AudioUnit使用

在iOS上Audio Unit是比较底层的接口,可以理解为其是对音频硬件驱动的封装。用来进行低延迟的音频采集和播放功能如实时语音、VoIP的场景。

iOS提供了2中创建AudioUnit。一种直接创建AudioUnit、一种通过AUGraph创建AudioUnit.

一般我们再开发过程中多数会用到AUGraph创建AudioUnit,减少在特性需求下的工作量。

1、AVAudioSession 设置上下文信息

在设置session中如果设置采样率,那么在不同的录音设备20ms录制的字节数都为恒定值,项目中未设置,根据设备动态配置录音的字节。

- (Boolean)setupAuidoSession {
    NSError *error = nil;
    AVAudioSession *session = [AVAudioSession sharedInstance];

    [session setCategory:AVAudioSessionCategoryPlayAndRecord withOptions:AVAudioSessionCategoryOptionAllowBluetooth error:&error];
    if (error != nil) {
        NSLog(@"setupAudioSession : Error set AVAudioSessionCategoryOptionAllowBluetooth(%@).", error.localizedDescription);
        return false;
    }

    float aBufferLength = 0.02;
    [session setPreferredIOBufferDuration:aBufferLength error:&error];

    //在audioSession中设置首选采样率,那么无论什么设备采样率是一致的,不会根据设备而变化。如果不设置那么在录制回调中inNumberFrames值会不同,意味着在此需要使用循环处理数据
    [session setPreferredSampleRate:kSampleRate error:nil];
    if (error != nil) {
        NSLog (@"setupAudioSession : Error setPreferredIOBufferDuration(%@).", error.localizedDescription);
        return false;
    }

    //增加中断监听
    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(handleInterruption:)
                                                 name:AVAudioSessionInterruptionNotification
                                               object:session];

    [session setActive:YES withOptions:AVAudioSessionSetActiveOptionNotifyOthersOnDeactivation error: &error];
    if (nil != error) {
        NSLog(@"AudioSession setActive error:%@", error.localizedDescription);
        return false;
    }

    return true;
}

2、设置AudioUnit

- (Boolean)setupAudioUnit {
    //生成AudioComponentInstance实例
    AudioComponentDescription audioDes;
    audioDes.componentType          = kAudioUnitType_Output;
    audioDes.componentSubType       = kAudioUnitSubType_RemoteIO;
    audioDes.componentManufacturer  = kAudioUnitManufacturer_Apple;
    audioDes.componentFlags         = 0;
    audioDes.componentFlagsMask     = 0;
    AudioComponent inputComponent = AudioComponentFindNext(NULL, &audioDes);
    
    CheckOSStatus(AudioComponentInstanceNew(inputComponent, &ioUnit), "New ComponentInstance Fail");
    
    //创建录制buffer
    UInt32 flag = 0;
    CheckOSStatus(AudioUnitSetProperty(ioUnit,
                                        kAudioUnitProperty_ShouldAllocateBuffer,
                                        kAudioUnitScope_Output,
                                        1,
                                        &flag,
                                        sizeof(flag)), "could not set StreamFormat");

    self->recordAudioBufferList = malloc(sizeof(AudioBufferList));
    self->recordAudioBufferList->mNumberBuffers = 1;
    self->recordAudioBufferList->mBuffers[0].mNumberChannels = 1;
    self->recordAudioBufferList->mBuffers[0].mDataByteSize = 4096;
    self->recordAudioBufferList->mBuffers[0].mData = malloc(4096);
    
    //设置音频流格式
    AudioStreamBasicDescription audioFormat;
    audioFormat.mSampleRate = kSampleRate;
    audioFormat.mFormatID = kAudioFormatLinearPCM;
    audioFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked;
    audioFormat.mFramesPerPacket = 1;
    audioFormat.mChannelsPerFrame = 1;
    audioFormat.mBitsPerChannel = 16;
    audioFormat.mBytesPerFrame = (audioFormat.mChannelsPerFrame * audioFormat.mBitsPerChannel) / 8;
    audioFormat.mBytesPerPacket = audioFormat.mBytesPerFrame * audioFormat.mFramesPerPacket;
    
    CheckOSStatus(AudioUnitSetProperty(ioUnit,
                                       kAudioUnitProperty_StreamFormat,
                                       kAudioUnitScope_Output,
                                       1,
                                       &audioFormat,
                                       sizeof(audioFormat)), "could not set Output StreamFormat");
    
    
    
    CheckOSStatus(AudioUnitSetProperty(ioUnit,
                                       kAudioUnitProperty_StreamFormat,
                                       kAudioUnitScope_Input,
                                       0,
                                       &audioFormat,
                                       sizeof(audioFormat)), "could not set Input StreamFormat");
    
    
    //设置录制回调
    AURenderCallbackStruct recordCallback;
    recordCallback.inputProc = recordCallbackFunc;
    recordCallback.inputProcRefCon = (__bridge void *)self;
    
    CheckOSStatus(AudioUnitSetProperty(ioUnit,
                                       kAudioOutputUnitProperty_SetInputCallback,
                                       kAudioUnitScope_Global,
                                       1,
                                       &recordCallback,
                                       sizeof(recordCallback)), "recordCallback failure");
    //打开录音设备
    flag = 1;
    CheckOSStatus(AudioUnitSetProperty(ioUnit,
                                       kAudioOutputUnitProperty_EnableIO,
                                       kAudioUnitScope_Input,
                                       1,
                                       &flag,
                                       sizeof(flag)), "enable input failure");
    
    return true;
}

3、录音回调

- (AudioBufferList)getBufferList:(UInt32)inNumberFrames {
    AudioBuffer buffer;
    buffer.mDataByteSize = inNumberFrames * 2;
    buffer.mNumberChannels = 1;
    
    buffer.mData = malloc( inNumberFrames * 2 );
    AudioBufferList bufferList;
    bufferList.mNumberBuffers = 1;
    bufferList.mBuffers[0] = buffer;
    return bufferList;
}

static OSStatus recordCallbackFunc(void *inRefCon,
                                   AudioUnitRenderActionFlags *ioActionFlags,
                                   const AudioTimeStamp *inTimeStamp,
                                   UInt32 inBusNumber,
                                   UInt32 inNumberFrames,
                                   AudioBufferList *ioData){
    
    YYAudioRecordManager *this = (__bridge YYAudioRecordManager *)inRefCon;
    OSStatus err = noErr;
    if (this.isRecording){
        @autoreleasepool {
            AudioBufferList bufList = [this getBufferList:inNumberFrames];
            err = AudioUnitRender(this->ioUnit, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufList);
            if (err) {
                printf("AudioUnitRender error code = %d", err);
            } else {
                AudioBuffer buffer = bufList.mBuffers[0];
                this.levels = computeLevel(buffer.mData, buffer.mDataByteSize);
                NSData *pcmBlock = [NSData dataWithBytes:buffer.mData length:buffer.mDataByteSize];
                [this processAudioData:pcmBlock];
                free(buffer.mData);
            }
        }
    }
    return err;
}

4、检查组件状态

static bool CheckOSStatus(OSStatus result, const char *operation) {
    if (result == noErr) {
        return true;
    }
    
    char errorString[20];
    *(UInt32 *)(errorString + 1) = CFSwapInt32HostToBig(result);
    if (isprint(errorString[1]) &&
        isprint(errorString[2]) &&
        isprint(errorString[3]) &&
        isprint(errorString[4])) {
        
        errorString[0] = errorString[5] = '\'';
        errorString[6] = '\0';
    } else {
        sprintf(errorString,"%d",(int)result);
    }
    
    fprintf(stderr, "Error: %s (%s)\n", operation, errorString);
    return false;
}

5、开始录制

BOOL status = [self setupAuidoSession];
if (status == false) {
   return;
}

[self setupAudioUnit];

int result = CheckOSStatus(AudioUnitInitialize(ioUnit), "init unit failure");
if (result < 0) {
   return;
}

result = CheckOSStatus(AudioOutputUnitStart(ioUnit), "start unit failure");
if (result < 0) {
   return;
}

6、停止录制

AudioOutputUnitStop(ioUnit)
AudioComponentInstanceDispose(ioUnit)

7、暂停录制

AudioOutputUnitStop(ioUnit)

8、继续录制

AudioOutputUnitStart(ioUnit)
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