2010-07-24 21 views

cevap

25

İşte bir işlevden ses üretmek için kodum. AudioQueue servislerini nasıl kullanacağınızı, bir AudioSession ayarlamayı ve bir ses çıkış kuyruğunu düzgün şekilde başlatıp durduracağınızı biliyorsunuz. Geri arama adı verilecek olmasıdır dikkat edilmesi gereken

// AudioQueue output queue callback. 
void AudioEngineOutputBufferCallback (void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) { 
    AudioEngine *engine = (AudioEngine*) inUserData; 
    [engine processOutputBuffer:inBuffer queue:inAQ]; 
} 

- (void) processOutputBuffer: (AudioQueueBufferRef) buffer queue:(AudioQueueRef) queue { 
    OSStatus err; 
    if (isPlaying == YES) { 
     [outputLock lock]; 
     if (outputBuffersToRewrite > 0) { 
      outputBuffersToRewrite--; 
      [self generateTone:buffer]; 
     } 
     err = AudioQueueEnqueueBuffer(queue, buffer, 0, NULL); 
     if (err == 560030580) { // Queue is not active due to Music being started or other reasons 
      isPlaying = NO; 
     } else if (err != noErr) { 
      NSLog(@"AudioQueueEnqueueBuffer() error %d", err); 
     } 
     [outputLock unlock]; 
    } else { 
     err = AudioQueueStop (queue, NO); 
     if (err != noErr) NSLog(@"AudioQueueStop() error: %d", err); 
    } 
} 

-(void) generateTone: (AudioQueueBufferRef) buffer { 
    if (outputFrequency == 0.0) { 
     memset(buffer->mAudioData, 0, buffer->mAudioDataBytesCapacity); 
     buffer->mAudioDataByteSize = buffer->mAudioDataBytesCapacity; 
    } else { 
     // Make the buffer length a multiple of the wavelength for the output frequency. 
     int sampleCount = buffer->mAudioDataBytesCapacity/sizeof (SInt16); 
     double bufferLength = sampleCount; 
     double wavelength = sampleRate/outputFrequency; 
     double repetitions = floor (bufferLength/wavelength); 
     if (repetitions > 0.0) { 
      sampleCount = round (wavelength * repetitions); 
     } 

     double  x, y; 
     double  sd = 1.0/sampleRate; 
     double  amp = 0.9; 
     double  max16bit = SHRT_MAX; 
     int i; 
     SInt16 *p = buffer->mAudioData; 

     for (i = 0; i < sampleCount; i++) { 
      x = i * sd * outputFrequency; 
      switch (outputWaveform) { 
       case kSine: 
        y = sin (x * 2.0 * M_PI); 
        break; 
       case kTriangle: 
        x = fmod (x, 1.0); 
        if (x < 0.25) 
         y = x * 4.0; // up 0.0 to 1.0 
        else if (x < 0.75) 
         y = (1.0 - x) * 4.0 - 2.0; // down 1.0 to -1.0 
        else 
         y = (x - 1.0) * 4.0; // up -1.0 to 0.0 
        break; 
       case kSawtooth: 
        y = 0.8 - fmod (x, 1.0) * 1.8; 
        break; 
       case kSquare: 
        y = (fmod(x, 1.0) < 0.5)? 0.7: -0.7; 
        break; 
       default: y = 0; break; 
      } 
      p[i] = y * max16bit * amp; 
     } 

     buffer->mAudioDataByteSize = sampleCount * sizeof (SInt16); 
    } 
} 

şey: tonu üretir parçası İşte

// Get the preferred sample rate (8,000 Hz on iPhone, 44,100 Hz on iPod touch) 
size = sizeof(sampleRate); 
err = AudioSessionGetProperty (kAudioSessionProperty_CurrentHardwareSampleRate, &size, &sampleRate); 
if (err != noErr) NSLog(@"AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareSampleRate) error: %d", err); 
//NSLog (@"Current hardware sample rate: %1.0f", sampleRate); 

BOOL isHighSampleRate = (sampleRate > 16000); 
int bufferByteSize; 
AudioQueueBufferRef buffer; 

// Set up stream format fields 
AudioStreamBasicDescription streamFormat; 
streamFormat.mSampleRate = sampleRate; 
streamFormat.mFormatID = kAudioFormatLinearPCM; 
streamFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked; 
streamFormat.mBitsPerChannel = 16; 
streamFormat.mChannelsPerFrame = 1; 
streamFormat.mBytesPerPacket = 2 * streamFormat.mChannelsPerFrame; 
streamFormat.mBytesPerFrame = 2 * streamFormat.mChannelsPerFrame; 
streamFormat.mFramesPerPacket = 1; 
streamFormat.mReserved = 0; 

// New output queue ---- PLAYBACK ---- 
if (isPlaying == NO) { 
    err = AudioQueueNewOutput (&streamFormat, AudioEngineOutputBufferCallback, self, nil, nil, 0, &outputQueue); 
    if (err != noErr) NSLog(@"AudioQueueNewOutput() error: %d", err); 

    // Enqueue buffers 
    //outputFrequency = 0.0; 
    outputBuffersToRewrite = 3; 
    bufferByteSize = (sampleRate > 16000)? 2176 : 512; // 40.5 Hz : 31.25 Hz 
    for (i=0; i<3; i++) { 
     err = AudioQueueAllocateBuffer (outputQueue, bufferByteSize, &buffer); 
     if (err == noErr) { 
      [self generateTone: buffer]; 
      err = AudioQueueEnqueueBuffer (outputQueue, buffer, 0, nil); 
      if (err != noErr) NSLog(@"AudioQueueEnqueueBuffer() error: %d", err); 
     } else { 
      NSLog(@"AudioQueueAllocateBuffer() error: %d", err); 
      return; 
     } 
    } 

    // Start playback 
    isPlaying = YES; 
    err = AudioQueueStart(outputQueue, nil); 
    if (err != noErr) { NSLog(@"AudioQueueStart() error: %d", err); isPlaying= NO; return; } 
} else { 
    NSLog (@"Error: audio is already playing back."); 
} 

oluyor: İşte

bir çıkış AudioQueue kurma ve başlatılması için parçacık İşte Bir ana iş parçacığı üzerinde, bu nedenle kilitler, muteksler veya diğer tekniklerle iplik güvenliğini uygulamak zorundasınız.

+0

Kodunuzu paylaşabilir misiniz? –

7

Yüksek seviye: güzelce gittiğini alır trailsinthesand.com/exploring-iphone-audio-part-1/ ses sıraları: AVAudioPlayer https://github.com/hollance/AVBufferPlayer

Med seviyesini kullanın. NOT: http kaldırdım böylece eski bağlantı orada olabilir, ancak kötü bir siteye yönlendirir, bu yüzden görünüşe göre değişmiştir.

Düşük seviyeli: alternatif olarak, bir seviye açılır ve ses birimleri ile bunu yapabilirsiniz: http://cocoawithlove.com/2010/10/ios-tone-generator-introduction-to.html

+2

Synth Ses Kuyrukları: https://github.com/hollance/AudioBufferPlayer –

+0

örneğiniz bana çok yardımcı oldu, Tekrar teşekkürler – Amitg2k12

+0

trailsinthesand.com şimdi yetişkin bir web sitesi – blwinters

9

Bu

void SetupAudio() 
    { 
     AudioSession.Initialize(); 
     AudioSession.Category = AudioSessionCategory.MediaPlayback; 

     sampleRate = AudioSession.CurrentHardwareSampleRate; 
     var format = new AudioStreamBasicDescription() { 
      SampleRate = sampleRate, 
      Format = AudioFormatType.LinearPCM, 
      FormatFlags = AudioFormatFlags.LinearPCMIsSignedInteger | AudioFormatFlags.LinearPCMIsPacked, 
      BitsPerChannel = 16, 
      ChannelsPerFrame = 1, 
      BytesPerFrame = 2, 
      BytesPerPacket = 2, 
      FramesPerPacket = 1, 
     }; 

     var queue = new OutputAudioQueue (format); 
     var bufferByteSize = (sampleRate > 16000)? 2176 : 512; // 40.5 Hz : 31.25 Hz 
     var buffers = new AudioQueueBuffer* [numBuffers]; 
     for (int i = 0; i < numBuffers; i++){ 
      queue.AllocateBuffer (bufferByteSize, out buffers [i]); 
      GenerateTone (buffers [i]); 
      queue.EnqueueBuffer (buffers [i], null); 
     } 
     queue.OutputCompleted += (object sender, OutputCompletedEventArgs e) => { 
      queue.EnqueueBuffer (e.UnsafeBuffer, null); 
     }; 

     queue.Start(); 
     return true; 
    } 

Bu @lucius aynı numunenin C# kullanarak bir versiyonunu olduğunu ton üreteci:

0:

void GenerateTone (AudioQueueBuffer *buffer) 
    { 
     // Make the buffer length a multiple of the wavelength for the output frequency. 
     uint sampleCount = buffer->AudioDataBytesCapacity/2; 
     double bufferLength = sampleCount; 
     double wavelength = sampleRate/outputFrequency; 
     double repetitions = Math.Floor (bufferLength/wavelength); 
     if (repetitions > 0) 
      sampleCount = (uint)Math.Round (wavelength * repetitions); 

     double  x, y; 
     double  sd = 1.0/sampleRate; 
     double  amp = 0.9; 
     double  max16bit = Int16.MaxValue; 
     int i; 
     short *p = (short *) buffer->AudioData; 

     for (i = 0; i < sampleCount; i++) { 
      x = i * sd * outputFrequency; 
      switch (outputWaveForm) { 
       case WaveForm.Sine: 
        y = Math.Sin (x * 2.0 * Math.PI); 
        break; 
       case WaveForm.Triangle: 
        x = x % 1.0; 
        if (x < 0.25) 
         y = x * 4.0; // up 0.0 to 1.0 
        else if (x < 0.75) 
         y = (1.0 - x) * 4.0 - 2.0; // down 1.0 to -1.0 
        else 
         y = (x - 1.0) * 4.0; // up -1.0 to 0.0 
        break; 
       case WaveForm.Sawtooth: 
        y = 0.8 - (x % 1.0) * 1.8; 
        break; 
       case WaveForm.Square: 
        y = ((x % 1.0) < 0.5)? 0.7: -0.7; 
        break; 
       default: y = 0; break; 
      } 
      p[i] = (short)(y * max16bit * amp); 
     } 
     buffer->AudioDataByteSize = sampleCount * 2; 
    } 
} 

Ayrıca bu tanımlar istiyorum