我为iOS中的群组创建了视频聊天应用。我一直在寻找一些方法来分别控制不同参与者的音量。我在isPlaybackEnabled
中找到了使用RemoteAudioTrack
静音取消静音的方法,但没有控制音量。
我还认为我们是否可以在AVAudioPlayer
中使用它。我找到了addSink
。这是我在here
class audio: NSObject, AudioSink{
var a = 1
func renderSample(_ audioSample: CMSampleBuffer!) {
print("audio found", a)
a += 1
var audioBufferList = AudioBufferList()
var data = Data()
var blockBuffer : CMBlockBuffer?
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(audioSample, bufferListSizeNeededOut: nil, bufferListOut: &audioBufferList, bufferListSize: MemoryLayout<AudioBufferList>.size, blockBufferAllocator: nil, blockBufferMemoryAllocator: nil, flags: 0, blockBufferOut: &blockBuffer)
let buffers = UnsafeBufferPointer<AudioBuffer>(start: &audioBufferList.mBuffers, count: Int(audioBufferList.mNumberBuffers))
for audioBuffer in buffers {
let frame = audioBuffer.mData?.assumingMemoryBound(to: UInt8.self)
data.append(frame!, count: Int(audioBuffer.mDataByteSize))
}
let player = try! AVAudioPlayer(data: data) //crash here
player.play()
}
}
但是它在let player = try! AVAudioPlayer(data: data)
上崩溃了。
答案 0 :(得分:2)
您可以从 CMSampleBuffer 获取完整的数据缓冲区,并将其转换为 Data :
let blockBuffer = CMSampleBufferGetDataBuffer(sampleBuffer)
let blockBufferDataLength = CMBlockBufferGetDataLength(blockBuffer!)
var blockBufferData = [UInt8](repeating: 0, count: blockBufferDataLength)
let status = CMBlockBufferCopyDataBytes(blockBuffer!, atOffset: 0, dataLength: blockBufferDataLength, destination: &blockBufferData)
guard status == noErr else { return }
let data = Data(bytes: blockBufferData, count: blockBufferDataLength)
另请参阅AVAudioPlayer概述:
除非要播放从网络流捕获的音频或需要非常低的I / O延迟,否则请使用此类进行音频播放。
所以我认为这对您不起作用。您最好使用AVAudioEngine或Audio Queue Services。
答案 1 :(得分:0)
虽然我不确定为什么您的方法不起作用起作用,但是我使用CMSampleBuffer
编辑了其他Data
。试试这个:
class Audio: NSObject {
func renderSample(_ sampleBuffer: CMSampleBuffer!) {
let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer)
CVPixelBufferLockBaseAddress(imageBuffer!, CVPixelBufferLockFlags(rawValue: 0))
let bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer!)
let height = CVPixelBufferGetHeight(imageBuffer!)
let src_buff = CVPixelBufferGetBaseAddress(imageBuffer!)
let data = Data(bytes: src_buff!, count: bytesPerRow * height)
CVPixelBufferUnlockBaseAddress(imageBuffer!, CVPixelBufferLockFlags(rawValue: 0))
doSomething(data: Data)
}
func doSomething(data:Data)
{
print(data.count) //Make sure isn't 0
}
}
这只是从缓冲区创建一个Data
,并确保锁定和解锁,以使其他人不锁定或不锁定。由于我没有要测试的音频缓冲区,所以这只是黑暗中的一枪。让我知道!
答案 2 :(得分:-2)
尝试将音频文件保存到文档目录,然后播放声音。这对我有用。
func playMusic() {
let url = NSBundle.mainBundle().URLForResource("Audio", withExtension: "mp3")!
let data = NSData(contentsOfURL: url)!
AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, error: nil)
AVAudioSession.sharedInstance().setActive(true, error: nil)
audioPlayer = AVAudioPlayer(data: data, fileTypeHint: AVFileTypeMPEGLayer3, error: nil)
audioPlayer.prepareToPlay()
audioPlayer.play()
}