我正在看这个例子
http://teragonaudio.com/article/How-to-do-realtime-recording-with-effect-processing-on-iOS.html
我想关掉我的输出.我尝试将kAudioSessionCategory_PlayAndRecord更改为kAudioSessionCategory_RecordAudio,但这不起作用.我也试图摆脱:
if(AudioUnitSetProperty(*audioUnit,kAudioUnitProperty_StreamFormat,kAudioUnitScope_Output,1,&streamDescription,sizeof(streamDescription)) != noErr) { return 1; }
Becouse我想从麦克风那里获得声音但不能播放它.但是当我的声音变为renderCallback方法时,无论我做什么都有-50错误.当音频在输出上自动播放时,一切正常……
使用代码更新:
using namespace std; AudioUnit *audioUnit = NULL; float *convertedSampleBuffer = NULL; int initAudioSession() { audioUnit = (AudioUnit*)malloc(sizeof(AudioUnit)); if(AudioSessionInitialize(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,&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,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,&audioCategory) != noErr) { return 1; } UInt32 overrideCategory = 1; if(AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryDefaultToSpeaker,&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,&enable,sizeof(UInt32)) != noErr) { return 1; } AURenderCallbackStruct callbackStruct; callbackStruct.inputProc = renderCallback; // Render function callbackStruct.inputProcRefCon = NULL; if(AudioUnitSetProperty(*audioUnit,kAudioUnitProperty_SetRenderCallback,&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,sizeof(streamDescription)) != noErr) { return 1; } // Ditto for the output stream,which we will be sending the processed audio to if(AudioUnitSetProperty(*audioUnit,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; }
从我的VC打电话:
initAudioSession(); initAudioStreams( audioUnit); startAudioUnit( audioUnit);
解决方法
如果您只想录制,不播放,只需注释掉设置renderCallback的行:
AURenderCallbackStruct callbackStruct; callbackStruct.inputProc = renderCallback; // Render function callbackStruct.inputProcRefCon = NULL; if(AudioUnitSetProperty(*audioUnit,sizeof(AURenderCallbackStruct)) != noErr) { return 1; }
看到代码后更新:
我怀疑,你错过了输入回调.添加以下行:
// at top: #define kInputBus 1 AURenderCallbackStruct callbackStruct; /**/ callbackStruct.inputProc = &ALAudioUnit::recordingCallback; callbackStruct.inputProcRefCon = this; status = AudioUnitSetProperty(audioUnit,kAudioOutputUnitProperty_SetInputCallback,kAudioUnitScope_Global,kInputBus,sizeof(callbackStruct));
现在在你的录音回调中:
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.如果要使用AudioUnit分配的缓冲区,可能需要更改这些部分.
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,&flag,sizeof(flag));