我想用下面的波形模式生成音调(最后一个中点应该像之前的设置一样位于底部。)
将频率从44.44Hz链接到45.89 Hz后,变为
即使我已将缓冲区长度从1024更改为960,仍然显示缓冲区长度仍为1024。因此,它会导致一些剩余尾部显示中点尾部而不是底部的问题。
以下是我的代码
OSStatus RenderTone(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
// Fixed amplitude is good enough for our purposes
const double amplitude = 2.7171;
// Get the tone parameters out of the view controller
ToneGeneratorViewController *viewController =
(ToneGeneratorViewController *)inRefCon;
double theta = viewController->theta; //992 f0r 44.44 , 959 for 45.89
double theta_increment = viewController->sampleRate / viewController->frequency;
int increment = ceil(theta_increment);
NSLog(@"increment= %i" , increment);
const int channel = 0;
Float32 *buffer = (Float32 *)ioData->mBuffers[channel].mData;
int squareIndex = 0;
for (UInt32 frame = 0; frame < 401; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 401; frame < 419; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 419; frame < 468; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 468; frame < 487; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 487; frame < 536; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 536; frame < 555; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 555; frame < 604; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 604; frame < 622; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 622; frame < 671; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 671; frame < 690; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 690; frame < 739; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 739; frame < 757; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 757; frame < 806; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 806; frame < 825; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 825; frame < 874; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 874; frame < 892; frame++)
{
buffer[frame] = -amplitude;
}
for (UInt32 frame = 892; frame < 941; frame++)
{
buffer[frame] = amplitude;
}
for (UInt32 frame = 941; frame < increment; frame++)
{
buffer[frame] = -amplitude;
}
squareIndex += 1.0;
if(squareIndex >= theta_increment) squareIndex-=theta_increment;
viewController->theta = theta;
void ToneInterruptionListener(void *inClientData, UInt32 inInterruptionState)
{
ToneGeneratorViewController *viewController =
(ToneGeneratorViewController *)inClientData;
[viewController stop];
}
@implementation ToneGeneratorViewController
@synthesize frequencySlider;
@synthesize playButton;
@synthesize frequencyLabel;
- (IBAction)sliderChanged:(UISlider *)slider
{
frequency = 45.9;
frequencyLabel.text = [NSString stringWithFormat:@"%4.1f Hz", frequency];
}
- (void)createToneUnit
{
// Configure the search parameters to find the default playback output unit
// (called the kAudioUnitSubType_RemoteIO on iOS but
// kAudioUnitSubType_DefaultOutput on Mac OS X)
AudioComponentDescription defaultOutputDescription;
defaultOutputDescription.componentType = kAudioUnitType_Output;
defaultOutputDescription.componentSubType = kAudioUnitSubType_RemoteIO;
defaultOutputDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
defaultOutputDescription.componentFlags = 0;
defaultOutputDescription.componentFlagsMask = 0;
// Get the default playback output unit
AudioComponent defaultOutput = AudioComponentFindNext(NULL, &defaultOutputDescription);
NSAssert(defaultOutput, @"Can't find default output");
// Create a new unit based on this that we'll use for output
OSErr err = AudioComponentInstanceNew(defaultOutput, &toneUnit);
NSAssert1(toneUnit, @"Error creating unit: %ld", err);
// Set our tone rendering function on the unit
AURenderCallbackStruct input;
input.inputProc = RenderTone;
input.inputProcRefCon = self;
err = AudioUnitSetProperty(toneUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&input,
sizeof(input));
NSAssert1(err == noErr, @"Error setting callback: %ld", err);
// Set the format to 32 bit, single channel, floating point, linear PCM
const int four_bytes_per_float = 4;
const int eight_bits_per_byte = 8;
AudioStreamBasicDescription streamFormat;
streamFormat.mSampleRate = sampleRate;
streamFormat.mFormatID = kAudioFormatLinearPCM;
streamFormat.mFormatFlags =
kAudioFormatFlagsNativeFloatPacked | kAudioFormatFlagIsNonInterleaved;
streamFormat.mBytesPerPacket = four_bytes_per_float;
streamFormat.mFramesPerPacket = 1;
streamFormat.mBytesPerFrame = four_bytes_per_float;
streamFormat.mChannelsPerFrame = 1;
streamFormat.mBitsPerChannel = four_bytes_per_float * eight_bits_per_byte;
err = AudioUnitSetProperty (toneUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&streamFormat,
sizeof(AudioStreamBasicDescription));
NSAssert1(err == noErr, @"Error setting stream format: %ld", err);
}
- (IBAction)togglePlay:(UIButton *)selectedButton
{
if (toneUnit)
{
AudioOutputUnitStop(toneUnit);
AudioUnitUninitialize(toneUnit);
AudioComponentInstanceDispose(toneUnit);
toneUnit = nil;
[selectedButton setTitle:NSLocalizedString(@"Play", nil) forState:0];
}
else
{
[self createToneUnit];
// Stop changing parameters on the unit
OSErr err = AudioUnitInitialize(toneUnit);
NSAssert1(err == noErr, @"Error initializing unit: %ld", err);
// Start playback
err = AudioOutputUnitStart(toneUnit);
NSAssert1(err == noErr, @"Error starting unit: %ld", err);
[selectedButton setTitle:NSLocalizedString(@"Stop", nil) forState:0];
}
}
- (void)stop
{
if (toneUnit)
{
[self togglePlay:playButton];
}
}
- (void)viewDidLoad {
[super viewDidLoad];
[self sliderChanged:frequencySlider];
sampleRate = 44100;
OSStatus result = AudioSessionInitialize(NULL, NULL, ToneInterruptionListener, self);
if (result == kAudioSessionNoError)
{
UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback;
AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(sessionCategory), &sessionCategory);
}
AudioSessionSetActive(true);
}
- (void)viewDidUnload {
self.frequencyLabel = nil;
self.playButton = nil;
self.frequencySlider = nil;
AudioSessionSetActive(false);
}
答案 0 :(得分:3)
当Core Audio调用RenderTone回调时,它希望您为每个缓冲区提供特定数量的音频帧。 'inNumberFrames'参数告诉您这个数字是什么。
(Core Audio允许对硬件缓冲区大小进行一些调整,但可以更改此值以适应Core Audio,例如通过向上舍入到下一个2的幂。)
因此,您无法调整回调缓冲区大小以完全适合您要生成的波形的一个周期:相反,您必须跟踪波形中当前的位置,以便生成尽可能多的波形根据需要,然后继续在下一个回调中停止的地方。
在您的示例中,如果inNumberFrames为1024,那么在第一个回调中,您将提供完整的960个采样周期以及下一个周期中的另外64个采样。在第二个回调中,您将提供第二个周期的剩余896个样本和第三个周期开始时的128个样本,依此类推。