iOS SDK升级到7.0之后,Apple对AudioSession做了重大革新,因此很多接口都需要调整。
基础概念
首先我们得了解一下AudioSession和AudioQueue分别是什么东西
Session就好像我们家里音响设备的总管理
Queue负责具体实现播放和录音
[AVAudioSession sharedInstance]
来获取AVAudioSession的实例
加载AudioSession
这里我们需要实现启动AudioSession、处理被中断(比如你在使用VoIP的时候,突然一个电话打进来……)
AVAudioSession *session=[AVAudioSession sharedInstance];
//AVAudioSessionPortOverrideSpeaker
if (![session setCategory:AVAudioSessionCategoryPlayAndRecord withOptions:AVAudioSessionCategoryOptionMixWithOthers| AVAudioSessionCategoryOptionDefaultToSpeaker error:nil])
{
//无法启动语音
return;
}
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(routeChange:) name:AVAudioSessionRouteChangeNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserverForName:AVAudioSessionInterruptionNotification object:session queue:nil usingBlock:^(NSNotification *notification)
{
int status=[[notification.userInfo valueForKey:AVAudioSessionInterruptionTypeKey] intValue];
if ( status== AVAudioSessionInterruptionTypeBegan)
{
//语音已被中断
AudioQueuePause(_recordQueue); //这时候暂停了录制的Queue
}
else if(status==AVAudioSessionInterruptionTypeEnded)
{
[[AVAudioSession sharedInstance] setActive:TRUE error:nil]; //重新激活
AudioQueueStart(_recordQueue,nil);
//重启 恢复
}
}];
if (![session setActive:YES error:&error]) //这里激活session
{
return;
}
AVAudioSessionCategoryPlayAndRecord:同时录音和放音
AVAudioSessionCategoryOptionMixWithOthers| 与其他应用程序混音AVAudioSessionCategoryOptionDefaultToSpeaker 强制播放到扬声器(蓝牙无效,耳机插入有效)
获取权限、加载和配置AudioQueue
然后来做个基础的定义
#define ProcessPeo 0.03
#define PlayBaSam 48000
#define RecordSam 44100
实现VoIP,录音必不可少,不过需要请求和判断录音权限、然后加载录音用的AudioQueue(播放和录音互相独立了开来):
//获取当前的录音权限
switch ([AVAudioSession sharedInstance].recordPermission) {
case AVAudioSessionRecordPermissionUndetermined: {
UIAlertView *a = [[UIAlertView alloc] initWithTitle:@"授权提示" message:@"你需要授权" delegate:self cancelButtonTitle:@"好的" otherButtonTitles:nil, nil];
[a show];
break;
}
case AVAudioSessionRecordPermissionDenied:
[[[CustomAlertView alloc] initWithTitle:@"您拒绝了使用麦克风的请求。如果需要恢复,请去系统设置。" message:@"TX无法使用" delegate:nil cancelButtonTitle:@"确定" otherButtonTitles: nil] show];
break;
case AVAudioSessionRecordPermissionGranted: {
break;
}
default:
break;
}
//开始请求
[session requestRecordPermission:^(BOOL granted) {
if(granted) {
//录音部分开始
AudioStreamBasicDescription _recordFormat;
bzero(&_recordFormat, sizeof(AudioStreamBasicDescription));
_recordFormat.mSampleRate = RecordSam;
_recordFormat.mFormatID = kAudioFormatLinearPCM;
_recordFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger |
kAudioFormatFlagsNativeEndian |
kAudioFormatFlagIsPacked;
_recordFormat.mFramesPerPacket = 1;
_recordFormat.mChannelsPerFrame = 1;
_recordFormat.mBitsPerChannel = 16;
_recordFormat.mBytesPerPacket = _recordFormat.mBytesPerFrame = (_recordFormat.mBitsPerChannel / 8) * _recordFormat.mChannelsPerFrame;
AudioQueueNewInput(&_recordFormat, inputBufferHandler, (__bridge void *)(self), NULL, NULL, 0, &_recordQueue);
int bufferByteSize = ceil(ProcessPeo * _recordFormat.mSampleRate) * _recordFormat.mBytesPerFrame;
for (int i = 0; i < 1; i++){
AudioQueueAllocateBuffer(_recordQueue, bufferByteSize, &_recBuffers[i]);
AudioQueueEnqueueBuffer(_recordQueue, _recBuffers[i], 0, NULL);
}
AudioQueueStart(_recordQueue, NULL);
//录音部分结束
}
else{
//移动到上面处理
}
}];
录音的启动了,现在开始放音的
//播放部分开始
AudioStreamBasicDescription audioFormat;
bzero(&audioFormat, sizeof(AudioStreamBasicDescription));
audioFormat.mSampleRate = PlayBaSam;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger |
kAudioFormatFlagsNativeEndian |
kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = 1;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = audioFormat.mBytesPerFrame = (audioFormat.mBitsPerChannel / 8) * audioFormat.mChannelsPerFrame;
AudioQueueNewOutput(&audioFormat,outputBufferHandler, (__bridge void *)(self), NULL,NULL, 0, &_playQueue);
int bufferByteSize = ceil(ProcessPeo * audioFormat.mSampleRate) * audioFormat.mBytesPerFrame;
//上面的乘法是准备了缓冲区的秒数 我这里用了0.03秒,缓冲区越大延迟会越高
//下面开始创建缓冲区
for(int i=0;i<2;i++)
{
AudioQueueAllocateBuffer(_playQueue, bufferByteSize, &_playBuffers[i]);
_playBuffers[i]->mAudioDataByteSize=bufferByteSize;
outputBufferHandler(nil,_playQueue,_playBuffers[i]);
}
AudioQueueStart(_playQueue, NULL);
这样录音和播放部分就开始了,注意,AudioQueue的录音得到的数据处理和提供播放数据在回调里实现(和Android不同,属于被动的)
回调:真正实现录音和播放
首先实现录音的回调
void inputBufferHandler(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer, const AudioTimeStamp *inStartTime,UInt32 inNumPackets, const AudioStreamPacketDescription *inPacketDesc)
{
if (inNumPackets > 0) {
//数据在inBuffer->mAudioData 数据大小:inNumPackets
}
}
AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);
//这里准备缓冲区 继续执行下去
}
播放回调:
static void outputBufferHandler(void *inUserData,AudioQueueRef inAQ,AudioQueueBufferRef buffer){
uint error=0;
填充buffer->mAudioData 大小是缓冲区大小
AudioQueueEnqueueBuffer(inAQ, buffer, 0, NULL);
}
特别注意:播放回调中必须一直填充缓冲区数据,否则播放会被自动停止
这样下来,简单
PS. 刚学Objective-C 不到1个月,如果文章中有问题,欢迎批评指正!