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ios - 无输出的实时音频处理

转载 作者:可可西里 更新时间:2023-11-01 03:07:09 24 4
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我在看这个例子http://teragonaudio.com/article/How-to-do-realtime-recording-with-effect-processing-on-iOS.html

我想关闭我的输出。我尝试将:kAudioSessionCategory_PlayAndRecord 更改为 kAudioSessionCategory_RecordAudio 但这不起作用。我也尝试摆脱:

  if(AudioUnitSetProperty(*audioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output, 1, &streamDescription, sizeof(streamDescription)) != noErr) {
return 1;
}

因为我想从麦克风中获取声音而不是播放它。但是无论我做什么,当我的声音到达 renderCallback 方法时都会出现 -50 错误。当音频在输出上自动播放时,一切正常......

更新代码:

using namespace std;

AudioUnit *audioUnit = NULL;

float *convertedSampleBuffer = NULL;

int initAudioSession() {
audioUnit = (AudioUnit*)malloc(sizeof(AudioUnit));

if(AudioSessionInitialize(NULL, NULL, NULL, NULL) != noErr) {
return 1;
}

if(AudioSessionSetActive(true) != noErr) {
return 1;
}

UInt32 sessionCategory = kAudioSessionCategory_PlayAndRecord;
if(AudioSessionSetProperty(kAudioSessionProperty_AudioCategory,
sizeof(UInt32), &sessionCategory) != noErr) {
return 1;
}

Float32 bufferSizeInSec = 0.02f;
if(AudioSessionSetProperty(kAudioSessionProperty_PreferredHardwareIOBufferDuration,
sizeof(Float32), &bufferSizeInSec) != noErr) {
return 1;
}

UInt32 overrideCategory = 1;
if(AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryDefaultToSpeaker,
sizeof(UInt32), &overrideCategory) != noErr) {
return 1;
}

// There are many properties you might want to provide callback functions for:
// kAudioSessionProperty_AudioRouteChange
// kAudioSessionProperty_OverrideCategoryEnableBluetoothInput
// etc.

return 0;
}

OSStatus renderCallback(void *userData, AudioUnitRenderActionFlags *actionFlags,
const AudioTimeStamp *audioTimeStamp, UInt32 busNumber,
UInt32 numFrames, AudioBufferList *buffers) {
OSStatus status = AudioUnitRender(*audioUnit, actionFlags, audioTimeStamp,
1, numFrames, buffers);

int doOutput = 0;

if(status != noErr) {
return status;
}

if(convertedSampleBuffer == NULL) {
// Lazy initialization of this buffer is necessary because we don't
// know the frame count until the first callback
convertedSampleBuffer = (float*)malloc(sizeof(float) * numFrames);
baseTime = (float)QRealTimer::getUptimeInMilliseconds();
}

SInt16 *inputFrames = (SInt16*)(buffers->mBuffers->mData);

// If your DSP code can use integers, then don't bother converting to
// floats here, as it just wastes CPU. However, most DSP algorithms rely
// on floating point, and this is especially true if you are porting a
// VST/AU to iOS.

int i;

for( i = numFrames; i < fftlength; i++ ) // Shifting buffer
x_inbuf[i - numFrames] = x_inbuf[i];

for( i = 0; i < numFrames; i++) {
x_inbuf[i + x_phase] = (float)inputFrames[i] / (float)32768;
}

if( x_phase + numFrames == fftlength )
{
x_alignment.SigProc_frontend(x_inbuf); // Signal processing front-end (FFT!)
doOutput = x_alignment.Align();


/// Output as text! In the real-time version,
// this is where we update visualisation callbacks and launch other services
if ((doOutput) & (x_netscore.isEvent(x_alignment.Position()))
&(x_alignment.lastAction()<x_alignment.Position()) )
{
// here i want to do something with my input!
}
}
else
x_phase += numFrames;


return noErr;
}


int initAudioStreams(AudioUnit *audioUnit) {
UInt32 audioCategory = kAudioSessionCategory_PlayAndRecord;
if(AudioSessionSetProperty(kAudioSessionProperty_AudioCategory,
sizeof(UInt32), &audioCategory) != noErr) {
return 1;
}

UInt32 overrideCategory = 1;
if(AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryDefaultToSpeaker,
sizeof(UInt32), &overrideCategory) != noErr) {
// Less serious error, but you may want to handle it and bail here
}

AudioComponentDescription componentDescription;
componentDescription.componentType = kAudioUnitType_Output;
componentDescription.componentSubType = kAudioUnitSubType_RemoteIO;
componentDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
componentDescription.componentFlags = 0;
componentDescription.componentFlagsMask = 0;
AudioComponent component = AudioComponentFindNext(NULL, &componentDescription);
if(AudioComponentInstanceNew(component, audioUnit) != noErr) {
return 1;
}

UInt32 enable = 1;
if(AudioUnitSetProperty(*audioUnit, kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input, 1, &enable, sizeof(UInt32)) != noErr) {
return 1;
}

AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = renderCallback; // Render function
callbackStruct.inputProcRefCon = NULL;
if(AudioUnitSetProperty(*audioUnit, kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input, 0, &callbackStruct,
sizeof(AURenderCallbackStruct)) != noErr) {
return 1;
}

AudioStreamBasicDescription streamDescription;
// You might want to replace this with a different value, but keep in mind that the
// iPhone does not support all sample rates. 8kHz, 22kHz, and 44.1kHz should all work.
streamDescription.mSampleRate = 44100;
// Yes, I know you probably want floating point samples, but the iPhone isn't going
// to give you floating point data. You'll need to make the conversion by hand from
// linear PCM <-> float.
streamDescription.mFormatID = kAudioFormatLinearPCM;
// This part is important!
streamDescription.mFormatFlags = kAudioFormatFlagIsSignedInteger |
kAudioFormatFlagsNativeEndian |
kAudioFormatFlagIsPacked;
streamDescription.mBitsPerChannel = 16;
// 1 sample per frame, will always be 2 as long as 16-bit samples are being used
streamDescription.mBytesPerFrame = 2;
streamDescription.mChannelsPerFrame = 1;
streamDescription.mBytesPerPacket = streamDescription.mBytesPerFrame *
streamDescription.mChannelsPerFrame;
// Always should be set to 1
streamDescription.mFramesPerPacket = 1;
// Always set to 0, just to be sure
streamDescription.mReserved = 0;

// Set up input stream with above properties
if(AudioUnitSetProperty(*audioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input, 0, &streamDescription, sizeof(streamDescription)) != noErr) {
return 1;
}

// Ditto for the output stream, which we will be sending the processed audio to
if(AudioUnitSetProperty(*audioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output, 1, &streamDescription, sizeof(streamDescription)) != noErr) {
return 1;
}

return 0;
}


int startAudioUnit(AudioUnit *audioUnit) {
if(AudioUnitInitialize(*audioUnit) != noErr) {
return 1;
}

if(AudioOutputUnitStart(*audioUnit) != noErr) {
return 1;
}

return 0;
}

然后从我的 VC 打电话:

  initAudioSession();
initAudioStreams( audioUnit);
startAudioUnit( audioUnit);

最佳答案

如果你只想录制,不想播放,只需注释掉设置 renderCallback 的行:

AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = renderCallback; // Render function
callbackStruct.inputProcRefCon = NULL;
if(AudioUnitSetProperty(*audioUnit, kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input, 0, &callbackStruct,
sizeof(AURenderCallbackStruct)) != noErr) {
return 1;
}

看到代码后更新:

正如我所怀疑的,您缺少输入回调。添加这些行:

// at top:
#define kInputBus 1

AURenderCallbackStruct callbackStruct;
/**/
callbackStruct.inputProc = &ALAudioUnit::recordingCallback;
callbackStruct.inputProcRefCon = this;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct));

现在在你的 recordingCallback 中:

OSStatus ALAudioUnit::recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
// TODO: Use inRefCon to access our interface object to do stuff
// Then, use inNumberFrames to figure out how much data is available, and make
// that much space available in buffers in an AudioBufferList.

// Then:
// Obtain recorded samples

OSStatus status;

ALAudioUnit *pThis = reinterpret_cast<ALAudioUnit*>(inRefCon);
if (!pThis)
return noErr;

//assert (pThis->m_nMaxSliceFrames >= inNumberFrames);

pThis->recorderBufferList->GetBufferList().mBuffers[0].mDataByteSize = inNumberFrames * pThis->m_recorderSBD.mBytesPerFrame;

status = AudioUnitRender(pThis->audioUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
&pThis->recorderBufferList->GetBufferList());
THROW_EXCEPTION_IF_ERROR(status, "error rendering audio unit");

// If we're not playing, I don't care about the data, simply discard it
if (!pThis->playbackState || pThis->isSeeking) return noErr;

// Now, we have the samples we just read sitting in buffers in bufferList
pThis->DoStuffWithTheRecordedAudio(inNumberFrames, pThis->recorderBufferList, inTimeStamp);

return noErr;
}

顺便说一句,我正在分配自己的缓冲区,而不是使用 AudioUnit 提供的缓冲区。如果您想使用 AudioUnit 分配的缓冲区,您可能想要更改这些部分。

更新:

如何分配自己的缓冲区:

recorderBufferList = new AUBufferList();
recorderBufferList->Allocate(m_recorderSBD, m_nMaxSliceFrames);
recorderBufferList->PrepareBuffer(m_recorderSBD, m_nMaxSliceFrames);

此外,如果您这样做,请告诉 AudioUnit 不要分配缓冲区:

// Disable buffer allocation for the recorder (optional - do this if we want to pass in our own)
flag = 0;
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_ShouldAllocateBuffer,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag));

您需要包含 CoreAudio utility classes

关于ios - 无输出的实时音频处理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15551439/

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