AudioUnit 用法

时间:2023-03-09 07:34:20
AudioUnit 用法

1、描述音频单元

AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;

2、查找音频单元

AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);

3、获取音频单元实例

status = AudioComponentInstanceNew(inputComponent, &audioUnit);

4、启用录制功能、启用播放功能

UInt32 flag = 1;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag)); status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&flag,
sizeof(flag));

5、音频流描述

AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100.00;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = 1;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = 2;
audioFormat.mBytesPerFrame = 2;

6、应用录制和播放的音频流描述

status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&audioFormat,
sizeof(audioFormat)); status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat));

7、设置回调

AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct)); callbackStruct.inputProc = playbackCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Global,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct));

8、回调方法

static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags*ioActionFlags,
const AudioTimeStamp*inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) { AudioBufferList *bufferList; OSStatus status = AudioUnitRender([(shockmanViewController*)inRefCon audioUnit], ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, bufferList); return noErr; } static OSStatus playbackCallback(void *inRefCon,
AudioUnitRenderActionFlags*ioActionFlags,
const AudioTimeStamp*inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
// This is a mono tone generator so we only need the first buffer
UInt16 *buffer = (SAMPLE *)ioData->mBuffers[0].mData;
// Generate the samples
for (UInt32 frame = 0; frame < inNumberFrames; frame++)
{
if(THIS->isPlaying) {
    // 通过修改buffer数组的值,输出自己的音频数据
buffer[frame] = audioProtocol.getEncode()[THIS->qIndex++];
if(THIS->qIndex >= THIS->qSize) {
//[THIS stopToPlay];
[THIS performSelectorOnMainThread:@selector(stopToPlay) withObject:nil waitUntilDone:NO];
break;
}
}
} return noErr; }