如何从Cocoa API访问Mac的当前音量级别?
例如:当我在OS X 10.7上使用Spotify.app并且出现声音广告时,我关闭了Mac的音量,应用程序将暂停广告,直到我将其恢复到平均水平。我发现这令人讨厌,并且违反了用户隐私,但Spotify已经找到了一种方法来实现这一目标。
有什么办法可以用Cocoa做到这一点吗?我正在制作一个应用程序,如果音量很低,可能会对用户发出警告。
答案 0 :(得分:9)
有两种选择。第一步是确定您想要的设备并获取其ID。假设默认输出设备,代码将类似于:
AudioObjectPropertyAddress propertyAddress = {
kAudioHardwarePropertyDefaultOutputDevice,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMaster
};
AudioDeviceID deviceID;
UInt32 dataSize = sizeof(deviceID);
OSStatus result = AudioObjectGetPropertyData(kAudioObjectSystemObject, &propertyAddress, 0, NULL, &dataSize, &deviceID);
if(kAudioHardwareNoError != result)
// Handle the error
接下来,您可以使用kAudioHardwareServiceDeviceProperty_VirtualMasterVolume
属性来获取设备的虚拟主卷:
AudioObjectPropertyAddress propertyAddress = {
kAudioHardwareServiceDeviceProperty_VirtualMasterVolume,
kAudioDevicePropertyScopeOutput,
kAudioObjectPropertyElementMaster
};
if(!AudioHardwareServiceHasProperty(deviceID, &propertyAddress))
// An error occurred
Float32 volume;
UInt32 dataSize = sizeof(volume);
OSStatus result = AudioHardwareServiceGetPropertyData(deviceID, &propertyAddress, 0, NULL, &dataSize, &volume);
if(kAudioHardwareNoError != result)
// An error occurred
或者,您可以使用kAudioDevicePropertyVolumeScalar
获取特定频道的音量:
UInt32 channel = 1; // Channel 0 is master, if available
AudioObjectPropertyAddress propertyAddress = {
kAudioDevicePropertyVolumeScalar,
kAudioDevicePropertyScopeOutput,
channel
};
if(!AudioObjectHasProperty(deviceID, &propertyAddress))
// An error occurred
Float32 volume;
UInt32 dataSize = sizeof(volume);
OSStatus result = AudioObjectGetPropertyData(deviceID, &propertyAddress, 0, NULL, &dataSize, &volume);
if(kAudioHardwareNoError != result)
// An error occurred
Apple的文档中解释了两者之间的区别:
kAudioHardwareServiceDeviceProperty_VirtualMasterVolume
表示音量控件值的Float32值。该 此属性的值范围是0.0(静音)到1.0(完整 水平)。此属性的效果取决于硬件设备 与HAL音频对象相关联。如果设备有主设备 音量控制,此属性控制它。如果设备有 单个通道音量控制,此属性适用于那些 通过设备首选的多通道布局识别,或者 如果设备仅是立体声,则首选立体声对。这个控制 保持它影响的渠道之间的相对平衡。
因此,准确定义设备的音量可能会非常棘手,特别是对于具有非标准频道映射的多声道设备。
答案 1 :(得分:2)
从CocoaDev开始,这些类方法看起来应该可行,尽管它不像Cocoa那样:
#import <AudioToolbox/AudioServices.h>
+(AudioDeviceID)defaultOutputDeviceID
{
AudioDeviceID outputDeviceID = kAudioObjectUnknown;
// get output device device
UInt32 propertySize = 0;
OSStatus status = noErr;
AudioObjectPropertyAddress propertyAOPA;
propertyAOPA.mScope = kAudioObjectPropertyScopeGlobal;
propertyAOPA.mElement = kAudioObjectPropertyElementMaster;
propertyAOPA.mSelector = kAudioHardwarePropertyDefaultOutputDevice;
if (!AudioHardwareServiceHasProperty(kAudioObjectSystemObject, &propertyAOPA))
{
NSLog(@"Cannot find default output device!");
return outputDeviceID;
}
propertySize = sizeof(AudioDeviceID);
status = AudioHardwareServiceGetPropertyData(kAudioObjectSystemObject, &propertyAOPA, 0, NULL, &propertySize, &outputDeviceID);
if(status)
{
NSLog(@"Cannot find default output device!");
}
return outputDeviceID;
}
// getting system volume
+(float)volume
{
Float32 outputVolume;
UInt32 propertySize = 0;
OSStatus status = noErr;
AudioObjectPropertyAddress propertyAOPA;
propertyAOPA.mElement = kAudioObjectPropertyElementMaster;
propertyAOPA.mSelector = kAudioHardwareServiceDeviceProperty_VirtualMasterVolume;
propertyAOPA.mScope = kAudioDevicePropertyScopeOutput;
AudioDeviceID outputDeviceID = [[self class] defaultOutputDeviceID];
if (outputDeviceID == kAudioObjectUnknown)
{
NSLog(@"Unknown device");
return 0.0;
}
if (!AudioHardwareServiceHasProperty(outputDeviceID, &propertyAOPA))
{
NSLog(@"No volume returned for device 0x%0x", outputDeviceID);
return 0.0;
}
propertySize = sizeof(Float32);
status = AudioHardwareServiceGetPropertyData(outputDeviceID, &propertyAOPA, 0, NULL, &propertySize, &outputVolume);
if (status)
{
NSLog(@"No volume returned for device 0x%0x", outputDeviceID);
return 0.0;
}
if (outputVolume < 0.0 || outputVolume > 1.0) return 0.0;
return outputVolume;
}