如何使用 Swift 在 iOS 中同时录制和播放音频?
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【中文标题】如何使用 Swift 在 iOS 中同时录制和播放音频?【英文标题】:How to record and play audio simultaneously in iOS using Swift? 【发布时间】:2016-08-26 09:55:54 【问题描述】:在 Objective-C 中,同时录制和播放音频相当简单。互联网上有大量的示例代码。但我想在 Swift 中使用音频单元/核心音频同时录制和播放音频。使用 Swift 的帮助和示例代码很少。而且我找不到任何可以展示如何实现这一目标的帮助。
我正在为以下代码苦苦挣扎。
let preferredIOBufferDuration = 0.005
let kInputBus = AudioUnitElement(1)
let kOutputBus = AudioUnitElement(0)
init()
// This is my Audio Unit settings code.
var status: OSStatus
do
try AVAudiosession.sharedInstance().setPreferredIOBufferDuration(preferredIOBufferDuration)
catch let error as NSError
print(error)
var desc: AudioComponentDescription = AudioComponentDescription()
desc.componentType = kAudioUnitType_Output
desc.componentSubType = kAudioUnitSubType_VoiceProcessingIO
desc.componentFlags = 0
desc.componentFlagsMask = 0
desc.componentManufacturer = kAudioUnitManufacturer_Apple
let inputComponent: AudioComponent = AudioComponentFindNext(nil, &desc)
status = AudioComponentInstanceNew(inputComponent, &audioUnit)
checkStatus(status)
var flag = UInt32(1)
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, UInt32(sizeof(UInt32)))
checkStatus(status)
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, kOutputBus, &flag, UInt32(sizeof(UInt32)))
checkStatus(status)
var audioFormat: AudioStreamBasicDescription! = AudioStreamBasicDescription()
audioFormat.mSampleRate = 8000
audioFormat.mFormatID = kAudioFormatLinearPCM
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked
audioFormat.mFramesPerPacket = 1
audioFormat.mChannelsPerFrame = 1
audioFormat.mBitsPerChannel = 16
audioFormat.mBytesPerPacket = 2
audioFormat.mBytesPerFrame = 2
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &audioFormat, UInt32(sizeof(UInt32)))
checkStatus(status)
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayAndRecord)
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, kOutputBus, &audioFormat, UInt32(sizeof(UInt32)))
checkStatus(status)
// Set input/recording callback
var inputCallbackStruct: AURenderCallbackStruct! = AURenderCallbackStruct(inputProc: recordingCallback, inputProcRefCon: UnsafeMutablePointer(unsafeAddressOf(self)))
inputCallbackStruct.inputProc = recordingCallback
inputCallbackStruct.inputProcRefCon = UnsafeMutablePointer(unsafeAddressOf(self))
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, kInputBus, &inputCallbackStruct, UInt32(sizeof(UInt32)))
checkStatus(status)
// Set output/renderar/playback callback
var renderCallbackStruct: AURenderCallbackStruct! = AURenderCallbackStruct(inputProc: playbackCallback, inputProcRefCon: UnsafeMutablePointer(unsafeAddressOf(self)))
renderCallbackStruct.inputProc = playbackCallback
renderCallbackStruct.inputProcRefCon = UnsafeMutablePointer(unsafeAddressOf(self))
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Global, kOutputBus, &renderCallbackStruct, UInt32(sizeof(UInt32)))
checkStatus(status)
flag = 0
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ShouldAllocateBuffer, kAudioUnitScope_Output, kInputBus, &flag, UInt32(sizeof(UInt32)))
func recordingCallback(inRefCon: UnsafeMutablePointer<Void>,
ioActionFlags: UnsafeMutablePointer<AudioUnitRenderActionFlags>,
inTimeStamp: UnsafePointer<AudioTimeStamp>,
inBufNumber: UInt32,
inNumberFrames: UInt32,
ioData: UnsafeMutablePointer<AudioBufferList>) -> OSStatus
print("recordingCallback got fired >>>")
return noErr
func playbackCallback(inRefCon: UnsafeMutablePointer<Void>,
ioActionFlags: UnsafeMutablePointer<AudioUnitRenderActionFlags>,
inTimeStamp: UnsafePointer<AudioTimeStamp>,
inBufNumber: UInt32,
inNumberFrames: UInt32,
ioData: UnsafeMutablePointer<AudioBufferList>) -> OSStatus
print("playbackCallback got fired <<<")
return noErr
使用该代码,只有recordingCallback
方法被调用。并且 playbackCallback
方法根本没有被解雇。我确定我在这里出了点问题。有人可以帮我解决这个问题。我正在努力解决这个问题。
【问题讨论】:
audioUnit 变量在哪里? 【参考方案1】:您错误地设置了InputCallback
和RenderCallback
方法。其他设置似乎还可以。所以你的init
方法应该是这样的。
init()
var status: OSStatus
do
try AVAudioSession.sharedInstance().setPreferredIOBufferDuration(preferredIOBufferDuration)
catch let error as NSError
print(error)
var desc: AudioComponentDescription = AudioComponentDescription()
desc.componentType = kAudioUnitType_Output
desc.componentSubType = kAudioUnitSubType_VoiceProcessingIO
desc.componentFlags = 0
desc.componentFlagsMask = 0
desc.componentManufacturer = kAudioUnitManufacturer_Apple
let inputComponent: AudioComponent = AudioComponentFindNext(nil, &desc)
status = AudioComponentInstanceNew(inputComponent, &audioUnit)
checkStatus(status)
var flag = UInt32(1)
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, UInt32(sizeof(UInt32)))
checkStatus(status)
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, kOutputBus, &flag, UInt32(sizeof(UInt32)))
checkStatus(status)
var audioFormat: AudioStreamBasicDescription! = AudioStreamBasicDescription()
audioFormat.mSampleRate = 8000
audioFormat.mFormatID = kAudioFormatLinearPCM
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked
audioFormat.mFramesPerPacket = 1
audioFormat.mChannelsPerFrame = 1
audioFormat.mBitsPerChannel = 16
audioFormat.mBytesPerPacket = 2
audioFormat.mBytesPerFrame = 2
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &audioFormat, UInt32(sizeof(UInt32)))
checkStatus(status)
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayAndRecord)
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, kOutputBus, &audioFormat, UInt32(sizeof(UInt32)))
checkStatus(status)
// Set input/recording callback
var inputCallbackStruct = AURenderCallbackStruct(inputProc: recordingCallback, inputProcRefCon: UnsafeMutablePointer(unsafeAddressOf(self)))
AudioUnitSetProperty(audioUnit, AudioUnitPropertyID(kAudioOutputUnitProperty_SetInputCallback), AudioUnitScope(kAudioUnitScope_Global), 1, &inputCallbackStruct, UInt32(sizeof(AURenderCallbackStruct)))
// Set output/renderar/playback callback
var renderCallbackStruct = AURenderCallbackStruct(inputProc: playbackCallback, inputProcRefCon: UnsafeMutablePointer(unsafeAddressOf(self)))
AudioUnitSetProperty(audioUnit, AudioUnitPropertyID(kAudioUnitProperty_SetRenderCallback), AudioUnitScope(kAudioUnitScope_Global), 0, &renderCallbackStruct, UInt32(sizeof(AURenderCallbackStruct)))
flag = 0
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ShouldAllocateBuffer, kAudioUnitScope_Output, kInputBus, &flag, UInt32(sizeof(UInt32)))
尝试使用此代码,如果有帮助,请告诉我们。
【讨论】:
如何使用此代码进行录音和像麦克风一样播放,同时它会在扬声器中播放 在哪里可以指定要从哪个设备进行录制?即 iPhone 与耳机?以上是关于如何使用 Swift 在 iOS 中同时录制和播放音频?的主要内容,如果未能解决你的问题,请参考以下文章