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iphone - iPhone 上的音频合成从哪里开始

转载 作者:行者123 更新时间:2023-12-03 18:21:14 25 4
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我想为 iPhone 构建一个合成器。据我了解,可以为 iPhone 使用自定义音频单元。乍一看,这听起来很有希望,因为有大量的音频单元编程资源可用。然而,在 iPhone 上使用自定义音频单元似乎有点棘手(请参阅:http://lists.apple.com/archives/Coreaudio-api/2008/Nov/msg00262.html)

这似乎是很多人都必须做的事情,但是简单地在谷歌上搜索“iphone 音频合成”并不会出现任何类似于简单易用的教程或推荐工具包的内容。

那么,这里有人有在 iPhone 上合成声音的经验吗?自定义音频单元是可行的方法,还是我应该考虑另一种更简单的方法?

最佳答案

我也在调查这个。我认为 AudioQueue API 可能是正确的选择。

据我所知,似乎工作正常。

文件:BleepMachine.h

//
// BleepMachine.h
// WgHeroPrototype
//
// Created by Andy Buchanan on 05/01/2010.
// Copyright 2010 Andy Buchanan. All rights reserved.
//

#include <AudioToolbox/AudioToolbox.h>

// Class to implement sound playback using the AudioQueue API's
// Currently just supports playing two sine wave tones, one per
// stereo channel. The sound data is liitle-endian signed 16-bit @ 44.1KHz
//
class BleepMachine
{
static void staticQueueCallback( void* userData, AudioQueueRef outAQ, AudioQueueBufferRef outBuffer )
{
BleepMachine* pThis = reinterpret_cast<BleepMachine*> ( userData );
pThis->queueCallback( outAQ, outBuffer );
}
void queueCallback( AudioQueueRef outAQ, AudioQueueBufferRef outBuffer );

AudioStreamBasicDescription m_outFormat;

AudioQueueRef m_outAQ;

enum
{
kBufferSizeInFrames = 512,
kNumBuffers = 4,
kSampleRate = 44100,
};

AudioQueueBufferRef m_buffers[kNumBuffers];

bool m_isInitialised;

struct Wave
{
Wave(): volume(1.f), phase(0.f), frequency(0.f), fStep(0.f) {}
float volume;
float phase;
float frequency;
float fStep;
};

enum
{
kLeftWave = 0,
kRightWave = 1,
kNumWaves,
};

Wave m_waves[kNumWaves];

public:
BleepMachine();
~BleepMachine();

bool Initialise();
void Shutdown();

bool Start();
bool Stop();

bool SetWave( int id, float frequency, float volume );
};

// Notes by name. Integer value is number of semitones above A.
enum Note
{
A = 0,
Asharp,
B,
C,
Csharp,
D,
Dsharp,
E,
F,
Fsharp,
G,
Gsharp,

Bflat = Asharp,
Dflat = Csharp,
Eflat = Dsharp,
Gflat = Fsharp,
Aflat = Gsharp,
};

// Helper function calculates fundamental frequency for a given note
float CalculateFrequencyFromNote( SInt32 semiTones, SInt32 octave=4 );
float CalculateFrequencyFromMIDINote( SInt32 midiNoteNumber );

文件:BleepMachine.mm

 //
// BleepMachine.mm
// WgHeroPrototype
//
// Created by Andy Buchanan on 05/01/2010.
// Copyright 2010 Andy Buchanan. All rights reserved.
//

#include "BleepMachine.h"

void BleepMachine::queueCallback( AudioQueueRef outAQ, AudioQueueBufferRef outBuffer )
{
// Render the wave

// AudioQueueBufferRef is considered "opaque", but it's a reference to
// an AudioQueueBuffer which is not.
// All the samples manipulate this, so I'm not quite sure what they mean by opaque
// saying....
SInt16* coreAudioBuffer = (SInt16*)outBuffer->mAudioData;

// Specify how many bytes we're providing
outBuffer->mAudioDataByteSize = kBufferSizeInFrames * m_outFormat.mBytesPerFrame;

// Generate the sine waves to Signed 16-Bit Stero interleaved ( Little Endian )
float volumeL = m_waves[kLeftWave].volume;
float volumeR = m_waves[kRightWave].volume;
float phaseL = m_waves[kLeftWave].phase;
float phaseR = m_waves[kRightWave].phase;
float fStepL = m_waves[kLeftWave].fStep;
float fStepR = m_waves[kRightWave].fStep;

for( int s=0; s<kBufferSizeInFrames*2; s+=2 )
{
float sampleL = ( volumeL * sinf( phaseL ) );
float sampleR = ( volumeR * sinf( phaseR ) );

short sampleIL = (int)(sampleL * 32767.0);
short sampleIR = (int)(sampleR * 32767.0);

coreAudioBuffer[s] = sampleIL;
coreAudioBuffer[s+1] = sampleIR;

phaseL += fStepL;
phaseR += fStepR;
}

m_waves[kLeftWave].phase = fmodf( phaseL, 2 * M_PI ); // Take modulus to preserve precision
m_waves[kRightWave].phase = fmodf( phaseR, 2 * M_PI );

// Enqueue the buffer
AudioQueueEnqueueBuffer( m_outAQ, outBuffer, 0, NULL );
}

bool BleepMachine::SetWave( int id, float frequency, float volume )
{
if ( ( id < kLeftWave ) || ( id >= kNumWaves ) ) return false;

Wave& wave = m_waves[ id ];

wave.volume = volume;
wave.frequency = frequency;
wave.fStep = 2 * M_PI * frequency / kSampleRate;

return true;
}

bool BleepMachine::Initialise()
{
m_outFormat.mSampleRate = kSampleRate;
m_outFormat.mFormatID = kAudioFormatLinearPCM;
m_outFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
m_outFormat.mFramesPerPacket = 1;
m_outFormat.mChannelsPerFrame = 2;
m_outFormat.mBytesPerPacket = m_outFormat.mBytesPerFrame = sizeof(UInt16) * 2;
m_outFormat.mBitsPerChannel = 16;
m_outFormat.mReserved = 0;

OSStatus result = AudioQueueNewOutput(
&m_outFormat,
BleepMachine::staticQueueCallback,
this,
NULL,
NULL,
0,
&m_outAQ
);

if ( result < 0 )
{
printf( "ERROR: %d\n", (int)result );
return false;
}

// Allocate buffers for the audio
UInt32 bufferSizeBytes = kBufferSizeInFrames * m_outFormat.mBytesPerFrame;

for ( int buf=0; buf<kNumBuffers; buf++ )
{
OSStatus result = AudioQueueAllocateBuffer( m_outAQ, bufferSizeBytes, &m_buffers[ buf ] );
if ( result )
{
printf( "ERROR: %d\n", (int)result );
return false;
}

// Prime the buffers
queueCallback( m_outAQ, m_buffers[ buf ] );
}

m_isInitialised = true;
return true;
}

void BleepMachine::Shutdown()
{
Stop();

if ( m_outAQ )
{
// AudioQueueDispose also chucks any audio buffers it has
AudioQueueDispose( m_outAQ, true );
}

m_isInitialised = false;
}

BleepMachine::BleepMachine()
: m_isInitialised(false), m_outAQ(0)
{
for ( int buf=0; buf<kNumBuffers; buf++ )
{
m_buffers[ buf ] = NULL;
}
}

BleepMachine::~BleepMachine()
{
Shutdown();
}

bool BleepMachine::Start()
{
OSStatus result = AudioQueueSetParameter( m_outAQ, kAudioQueueParam_Volume, 1.0 );
if ( result ) printf( "ERROR: %d\n", (int)result );

// Start the queue
result = AudioQueueStart( m_outAQ, NULL );
if ( result ) printf( "ERROR: %d\n", (int)result );

return true;
}

bool BleepMachine::Stop()
{
OSStatus result = AudioQueueStop( m_outAQ, true );
if ( result ) printf( "ERROR: %d\n", (int)result );

return true;
}

// A (A4=440)
// A# f(n)=2^(n/12) * r
// B where n = number of semitones
// C and r is the root frequency e.g. 440
// C#
// D frq -> MIDI note number
// D# p = 69 + 12 x log2(f/440)
// E
// F
// F#
// G
// G#
//
// MIDI Note ref: http://www.phys.unsw.edu.au/jw/notes.html
//
// MIDI Node numbers:
// A3 57
// A#3 58
// B3 59
// C4 60 <--
// C#4 61
// D4 62
// D#4 63
// E4 64
// F4 65
// F#4 66
// G4 67
// G#4 68
// A4 69 <--
// A#4 70
// B4 71
// C5 72

float CalculateFrequencyFromNote( SInt32 semiTones, SInt32 octave )
{
semiTones += ( 12 * (octave-4) );
float root = 440.f;
float fn = powf( 2.f, (float)semiTones/12.f ) * root;
return fn;
}

float CalculateFrequencyFromMIDINote( SInt32 midiNoteNumber )
{
SInt32 semiTones = midiNoteNumber - 69;
return CalculateFrequencyFromNote( semiTones, 4 );
}

//for ( SInt32 midiNote=21; midiNote<=108; ++midiNote )
//{
// printf( "MIDI Note %d: %f Hz \n",(int)midiNote,CalculateFrequencyFromMIDINote( midiNote ) );
//}

更新:基本使用信息

  1. 初始化。在接近开始的地方,我在代码中使用 initFromNib:

    m_bleepMachine = new BleepMachine;
    m_bleepMachine->Initialise();
    m_bleepMachine->Start();
  2. 现在声音播放正在运行,但产生静音。

  3. 在您的代码中,当您想要更改音调生成时调用此函数

    m_bleepMachine->SetWave( ch, frq, vol );
    • 其中 ch 是 channel (0 或 1)
    • 其中 frq 是以 Hz 为单位设置的频率
    • 其中 vol 是卷(0=-Inf db,1=-0db)
  4. 程序终止时

    delete m_bleepMachine;

关于iphone - iPhone 上的音频合成从哪里开始,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/2067267/

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