iOS - 播放带有效果的流媒体(mp3)音频

时间:2011-03-30 19:13:41

标签: iphone core-audio audio-streaming

我是iOS音频技术的新手。

我正在开发一个播放流媒体音频(mp3)的应用程序,计划添加一些效果,如iPod Equalizer,Pan Control。

实现这一目标的最佳方法是什么。

  

_ 我曾尝试使用Matt Gallagher的 AudioStreamer API(http://cocoawithlove.com/2008/09/streaming-and-playing-live-mp3-stream.html)。我能够播放流媒体音频。但我不知道如何使用 AudioQueue _ 添加效果。

从Apple文档中,我了解 AudioUnit 可用于添加效果。但是流格式应该是线性PCM。

基本上我想添加效果并播放流媒体音频。

我现在感到很困惑。

有人可以指明前进的方向。任何帮助都非常感谢。

由于

Sasikumar

2 个答案:

答案 0 :(得分:4)

我认为你应该明确地使用AudioUnits。

看看它有多简单:

1)创建AudioUnits

// OUTPUT unit
AudioComponentDescription iOUnitDescription;
iOUnitDescription.componentType = kAudioUnitType_Output;
iOUnitDescription.componentSubType = kAudioUnitSubType_RemoteIO;
iOUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
iOUnitDescription.componentFlags = 0;
iOUnitDescription.componentFlagsMask = 0;

// MIXER unit
AudioComponentDescription MixerUnitDescription;
MixerUnitDescription.componentType          = kAudioUnitType_Mixer;
MixerUnitDescription.componentSubType       = kAudioUnitSubType_MultiChannelMixer;
MixerUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
MixerUnitDescription.componentFlags         = 0;
MixerUnitDescription.componentFlagsMask     = 0;

// PLAYER unit
AudioComponentDescription playerUnitDescription;
playerUnitDescription.componentType = kAudioUnitType_Generator;
playerUnitDescription.componentSubType = kAudioUnitSubType_AudioFilePlayer;
playerUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;

// EQ unit
AudioComponentDescription EQUnitDescription;
EQUnitDescription.componentType          = kAudioUnitType_Effect;
EQUnitDescription.componentSubType       = kAudioUnitSubType_AUiPodEQ;
EQUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
EQUnitDescription.componentFlags         = 0;
EQUnitDescription.componentFlagsMask     = 0;

2)创建节点

////
//// EQ NODE
////
err = AUGraphAddNode(processingGraph, &EQUnitDescription, &eqNode);
if (err) { NSLog(@"eqNode err = %ld", err); }

////
//// FX NODE
////
err = AUGraphAddNode(processingGraph, &FXUnitDescription, &fxNode);
if (err) { NSLog(@"fxNode err = %ld", err); }

////
//// VFX NODE
////
err = AUGraphAddNode(processingGraph, &VFXUnitDescription, &vfxNode);
if (err) { NSLog(@"vfxNode err = %ld", err); }

///
/// MIXER NODE
///
err = AUGraphAddNode (processingGraph, &MixerUnitDescription, &mixerNode );
if (err) { NSLog(@"mixerNode err = %ld", err); }

///
/// OUTPUT NODE
///
err = AUGraphAddNode(processingGraph, &iOUnitDescription, &ioNode);
if (err) { NSLog(@"outputNode err = %ld", err); }

////
/// PLAYER NODE
///
err = AUGraphAddNode(processingGraph, &playerUnitDescription, &audioPlayerNode);
if (err) { NSLog(@"audioPlayerNode err = %ld", err); }

3)连接他们

//// mic /lineIn ----> vfx bus 0
err =   AUGraphConnectNodeInput(processingGraph, ioNode, 1, vfxNode, 0);
if (err) { NSLog(@"vfxNode err = %ld", err); }

//// vfx ----> mixer
err =   AUGraphConnectNodeInput(processingGraph, vfxNode, 0, mixerNode, micBus );
if (err) { NSLog(@"vfxNode err = %ld", err); }

//// player ----> fx
err = AUGraphConnectNodeInput(processingGraph, audioPlayerNode, 0, fxNode, 0);
if (err) { NSLog(@"audioPlayerNode err = %ld", err); }

//// fx ----> mixer
err = AUGraphConnectNodeInput(processingGraph, fxNode, 0, mixerNode, filePlayerBus);
if (err) { NSLog(@"audioPlayerNode err = %ld", err); }

///// mixer ----> eq
err = AUGraphConnectNodeInput(processingGraph, mixerNode, 0, eqNode, 0);
if (err) { NSLog(@"mixerNode err = %ld", err); }

//// eq ----> output
err = AUGraphConnectNodeInput(processingGraph, eqNode, 0, ioNode, 0);
if (err) { NSLog(@"eqNode err = %ld", err); }

4)设置渲染回调

    // let's say a mic input callback
    AURenderCallbackStruct lineInrCallbackStruct = {};
    lineInrCallbackStruct.inputProc = &micLineInCallback;
    lineInrCallbackStruct.inputProcRefCon = (void*)self;
    err = AudioUnitSetProperty(
                           vfxUnit,
                           kAudioUnitProperty_SetRenderCallback,
                           kAudioUnitScope_Global,
                           0,
                           &lineInrCallbackStruct,
                           sizeof(lineInrCallbackStruct));

5)处理回调中的音频缓冲区

static OSStatus micLineInCallback (void                 *inRefCon,
                                   AudioUnitRenderActionFlags   *ioActionFlags,
                                   const AudioTimeStamp         *inTimeStamp,
                                   UInt32                       inBusNumber,
                                   UInt32                       inNumberFrames,
                                   AudioBufferList              *ioData)
{
    MixerHostAudio *THIS = (MixerHostAudio *)inRefCon;
    AudioUnit rioUnit = THIS.ioUnit;    // io unit which has the input data from mic/lineIn
    OSStatus renderErr;
    OSStatus err;
    UInt32 bus1 = 1;                    // input bus
    int i;

    renderErr = AudioUnitRender(
                                   rioUnit,
                                   ioActionFlags,
                                   inTimeStamp,
                                   bus1,
                                   inNumberFrames,
                                   ioData);

     //// do something with iOData like getting left and right channels

AudioUnitSampleType *inSamplesLeft;         // convenience pointers to sample data
    AudioUnitSampleType *inSamplesRight;

    int isStereo;               // c boolean - for deciding how many channels to process.
    int numberOfChannels;       // 1 = mono, 2= stereo

    // Sint16 buffers to hold sample data after conversion

    SInt16 *sampleBufferLeft = THIS.conversionBufferLeft;
    SInt16 *sampleBufferRight = THIS.conversionBufferRight;
    SInt16 *sampleBuffer;

    // start the actual processing

    numberOfChannels = THIS.displayNumberOfInputChannels;
    isStereo = numberOfChannels > 1 ? 1 : 0;  // decide stereo or mono


    // copy all the input samples to the callback buffer - after this point we could bail and have a pass through

    renderErr = AudioUnitRender(rioUnit, ioActionFlags,
                                inTimeStamp, bus1, inNumberFrames, ioData);
    if (renderErr < 0) {
        return renderErr;
    }

    inSamplesLeft = (AudioUnitSampleType *) ioData->mBuffers[0].mData; // left channel
    fixedPointToSInt16(inSamplesLeft, sampleBufferLeft, inNumberFrames);

    if(isStereo) {
        inSamplesRight = (AudioUnitSampleType *) ioData->mBuffers[1].mData; // right channel
        fixedPointToSInt16(inSamplesRight, sampleBufferRight, inNumberFrames);
    }

我通过探索像Apple这样的伟大文档来了解这一点

Apple MixerHost音频单元应用

Apple的

The Audio Unit Programming Guide

AudioGraph是最全面的示例代码/&#34;非官方代码&#34;您可以在真实世界的AudioUnit编程上获得文档。

希望这有帮助,祝你好运!

答案 1 :(得分:1)

看看PureData音频流程 - libpd是它的ios版本