如何使用音频队列服务从内存中录制和播放

时间:2010-08-12 16:49:36

标签: iphone audio queue recording playing

我最近一直在尝试制作一款允许用户说话的游戏,然后以有趣的声音播放他所说的话。

问题是,只有当有人在iphone附近讲话时才会进行录音(我已经管理过这部分,我一直有一个录音机处于活动状态并获得它的平均值和峰值值)。

问题在于我想播放用户所说的内容。 我一直在寻找,唯一的方法就是音频队列服务,因为它允许保存到内存。从我的角度来看,将声音保存到文件并播放它会因文件分配而出现问题。

我还没有找到关于如何保存到内存的任何教程,所以如果有人有一个ideea如何做到这一点或如何保存到文件和播放没有问题(现在声音被切断前0.5秒是听到了,fps也下降了20。)

我目前的代码是:

void AudioInputCallback(
  void *inUserData, 
  AudioQueueRef inAQ, 
  AudioQueueBufferRef inBuffer, 
  const AudioTimeStamp *inStartTime, 
  UInt32 inNumberPacketDescriptions, 
  const AudioStreamPacketDescription *inPacketDescs)

  RecordState* recordState = (RecordState*)inUserData;
  if(!recordState->recording)
  {
    printf("Not recording, returning\n");
  }

  printf("Writing buffer %d\n", (int)recordState->currentPacket);

  //What to put here to save to memory?
  recordState->currentPacket += inNumberPacketDescriptions;

  AudioQueueEnqueueBuffer(recordState->queue, inBuffer, 0, NULL);
}

void AudioOutputCallback(
  void* inUserData,
  AudioQueueRef outAQ,
  AudioQueueBufferRef outBuffer)
{
  PlayState* playState = (PlayState*)inUserData; 
  if(!playState->playing)
  {
    printf("Not playing, returning\n");
    return;
  }

  printf("Queuing buffer %d for playback\n",(int) playState->currentPacket);

  AudioStreamPacketDescription* packetDescs;

  UInt32 bytesRead;
  UInt32 numPackets = 8000;
  OSStatus status;
  //What to put here to read from memory?
  status = AudioQueueEnqueueBuffer(
    playState->queue,
    outBuffer,
    0,
    packetDescs);

  playState->currentPacket += numPackets;

  AudioQueueFreeBuffer(playState->queue, outBuffer);
}

0 个答案:

没有答案