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iOS音频编程之实时语音通信

2016-08-01  本文已影响2323人  JustinYang

title: iOS音频编程之实时语音通信
date: 2016-07-14
tags: AAC Converter,Audio Queue,Audio Unit,MultipeerConnectivity
博客地址

iOS音频编程之实时语音通信

需求:手机通过Mic采集PCM编码的原始音频数据,将PCM转换为AAC编码格式,通过MultipeerConnectivity框架连接手机并发送AAC数据,在接收端使用Audio Queue播放收到的AAC音频

音频设置

对音频以44.1KHZ的采样率来采样,以64000的比特率对PCM进行AAC转码

1)对AVAudioSession的设置

NSError *error;
self.session = [AVAudioSession sharedInstance];
[self.session setCategory:AVAudioSessionCategoryPlayAndRecord error:&error];
handleError(error);
//route变化监听
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(audioSessionRouteChangeHandle:) name:AVAudioSessionRouteChangeNotification object:self.session];

[self.session setPreferredIOBufferDuration:0.005 error:&error];
handleError(error);
[self.session setPreferredSampleRate:kSmaple error:&error];
handleError(error);

//[self.session overrideOutputAudioPort:AVAudioSessionPortOverrideSpeaker error:&error];
//handleError(error);

[self.session setActive:YES error:&error];
handleError(error);

-(void)audioSessionRouteChangeHandle:(NSNotification *)noti{
//    NSError *error;
//    [self.session overrideOutputAudioPort:AVAudioSessionPortOverrideSpeaker error:&error];
//    handleError(error);
[self.session setActive:YES error:nil];
if (self.startRecord) {
    CheckError(AudioOutputUnitStart(_toneUnit), "couldnt start audio unit");
    }
}

音频输入输出路径改变会触发audioSessionRouteChangeHandle,如果想一直让音频从手机的扬声器输出需要在每次Route改变时,把音频输出重定向到AVAudioSessionPortOverrideSpeaker,否则为手机听筒输出音频;其他设置说明请参照iOS音频编程之变声处理的初始化部分

2)对Audio Unit的设置

AudioComponentDescription acd;
acd.componentType = kAudioUnitType_Output;
acd.componentSubType = kAudioUnitSubType_RemoteIO;
acd.componentFlags = 0;
acd.componentFlagsMask = 0;
acd.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponent inputComponent = AudioComponentFindNext(NULL, &acd);
AudioComponentInstanceNew(inputComponent, &_toneUnit);


UInt32 enable = 1;
AudioUnitSetProperty(_toneUnit,
                     kAudioOutputUnitProperty_EnableIO,
                     kAudioUnitScope_Input,
                     kInputBus,
                     &enable,
                     sizeof(enable));


mAudioFormat.mSampleRate         = kSmaple;//采样率
mAudioFormat.mFormatID           = kAudioFormatLinearPCM;//PCM采样
mAudioFormat.mFormatFlags        = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
mAudioFormat.mFramesPerPacket    = 1;//每个数据包多少帧
mAudioFormat.mChannelsPerFrame   = 1;//1单声道,2立体声
mAudioFormat.mBitsPerChannel     = 16;//语音每采样点占用位数
mAudioFormat.mBytesPerFrame      = mAudioFormat.mBitsPerChannel*mAudioFormat.mChannelsPerFrame/8;//每帧的bytes数
mAudioFormat.mBytesPerPacket     = mAudioFormat.mBytesPerFrame*mAudioFormat.mFramesPerPacket;//每个数据包的bytes总数,每帧的bytes数*每个数据包的帧数
mAudioFormat.mReserved           = 0;

CheckError(AudioUnitSetProperty(_toneUnit,
                                kAudioUnitProperty_StreamFormat,
                                kAudioUnitScope_Output, kInputBus,
                                &mAudioFormat, sizeof(mAudioFormat)),
           "couldn't set the remote I/O unit's input client format");

CheckError(AudioUnitSetProperty(_toneUnit,
                                kAudioOutputUnitProperty_SetInputCallback,
                                kAudioUnitScope_Output,
                                kInputBus,
                                &_inputProc, sizeof(_inputProc)),
           "couldnt set remote i/o render callback for input");


CheckError(AudioUnitInitialize(_toneUnit),
           "couldn't initialize the remote I/O unit");

具体参数说明请参照iOS音频编程之变声处理

采集音频数据的输入回调

static OSStatus inputRenderTone(
                     void *inRefCon,
                     AudioUnitRenderActionFlags     *ioActionFlags,
                     const AudioTimeStamp       *inTimeStamp,
                     UInt32                         inBusNumber,
                     UInt32                         inNumberFrames,
                     AudioBufferList            *ioData)

{

VoiceConvertHandle *THIS=(__bridge VoiceConvertHandle*)inRefCon;

AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0].mData = NULL;
bufferList.mBuffers[0].mDataByteSize = 0;
OSStatus status = AudioUnitRender(THIS->_toneUnit,
                                  ioActionFlags,
                                  inTimeStamp,
                                  kInputBus,
                                  inNumberFrames,
                                  &bufferList);

NSInteger lastTimeRear = recordStruct.rear;
for (int i = 0; i < inNumberFrames; i++) {
    SInt16 data = ((SInt16 *)bufferList.mBuffers[0].mData)[i];
    recordStruct.recordArr[recordStruct.rear] = data;
    recordStruct.rear = (recordStruct.rear+1)%kRecordDataLen;
    }
if ((lastTimeRear/1024 + 1) == (recordStruct.rear/1024)) {
     pthread_cond_signal(&recordCond);
    }
return status;
}

采用循环队列存储原始的音频数据,每1024点的PCM数据,让Converter转换为AAC编码,所以当收集了1024点PCM后,唤醒Converter线程。

3)音频转码

初始化

AudioStreamBasicDescription sourceDes = mAudioFormat;
AudioStreamBasicDescription targetDes;
memset(&targetDes, 0, sizeof(targetDes));
targetDes.mFormatID = kAudioFormatMPEG4AAC;
targetDes.mSampleRate = kSmaple;
targetDes.mChannelsPerFrame = sourceDes.mChannelsPerFrame;
UInt32 size = sizeof(targetDes);
CheckError(AudioFormatGetProperty(kAudioFormatProperty_FormatInfo,
                                  0, NULL, &size, &targetDes),
           "couldnt create target data format");


//选择软件编码
AudioClassDescription audioClassDes;
CheckError(AudioFormatGetPropertyInfo(kAudioFormatProperty_Encoders,
                                      sizeof(targetDes.mFormatID),
                                      &targetDes.mFormatID,
                                      &size), "cant get kAudioFormatProperty_Encoders");
UInt32 numEncoders = size/sizeof(AudioClassDescription);
AudioClassDescription audioClassArr[numEncoders];
CheckError(AudioFormatGetProperty(kAudioFormatProperty_Encoders,
                                  sizeof(targetDes.mFormatID),
                                  &targetDes.mFormatID,
                                  &size,
                                  audioClassArr),
           "wrirte audioClassArr fail");
for (int i = 0; i < numEncoders; i++) {
    if (audioClassArr[i].mSubType == kAudioFormatMPEG4AAC
        && audioClassArr[i].mManufacturer == kAppleSoftwareAudioCodecManufacturer) {
        memcpy(&audioClassDes, &audioClassArr[i], sizeof(AudioClassDescription));
        break;
    }
}

CheckError(AudioConverterNewSpecific(&sourceDes, &targetDes, 1,
                                     &audioClassDes, &_encodeConvertRef),
           "cant new convertRef");

size = sizeof(sourceDes);
CheckError(AudioConverterGetProperty(_encodeConvertRef, kAudioConverterCurrentInputStreamDescription, &size, &sourceDes), "cant get kAudioConverterCurrentInputStreamDescription");

size = sizeof(targetDes);
CheckError(AudioConverterGetProperty(_encodeConvertRef, kAudioConverterCurrentOutputStreamDescription, &size, &targetDes), "cant get kAudioConverterCurrentOutputStreamDescription");

UInt32 bitRate = 64000;
size = sizeof(bitRate);
CheckError(AudioConverterSetProperty(_encodeConvertRef,
                                     kAudioConverterEncodeBitRate,
                                     size, &bitRate),
           "cant set covert property bit rate");
[self performSelectorInBackground:@selector(convertPCMToAAC) withObject:nil];

主要是设置编码器的输入音频格式(PCM),输出音频格式(AAC),选择软件编码器(默认使用硬件编码器),设置编码器的比特率

AAC编码

-(void)convertPCMToAAC{
UInt32 maxPacketSize = 0;
UInt32 size = sizeof(maxPacketSize);
CheckError(AudioConverterGetProperty(_encodeConvertRef,
                                     kAudioConverterPropertyMaximumOutputPacketSize,
                                     &size,
                                     &maxPacketSize),
           "cant get max size of packet");

AudioBufferList *bufferList = malloc(sizeof(AudioBufferList));
bufferList->mNumberBuffers = 1;
bufferList->mBuffers[0].mNumberChannels = 1;
bufferList->mBuffers[0].mData = malloc(maxPacketSize);
bufferList->mBuffers[0].mDataByteSize = maxPacketSize;

for (; ; ) {
    @autoreleasepool {
        
    
    pthread_mutex_lock(&recordLock);
    while (ABS(recordStruct.rear - recordStruct.front) < 1024 ) {
        pthread_cond_wait(&recordCond, &recordLock);
    }
    pthread_mutex_unlock(&recordLock);
    
    SInt16 *readyData = (SInt16 *)calloc(1024, sizeof(SInt16));
    memcpy(readyData, &recordStruct.recordArr[recordStruct.front], 1024*sizeof(SInt16));
    recordStruct.front = (recordStruct.front+1024)%kRecordDataLen;
    UInt32 packetSize = 1;
    AudioStreamPacketDescription *outputPacketDescriptions = malloc(sizeof(AudioStreamPacketDescription)*packetSize);
    bufferList->mBuffers[0].mDataByteSize = maxPacketSize;
    CheckError(AudioConverterFillComplexBuffer(_encodeConvertRef,
                                               encodeConverterComplexInputDataProc,
                                               readyData,
                                               &packetSize,
                                               bufferList,
                                               outputPacketDescriptions),
               "cant set AudioConverterFillComplexBuffer");
    free(outputPacketDescriptions);
    free(readyData);

    NSMutableData *fullData = [NSMutableData dataWithBytes:bufferList->mBuffers[0].mData length:bufferList->mBuffers[0].mDataByteSize];
    
    if ([self.delegate respondsToSelector:@selector(covertedData:)]) {
        [self.delegate covertedData:[fullData copy]];
    }
    }
}

新建的bufferList是用来存放每次转码后的AAC音频数据.for循环中等待音频输入回调存满1024个PCM数组并唤醒它。outputPacketDescriptions数组是每次转换的AAC编码后各个包的描述,但这里每次只转换一包数据(由传入的packetSize决定)。调用AudioConverterFillComplexBuffer触发转码,他的第二个参数是填充原始音频数据的回调。转码完成后,会将转码的数据存放在它的第五个参数中(bufferList).转换完成的AAC就可以发送给另外一台手机了。

填充原始数据回调

OSStatus encodeConverterComplexInputDataProc(AudioConverterRef inAudioConverter,
                                         UInt32 *ioNumberDataPackets,
                                         AudioBufferList *ioData,
                                         AudioStreamPacketDescription **outDataPacketDescription,
                                         void *inUserData)
{
    ioData->mBuffers[0].mData = inUserData;
    ioData->mBuffers[0].mNumberChannels = 1;
    ioData->mBuffers[0].mDataByteSize = 1024*2;
    *ioNumberDataPackets = 1024;
    return 0;
}

4)Audio Queue播放AAC音频数据

Audio Queue基础知识

音频数据以一个个AudioQueueBuffer的形式存在与音频队列中,Audio Queue使用它提供的音频数据来播放,某一个AudioQueueBuffer使用完毕后,会调用Audio Queue的回调,要求用户再在这个AudioQueueBuffer填入数据,并使它加入Audio Queue中,如此循环,达到不间断播放音频数据的效果。

Audio Queue初始化

CheckError(AudioQueueNewOutput(&targetDes,
                               fillBufCallback,
                               (__bridge void *)self,
                               NULL,
                               NULL,
                               0,
                               &(_playQueue)),
           "cant new audio queue");
CheckError( AudioQueueSetParameter(_playQueue,
                                   kAudioQueueParam_Volume, 1.0),
           "cant set audio queue gain");

for (int i = 0; i < 3; i++) {
    AudioQueueBufferRef buffer;
    CheckError(AudioQueueAllocateBuffer(_playQueue, 1024, &buffer), "cant alloc buff");
    BNRAudioQueueBuffer *buffObj = [[BNRAudioQueueBuffer alloc] init];
    buffObj.buffer = buffer;
    [_buffers addObject:buffObj];
    [_reusableBuffers addObject:buffObj];
}
[self performSelectorInBackground:@selector(playData) withObject:nil];

Audio Queue播放音频数据

-(void)playData{
    for (; ; ) {
    @autoreleasepool {
        
    NSMutableData *data = [[NSMutableData alloc] init];
    pthread_mutex_lock(&playLock);
    if (self.aacArry.count%8 != 0 || self.aacArry.count == 0) {
        pthread_cond_wait(&playCond, &playLock);
    }
    AudioStreamPacketDescription *paks = calloc(sizeof(AudioStreamPacketDescription), 8);
    for (int i = 0; i < 8 ; i++) {//8包AAC数据组成放入一个AudioQueueBuffer的数据包
        BNRAudioData *audio = [self.aacArry firstObject];
        [data appendData:audio.data];
        paks[i].mStartOffset = audio.packetDescription.mStartOffset;
        paks[i].mDataByteSize = audio.packetDescription.mDataByteSize;
        [self.aacArry removeObjectAtIndex:0];
    }
    pthread_mutex_unlock(&playLock);
    
    pthread_mutex_lock(&buffLock);
    if (_reusableBuffers.count == 0) {
        static dispatch_once_t onceToken;
        dispatch_once(&onceToken, ^{
            AudioQueueStart(_playQueue, nil);
        });
        pthread_cond_wait(&buffcond, &buffLock);
       
    }
    BNRAudioQueueBuffer *bufferObj = [_reusableBuffers firstObject];
    [_reusableBuffers removeObject:bufferObj];
    pthread_mutex_unlock(&buffLock);
    
    memcpy(bufferObj.buffer->mAudioData,[data bytes] , [data length]);
    bufferObj.buffer->mAudioDataByteSize = (UInt32)[data length];
    CheckError(AudioQueueEnqueueBuffer(_playQueue, bufferObj.buffer, 8, paks), "cant enqueue");
    free(paks);

    }
    }
}

static void fillBufCallback(void *inUserData,
                       AudioQueueRef inAQ,
                       AudioQueueBufferRef buffer){
VoiceConvertHandle *THIS=(__bridge VoiceConvertHandle*)inUserData;

for (int i = 0; i < THIS->_buffers.count; ++i) {
    if (buffer == [THIS->_buffers[i] buffer]) {
        pthread_mutex_lock(&buffLock);
        [THIS->_reusableBuffers addObject:THIS->_buffers[i]];
        pthread_mutex_unlock(&buffLock);
        pthread_cond_signal(&buffcond);
        break;
    }
    }   
}

playData中等待收到的aacArry数据,这里要注意:每1024点PCM转换成的一包AAC数据加入到AudioQueueBuffer中,不足以使Audio Queue播放音频,所以这里使用8包AAC数据放到一个AudioQueueBufferfillBufCallback是Audio Queue播放完一个AudioQueueBuffer调用的回调函数,在这里面通知playData可以往使用完的AudioQueueBufferRef填数据了,填完后,用AudioQueueEnqueueBuffer将它加入Audio Queue中,这个三个AudioQueueBufferRef不断重用。

实时语音通信处理

原来是想用蓝牙来传送数据的,但是自己写的蓝牙传送数据机制的速度跟不上转换的AAC数据。使用MultipeerConnectivity框架既可使用蓝牙也可以使用WIFI来通信,底层自动选择。当把两个手机的WIFI都关掉时,他们使用蓝牙来传送数据,在刚刚建立通话时,能听到传送的语音,之后就听不到了,使用wifi传输数据时不会出现这种情况。

  1. MultipeerConnectivity基础知识

MCNearbyServiceAdvertiser发送广播,并接收MCNearbyServiceBrowser端的邀请,MCSession发送接收数据、管理连接状态。建立连接和通信的流程是,MCNearbyServiceAdvertiser广播服务,MCNearbyServiceBrowser搜到这个服务后,要求把这个服务所对用的MCPeerID加入到它自己(MCNearbyServiceBrowser端)的MCSession中,MCNearbyServiceAdvertiser收到这个邀请,并同意,同时也将MCNearbyServiceBrowser端对应的MCPeerID加入到了它自己(MCNearbyServiceAdvertiser)的MCSession中.
之后双方可以使用各自的MCSession发送接收数据。

2)各端发送本身转码的AAC数据,并接收对方发送的AAC数据提供给Auduio queue播放

源码下载地址

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