iOS中的音频录制和实时处理

琉璃若梦 2021-04-19 ⋅ 20 阅读

音频录制和实时处理在iOS开发中是非常重要的功能,它们可以用于实现语音聊天、音频处理应用等。本文将介绍iOS中的音频录制和实时处理,并提供一些示例代码供参考。

音频录制

iOS提供了AVAudioRecorder类来实现音频录制功能。下面是一个简单的示例代码,演示了如何使用AVAudioRecorder录制音频:

import AVFoundation

class ViewController: UIViewController, AVAudioRecorderDelegate {
    var audioRecorder: AVAudioRecorder!
    
    override func viewDidLoad() {
        super.viewDidLoad()
        setupAudioRecorder()
    }
    
    func setupAudioRecorder() {
        let audioSession = AVAudioSession.sharedInstance()
        
        do {
            try audioSession.setCategory(AVAudioSessionCategoryPlayAndRecord)
            try audioSession.setActive(true)
            
            let basePath = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true).first!
            let audioURL = URL(fileURLWithPath: basePath).appendingPathComponent("audio.m4a")
            
            let recordSettings: [String: Any] = [
                AVSampleRateKey: 44100.0,
                AVNumberOfChannelsKey: 2,
                AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue
            ]
            
            audioRecorder = try AVAudioRecorder(url: audioURL, settings: recordSettings)
            audioRecorder.delegate = self
            audioRecorder.prepareToRecord()
        } catch let error {
            print("Failed to setup audio recorder: \(error.localizedDescription)")
        }
    }
    
    @IBAction func startRecording() {
        audioRecorder.record()
    }
    
    @IBAction func stopRecording() {
        audioRecorder.stop()
    }
}

以上代码首先设置了音频会话,然后通过NSSearchPathForDirectoriesInDomains方法获取存储路径,创建一个音频URL。接着,我们设置录制的参数,并使用URL和参数创建AVAudioRecorder实例。最后,通过调用record方法开始录制,调用stop方法停止录制。

实时音频处理

iOS的音频处理功能可以使用AudioUnit框架来实现。下面是一个简单的示例代码,演示了如何使用AudioUnit实现实时音频处理:

import AudioToolbox

class AudioUnitPlayer {
    var audioUnit: AudioUnit!
    
    init() {
        var audioComponentDescription = AudioComponentDescription()
        audioComponentDescription.componentType = kAudioUnitType_Output
        audioComponentDescription.componentSubType = kAudioUnitSubType_RemoteIO
        audioComponentDescription.componentManufacturer = kAudioUnitManufacturer_Apple
        audioComponentDescription.componentFlags = 0
        audioComponentDescription.componentFlagsMask = 0
        
        let audioComponent = AudioComponentFindNext(nil, &audioComponentDescription)
        AudioComponentInstanceNew(audioComponent!, &audioUnit)
        
        var enableIO: UInt32 = 1
        AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &enableIO, UInt32(MemoryLayout<UInt32>.size))
        
        var inputStreamFormat = AudioStreamBasicDescription()
        inputStreamFormat.mSampleRate = 44100.0
        inputStreamFormat.mFormatID = kAudioFormatLinearPCM
        inputStreamFormat.mFormatFlags = kAudioFormatFlagIsFloat | kAudioFormatFlagIsNonInterleaved
        inputStreamFormat.mBytesPerPacket = 4
        inputStreamFormat.mFramesPerPacket = 1
        inputStreamFormat.mBytesPerFrame = 4
        inputStreamFormat.mChannelsPerFrame = 2
        inputStreamFormat.mBitsPerChannel = 32
        
        AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &inputStreamFormat, UInt32(MemoryLayout<AudioStreamBasicDescription>.size))
        
        let renderProc: AURenderCallback = { (inRefCon, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, ioData) -> OSStatus in
            // 处理音频数据
            let audioBuffer = UnsafeMutableAudioBufferListPointer(ioData)
            for buffer in audioBuffer {
                let floatData = buffer.mData?.assumingMemoryBound(to: Float.self)
                if let data = floatData {
                    for i in 0..<Int(buffer.mDataByteSize / 4) {
                        data[i] = data[i] * 2  // 将音量放大2倍
                    }
                }
            }
            
            return noErr
        }
        
        var callbackStruct = AURenderCallbackStruct(inputProc: renderProc, inputProcRefCon: nil)
        AudioUnitSetProperty(audioUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 0, &callbackStruct, UInt32(MemoryLayout<AURenderCallbackStruct>.size))
        
        AudioUnitInitialize(audioUnit)
        AudioOutputUnitStart(audioUnit)
    }
    
    func stop() {
        AudioOutputUnitStop(audioUnit)
        AudioUnitUninitialize(audioUnit)
        AudioComponentInstanceDispose(audioUnit)
    }
}

以上代码首先创建了一个AudioUnit实例,并通过AudioUnitSetProperty方法设置了音频输入流的参数。接着,我们定义了一个渲染回调函数,在该函数中可以处理音频数据。在示例代码中,我们将音频的每个样本的值放大2倍。最后,通过调用AudioOutputUnitStart方法开始实时音频处理。

总结

本文介绍了iOS中的音频录制和实时处理的基本实现方法,通过AVAudioRecorder和AudioUnit可以很方便地实现这些功能。希望本文对大家有所帮助。


全部评论: 0

    我有话说: