.engine mainMixerNode];
[self.engine connect:distortionEffect to:self.mixer format:[self.mixer outputFormatForBus:0]];
[distortionEffect loadFactoryPreset:AVAudioUnitDistortionPresetDrumsBitBrush];
NSError* error;
if (![self.engine startAndReturnError:&error])
NSLog(@"Can't start engine: %@", error);
else
[self scheduleFileToPlay];
}

- (void)scheduleFileToPlay {
NSError* error;
NSURL *fileURL = [[NSBundle mainBundle] URLForResource:@"filename" withExtension:@"m4a"];
self.file = [[AVAudioFile alloc] initForReading:fileURL error:&error];
if (self.file)
[self.playerNode scheduleFile:self.file atTime:nil completionHandler:nil];
else
NSLog(@"Can't read file: %@", error);
}

渲染方法

- (void)renderAudioAndWriteToFile {
[self.playerNode play];
[self.engine pause];
AVAudioOutputNode *outputNode = self.engine.outputNode;
AudioStreamBasicDescription const *audioDescription = [outputNode outputFormatForBus:0].streamDescription;
NSString *path = [self filePath];
ExtAudioFileRef audioFile = [self createAndSetupExtAudioFileWithASBD:audioDescription andFilePath:path];
if (!audioFile)
return;
AVURLAsset *asset = [AVURLAsset assetWithURL:self.file.url];
NSTimeInterval duration = CMTimeGetSeconds(asset.duration);
NSUInteger lengthInFrames = duration * audioDescription->mSampleRate;
const NSUInteger kBufferLength = 4096;
AudioBufferList *bufferList = AEAllocateAndInitAudioBufferList(*audioDescription, kBufferLength);
AudioTimeStamp timeStamp;
memset (&timeStamp, 0, sizeof(timeStamp));
timeStamp.mFlags = kAudioTimeStampSampleTimeValid;
OSStatus status = noErr;
for (NSUInteger i = kBufferLength; i < lengthInFrames; i += kBufferLength) {
status = [self renderToBufferList:bufferList writeToFile:audioFile bufferLength:kBufferLength timeStamp:&timeStamp];
if (status != noErr)
break;
}
if (status == noErr && timeStamp.mSampleTime < lengthInFrames) {
NSUInteger restBufferLength = (NSUInteger) (lengthInFrames - timeStamp.mSampleTime);
AudioBufferList *restBufferList = AEAllocateAndInitAudioBufferList(*audioDescription, restBufferLength);
status = [self renderToBufferList:restBufferList writeToFile:audioFile bufferLength:restBufferLength timeStamp:&timeStamp];
AEFreeAudioBufferList(restBufferList);
}
AEFreeAudioBufferList(bufferList);
ExtAudioFileDispose(audioFile);
if (status != noErr)
NSLog(@"An error has occurred");
else
NSLog(@"Finished writing to file at path: %@", path);
}

- (NSString *)filePath {
NSArray *documentsFolders =
NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *fileName = [NSString stringWithFormat:@"%@.m4a", [[NSUUID UUID] UUIDString]];
NSString *path = [documentsFolders[0] stringByAppendingPathComponent:fileName];
return path;
}

- (ExtAudioFileRef)createAndSetupExtAudioFileWithASBD:(AudioStreamBasicDescription const *)audioDescription
andFilePath:(NSString *)path {
AudioStreamBasicDescription destinationFormat;
memset(&destinationFormat, 0, sizeof(destinationFormat));
destinationFormat.mChannelsPerFrame = audioDescription->mChannelsPerFrame;
destinationFormat.mSampleRate = audioDescription->mSampleRate;
destinationFormat.mFormatID = kAudioFormatMPEG4AAC;
ExtAudioFileRef audioFile;
OSStatus status = ExtAudioFileCreateWithURL(
(__bridge CFURLRef) [NSURL fileURLWithPath:path],
kAudioFileM4AType,
&destinationFormat,
NULL,
kAudioFileFlags_EraseFile,
&audioFile
);
if (status != noErr) {
NSLog(@"Can not create ext audio file");
return nil;
}
UInt32 codecManufacturer = kAppleSoftwareAudioCodecManufacturer;
status = ExtAudioFileSetProperty(
audioFile, kExtAudioFileProperty_CodecManufacturer, sizeof(UInt32), &codecManufacturer
);
status = ExtAudioFileSetProperty(
audioFile, kExtAudioFileProperty_ClientDataFormat, sizeof(AudioStreamBasicDescription), audioDescription
);
status = ExtAudioFileWriteAsync(audioFile, 0, NULL);
if (status != noErr) {
NSLog(@"Can not setup ext audio file");
return nil;
}
return audioFile;
}

- (OSStatus)renderToBufferList:(AudioBufferList *)bufferList
writeToFile:(ExtAudioFileRef)audioFile
bufferLength:(NSUInteger)bufferLength
timeStamp:(AudioTimeStamp *)timeStamp {
[self clearBufferList:bufferList];
AudioUnit outputUnit = self.engine.outputNode.audioUnit;
OSStatus status = AudioUnitRender(outputUnit, 0, timeStamp, 0, bufferLength, bufferList);
if (status != noErr) {
NSLog(@"Can not render audio unit");
return status;
}
timeStamp->mSampleTime += bufferLength;
status = ExtAudioFileWrite(audioFile, bufferLength, bufferList);
if (status != noErr)
NSLog(@"Can not write audio to file");
return status;
}

- (void)clearBufferList:(AudioBufferList *)bufferList {
for (int bufferIndex = 0; bufferIndex < bufferList->mNumberBuffers; bufferIndex++) {
memset(bufferList->mBuffers[bufferIndex].mData, 0, bufferList->mBuffers[bufferIndex].mDataByteSize);
}
}

我使用了 this 中的一些函数很酷的框架:

AudioBufferList *AEAllocateAndInitAudioBufferList(AudioStreamBasicDescription audioFormat, int frameCount) {
int numberOfBuffers = audioFormat.mFormatFlags & kAudioFormatFlagIsNonInterleaved ? audioFormat.mChannelsPerFrame : 1;
int channelsPerBuffer = audioFormat.mFormatFlags & kAudioFormatFlagIsNonInterleaved ? 1 : audioFormat.mChannelsPerFrame;
int bytesPerBuffer = audioFormat.mBytesPerFrame * frameCount;
AudioBufferList *audio = malloc(sizeof(AudioBufferList) + (numberOfBuffers-1)*sizeof(AudioBuffer));
if ( !audio ) {
return NULL;
}
audio->mNumberBuffers = numberOfBuffers;
for ( int i=0; i<numberOfBuffers; i++ ) {
if ( bytesPerBuffer > 0 ) {
audio->mBuffers[i].mData = calloc(bytesPerBuffer, 1);
if ( !audio->mBuffers[i].mData ) {
for ( int j=0; j<i; j++ ) free(audio->mBuffers[j].mData);
free(audio);
return NULL;
}
} else {
audio->mBuffers[i].mData = NULL;
}
audio->mBuffers[i].mDataByteSize = bytesPerBuffer;
audio->mBuffers[i].mNumberChannels = channelsPerBuffer;
}
return audio;
}

void AEFreeAudioBufferList(AudioBufferList *bufferList ) {
for ( int i=0; i<bufferList->mNumberBuffers; i++ ) {
if ( bufferList->mBuffers[i].mData ) free(bufferList->mBuffers[i].mData);
}
free(bufferList);
}

关于ios - 我可以使用 AVAudioEngine 以比实时更快的速度读取文件、处理音频单元并写入文件吗?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30679061/

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