我正在编写一个iOS应用程序,它从麦克风输入,通过高通滤波器音频单元运行,然后通过扬声器播放。我已经能够通过使用AUGraph API成功地做到这一点。在其中,我放置了两个节点:远程I / O单元和效果音频单元(kAudioUnitType_Effect
,kAudioUnitSubType_HighPassFilter
),并将io单元的输入元素的输出范围连接到效果单元的输入,并且效果节点的输出到io单元的输出元素的输入范围。但是现在我需要根据处理过的音频样本做一些分析,所以我需要直接访问缓冲区。这意味着(如果我错了,请纠正我)我不能再使用AUGraphConnectNodeInput
在效果节点的输出和io单元的输出元素之间建立连接,并且必须为io附加渲染回调函数unit的输出元素,以便每当扬声器需要新样本时我都可以访问缓冲区。
我已经这样做了,但是当我在渲染回调中调用AudioUnitRender
函数时,我得到-50错误。我相信我有一个ASBD在两个音频单元之间不匹配的情况,因为我在渲染回调中没有做任何事情(而AUGraph之前已经处理过它)。
这是代码:
AudioController.h:
@interface AudioController : NSObject
{
AUGraph mGraph;
AudioUnit mEffects;
AudioUnit ioUnit;
}
@property (readonly, nonatomic) AudioUnit mEffects;
@property (readonly, nonatomic) AudioUnit ioUnit;
-(void)initializeAUGraph;
-(void)startAUGraph;
-(void)stopAUGraph;
@end
AudioController.mm:
@implementation AudioController
…
static OSStatus renderInput(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)
{
AudioController *THIS = (__bridge AudioController*)inRefCon;
AudioBuffer buffer;
AudioStreamBasicDescription fxOutputASBD;
UInt32 fxOutputASBDSize = sizeof(fxOutputASBD);
AudioUnitGetProperty([THIS mEffects], kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, &fxOutputASBD, &fxOutputASBDSize);
buffer.mDataByteSize = inNumberFrames * fxOutputASBD.mBytesPerFrame;
buffer.mNumberChannels = fxOutputASBD.mChannelsPerFrame;
buffer.mData = malloc(buffer.mDataByteSize);
AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0] = buffer;
//TODO prender ARM y solucionar problema de memoria
OSStatus result = AudioUnitRender([THIS mEffects], ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList);
[THIS hasError:result:__FILE__:__LINE__];
memcpy(ioData, buffer.mData, buffer.mDataByteSize);
return noErr;
}
- (void)initializeAUGraph
{
OSStatus result = noErr;
// create a new AUGraph
result = NewAUGraph(&mGraph);
AUNode outputNode;
AUNode effectsNode;
AudioComponentDescription effects_desc;
effects_desc.componentType = kAudioUnitType_Effect;
effects_desc.componentSubType = kAudioUnitSubType_LowPassFilter;
effects_desc.componentFlags = 0;
effects_desc.componentFlagsMask = 0;
effects_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponentDescription output_desc;
output_desc.componentType = kAudioUnitType_Output;
output_desc.componentSubType = kAudioUnitSubType_RemoteIO;
output_desc.componentFlags = 0;
output_desc.componentFlagsMask = 0;
output_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Add nodes to the graph to hold the AudioUnits
result = AUGraphAddNode(mGraph, &output_desc, &outputNode);
[self hasError:result:__FILE__:__LINE__];
result = AUGraphAddNode(mGraph, &effects_desc, &effectsNode );
[self hasError:result:__FILE__:__LINE__];
// Connect the effect node's output to the output node's input
// This is no longer the case, as I need to access the buffer
// result = AUGraphConnectNodeInput(mGraph, effectsNode, 0, outputNode, 0);
[self hasError:result:__FILE__:__LINE__];
// Connect the output node's input scope's output to the effectsNode input
result = AUGraphConnectNodeInput(mGraph, outputNode, 1, effectsNode, 0);
[self hasError:result:__FILE__:__LINE__];
// open the graph AudioUnits
result = AUGraphOpen(mGraph);
[self hasError:result:__FILE__:__LINE__];
// Get a link to the effect AU
result = AUGraphNodeInfo(mGraph, effectsNode, NULL, &mEffects);
[self hasError:result:__FILE__:__LINE__];
// Same for io unit
result = AUGraphNodeInfo(mGraph, outputNode, NULL, &ioUnit);
[self hasError:result:__FILE__:__LINE__];
// Enable input on io unit
UInt32 flag = 1;
result = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &flag, sizeof(flag));
[self hasError:result:__FILE__:__LINE__];
// Setup render callback struct
AURenderCallbackStruct renderCallbackStruct;
renderCallbackStruct.inputProc = &renderInput;
renderCallbackStruct.inputProcRefCon = (__bridge void*)self;
// Set a callback for the specified node's specified input
result = AUGraphSetNodeInputCallback(mGraph, outputNode, 0, &renderCallbackStruct);
[self hasError:result:__FILE__:__LINE__];
// Get fx unit's input current stream format...
AudioStreamBasicDescription fxInputASBD;
UInt32 sizeOfASBD = sizeof(AudioStreamBasicDescription);
result = AudioUnitGetProperty(mEffects, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &fxInputASBD, &sizeOfASBD);
[self hasError:result:__FILE__:__LINE__];
// ...and set it on the io unit's input scope's output
result = AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
1,
&fxInputASBD,
sizeof(fxInputASBD));
[self hasError:result:__FILE__:__LINE__];
// Set fx unit's output sample rate, just in case
Float64 sampleRate = 44100.0;
result = AudioUnitSetProperty(mEffects,
kAudioUnitProperty_SampleRate,
kAudioUnitScope_Output,
0,
&sampleRate,
sizeof(sampleRate));
[self hasError:result:__FILE__:__LINE__];
// Once everything is set up call initialize to validate connections
result = AUGraphInitialize(mGraph);
[self hasError:result:__FILE__:__LINE__];
}
@end
正如我之前所说,我在AudioUnitRender
电话上收到了-50错误,而且我发现很少甚至没有关于它的文档。
非常感谢任何帮助。
感谢Tim Bolstad(http://timbolstad.com/2010/03/14/core-audio-getting-started/)提供了一个很好的起点教程。
答案 0 :(得分:0)
使用RemoteIO只播放音频缓冲区有一些更简单的工作示例。也许从第一个而不是图表开始。
答案 1 :(得分:0)
检查以确保您实际上正在进行所有必要的连接。您似乎正在初始化大部分必要的内容,但如果您只想通过音频,则不需要渲染回调函数。
现在,如果你想要进行过滤,你可能需要一个过滤器,但即使这样,也要确保你实际上正确地将组件连接在一起。
以下是我正在处理的应用的片段:
AUGraphConnectNodeInput(graph, outputNode, kInputBus, mixerNode, kInputBus);
AUGraphConnectNodeInput(graph, mixerNode, kOutputBus, outputNode, kOutputBus);
将来自RemoteIO设备的输入连接到多声道混音器单元,然后将混音器的输出连接到RemoteIO的输出连接到扬声器。
答案 2 :(得分:0)
我认为你在错误的音频单元中传递给AudioUnitRender
。我认为你需要传递ioUnit
而不是mEffects
。在任何情况下,请仔细检查您传入AudioUnitRender
的所有参数。当我看到-50返回它时,因为我拙劣了其中一个。