使用 AudioQueue 播放断断续续的音频
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【中文标题】使用 AudioQueue 播放断断续续的音频【英文标题】:Choppy audio playback with AudioQueue 【发布时间】:2015-01-08 00:02:46 【问题描述】:我有以下代码打开一个 AudioQueue 以播放 16 位 pcm @ 44,100hz。它有一个非常奇怪的怪癖,一旦初始缓冲区被填满,它就会很快播放,然后在等待更多字节通过网络时变得“断断续续”。
所以要么我以某种方式弄乱了将数据子范围复制到缓冲区的代码,要么我告诉 AudioQueue 播放速度比通过网络传输的数据快。
有人有什么想法吗?我已经卡了几天了。
//
// Created by Benjamin St Pierre on 15-01-02.
// Copyright (c) 2015 Lightning Strike Solutions. All rights reserved.
//
#import <MacTypes.h>
#import "MediaPlayer.h"
@implementation MediaPlayer
@synthesize sampleQueue;
void OutputBufferCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer)
//Cast userData to MediaPlayer Objective-C class instance
MediaPlayer *mediaPlayer = (__bridge MediaPlayer *) inUserData;
// Fill buffer.
[mediaPlayer fillAudioBuffer:inBuffer];
// Re-enqueue buffer.
OSStatus err = AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);
if (err != noErr)
NSLog(@"AudioQueueEnqueueBuffer() error %d", (int) err);
- (void)fillAudioBuffer:(AudioQueueBufferRef)inBuffer
if (self.currentAudioPiece == nil || self.currentAudioPiece.duration >= self.currentAudioPieceIndex)
//grab latest sample from sample queue
self.currentAudioPiece = sampleQueue.dequeue;
self.currentAudioPieceIndex = 0;
//Check for empty sample queue
if (self.currentAudioPiece == nil)
NSLog(@"Empty sample queue");
memset(inBuffer->mAudioData, 0, kBufferByteSize);
return;
UInt32 bytesToRead = inBuffer->mAudioDataBytesCapacity;
while (bytesToRead > 0)
UInt32 maxBytesFromCurrentPiece = self.currentAudioPiece.audioData.length - self.currentAudioPieceIndex;
//Take the min of what the current piece can provide OR what is needed to be read
UInt32 bytesToReadNow = MIN(maxBytesFromCurrentPiece, bytesToRead);
NSData *subRange = [self.currentAudioPiece.audioData subdataWithRange:NSMakeRange(self.currentAudioPieceIndex, bytesToReadNow)];
//Copy what you can before continuing loop
memcpy(inBuffer->mAudioData, subRange.bytes, subRange.length);
bytesToRead -= bytesToReadNow;
if (bytesToReadNow == maxBytesFromCurrentPiece)
@synchronized (sampleQueue)
self.currentAudioPiece = self.sampleQueue.dequeue;
self.currentAudioPieceIndex = 0;
else
self.currentAudioPieceIndex += bytesToReadNow;
inBuffer->mAudioDataByteSize = kBufferByteSize;
- (void)startMediaPlayer
AudiostreamBasicDescription streamFormat;
streamFormat.mFormatID = kAudioFormatLinearPCM;
streamFormat.mSampleRate = 44100.0;
streamFormat.mChannelsPerFrame = 2;
streamFormat.mBytesPerFrame = 4;
streamFormat.mFramesPerPacket = 1;
streamFormat.mBytesPerPacket = 4;
streamFormat.mBitsPerChannel = 16;
streamFormat.mReserved = 0;
streamFormat.mFormatFlags = kAudioFormatFlagIsPacked | kAudioFormatFlagIsSignedInteger;
// New input queue
OSStatus err = AudioQueueNewOutput(&streamFormat, OutputBufferCallback, (__bridge void *) self, nil, nil, 0, &outputQueue);
if (err != noErr)
NSLog(@"AudioQueueNewOutput() error: %d", (int) err);
int i;
// Enqueue buffers
AudioQueueBufferRef buffer;
for (i = 0; i < kNumberBuffers; i++)
err = AudioQueueAllocateBuffer(outputQueue, kBufferByteSize, &buffer);
memset(buffer->mAudioData, 0, kBufferByteSize);
buffer->mAudioDataByteSize = kBufferByteSize;
if (err == noErr)
err = AudioQueueEnqueueBuffer(outputQueue, buffer, 0, nil);
if (err != noErr) NSLog(@"AudioQueueEnqueueBuffer() error: %d", (int) err);
else
NSLog(@"AudioQueueAllocateBuffer() error: %d", (int) err);
return;
// Start queue
err = AudioQueueStart(outputQueue, nil);
if (err != noErr) NSLog(@"AudioQueueStart() error: %d", (int) err);
@end
【问题讨论】:
您在渲染回调中调用了 Objective-C 代码,这通常不是实时安全的,可能会导致过载。在-fillAudioBuffer:
中,使用互斥锁绝对不是实时安全的。
在我第一次尝试音频队列时,由于以下两个原因,我有声音伪影:1)我没有在回调中正确设置缓冲区->mAudioDataByteSize,2)我使用的缓冲区太少;将缓冲区从 3 增加到 5 解决了我最后剩下的音频卡顿问题。
【参考方案1】:
我将在这里采取一个赃物,并说您正在获得断断续续的播放,因为您没有为您的数据推进写入指针。我不太了解 Objective-C,无法告诉您此语法是否正确,但我认为您需要补充以下内容:
while (bytesToRead > 0)
....
memcpy(inBuffer->mAudioData, subRange.bytes, subRange.length);
bytesToRead -= bytesToReadNow;
inBuffer->mAudioData += bytesReadNow; // move the write pointer
...
【讨论】:
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