我可以使用AVAudioEngine来读取文件,使用音频单元进行处理并写入文件,其速度比实时速度快吗? [英] Can I use AVAudioEngine to read from a file, process with an audio unit and write to a file, faster than real-time?

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问题描述

我正在开发一个使用AVAudioEngine进行各种操作的iOS应用,包括将音频录制到文件,使用音频单元将效果应用到该音频以及播放应用了效果的音频.我也使用水龙头将输出也写入文件.完成此操作后,它将在播放音频时实时写入文件.

I am working on an iOS app that uses AVAudioEngine for various things, including recording audio to a file, applying effects to that audio using audio units, and playing back the audio with the effect applied. I use a tap to also write the output to a file. When this is done it writes to the file in real time as the audio is playing back.

是否可以设置从文件读取,使用音频单元处理声音并输出到文件的AVAudioEngine图形,但该图形要比实时速度快(即,与硬件处理速度一样快) ?这样的用例是输出几分钟的音频并应用效果,我当然不想等待几分钟来处理它.

Is it possible to set up an AVAudioEngine graph that reads from a file, processes the sound with an audio unit, and outputs to a file, but faster than real time (ie., as fast as the hardware can process it)? The use case for this would be to output a few minutes of audio with effects applied, and I certainly wouldn't want to wait for a few minutes for it to be processed.

编辑:这是我用来设置AVAudioEngine的图形并播放声音文件的代码:

here's the code that I'm using to set up the AVAudioEngine's graph, and play a sound file:

AVAudioEngine* engine = [[AVAudioEngine alloc] init];

AVAudioPlayerNode* player = [[AVAudioPlayerNode alloc] init];
[engine attachNode:player];

self.player = player;
self.engine = engine;

if (!self.distortionEffect) {
    self.distortionEffect = [[AVAudioUnitDistortion alloc] init];
    [self.engine attachNode:self.distortionEffect];
    [self.engine connect:self.player to:self.distortionEffect format:[self.distortionEffect outputFormatForBus:0]];
    AVAudioMixerNode* mixer = [self.engine mainMixerNode];
    [self.engine connect:self.distortionEffect to:mixer format:[mixer outputFormatForBus:0]];
}

[self.distortionEffect loadFactoryPreset:AVAudioUnitDistortionPresetDrumsBitBrush];

NSError* error;
if (![self.engine startAndReturnError:&error]) {
    NSLog(@"error: %@", error);
} else {
    NSURL* fileURL = [[NSBundle mainBundle] URLForResource:@"test2" withExtension:@"mp3"];
    AVAudioFile* file = [[AVAudioFile alloc] initForReading:fileURL error:&error];

    if (error) {
        NSLog(@"error: %@", error);
    } else {
        [self.player scheduleFile:file atTime:nil completionHandler:nil];
        [self.player play];
    }
}

上面的代码实时地在test2.mp3文件中播放声音,并应用了AVAudioUnitDistortionPresetDrumsBitBrush失真预设.

The above code plays the sound in the test2.mp3 file, with the AVAudioUnitDistortionPresetDrumsBitBrush distortion preset applied, in real time.

然后我通过在[self.player play]之后添加以下行来修改上面的代码:

I then modified the above code by adding these lines after [self.player play]:

        [self.engine stop];
        [self renderAudioAndWriteToFile];

我修改了弗拉基米尔(Vladimir)提供的renderAudioAndWriteToFile方法,以便与其在第一行中分配一个新的AVAudioEngine,而不仅仅是使用已经设置的self.engine.

I modified the renderAudioAndWriteToFile method that Vladimir provided so that instead of allocating a new AVAudioEngine in the first line, it simply uses self.engine that has already been set up.

但是,在renderAudioAndWriteToFile中,它记录为无法渲染音频单元",因为AudioUnitRender返回的状态为kAudioUnitErr_Uninitialized.

However, in renderAudioAndWriteToFile, it's logging "Can not render audio unit" because AudioUnitRender is returning a status of kAudioUnitErr_Uninitialized.

编辑2 :我应该很高兴将我发布的AVAudioEngine代码转换为使用C api,如果这样做会使事情变得更容易.但是,我希望代码产生与AVAudioEngine代码相同的输出(包括使用上面显示的出厂预设).

Edit 2: I should mention that I'm perfectly happy to convert the AVAudioEngine code I posted to use the C apis if that would make things easier. However, I would want the code to produce the same output as the AVAudioEngine code (including the use of the factory preset shown above).

推荐答案

  1. 配置引擎和播放器节点.
  2. 为播放器节点调用play方法.
  3. 暂停引擎.
  4. 从AVAudioOutputNode(audioEngine.outputNode)获取音频单元 与此
  1. Configure your engine and player node.
  2. Call play method for your player node.
  3. Pause your engine.
  4. Get an audio unit from your AVAudioOutputNode (audioEngine.outputNode) with this method.
  5. Render from audio unit with AudioUnitRender in cycle and write audio buffer list to file with Extended Audio File Services.

示例:

音频引擎配置

- (void)configureAudioEngine {
    self.engine = [[AVAudioEngine alloc] init];
    self.playerNode = [[AVAudioPlayerNode alloc] init];
    [self.engine attachNode:self.playerNode];
    AVAudioUnitDistortion *distortionEffect = [[AVAudioUnitDistortion alloc] init];
    [self.engine attachNode:distortionEffect];
    [self.engine connect:self.playerNode to:distortionEffect format:[distortionEffect outputFormatForBus:0]];
    self.mixer = [self.engine mainMixerNode];
    [self.engine connect:distortionEffect to:self.mixer format:[self.mixer outputFormatForBus:0]];
    [distortionEffect loadFactoryPreset:AVAudioUnitDistortionPresetDrumsBitBrush];
    NSError* error;
    if (![self.engine startAndReturnError:&error])
        NSLog(@"Can't start engine: %@", error);
    else
        [self scheduleFileToPlay];
}

- (void)scheduleFileToPlay {
    NSError* error;
    NSURL *fileURL = [[NSBundle mainBundle] URLForResource:@"filename" withExtension:@"m4a"];
    self.file = [[AVAudioFile alloc] initForReading:fileURL error:&error];
    if (self.file)
        [self.playerNode scheduleFile:self.file atTime:nil completionHandler:nil];
    else
        NSLog(@"Can't read file: %@", error);
}

渲染方法

- (void)renderAudioAndWriteToFile {
    [self.playerNode play];
    [self.engine pause];
    AVAudioOutputNode *outputNode = self.engine.outputNode;
    AudioStreamBasicDescription const *audioDescription = [outputNode outputFormatForBus:0].streamDescription;
    NSString *path = [self filePath];
    ExtAudioFileRef audioFile = [self createAndSetupExtAudioFileWithASBD:audioDescription andFilePath:path];
    if (!audioFile)
        return;
    AVURLAsset *asset = [AVURLAsset assetWithURL:self.file.url];
    NSTimeInterval duration = CMTimeGetSeconds(asset.duration);
    NSUInteger lengthInFrames = duration * audioDescription->mSampleRate;
    const NSUInteger kBufferLength = 4096;
    AudioBufferList *bufferList = AEAllocateAndInitAudioBufferList(*audioDescription, kBufferLength);
    AudioTimeStamp timeStamp;
    memset (&timeStamp, 0, sizeof(timeStamp));
    timeStamp.mFlags = kAudioTimeStampSampleTimeValid;
    OSStatus status = noErr;
    for (NSUInteger i = kBufferLength; i < lengthInFrames; i += kBufferLength) {
        status = [self renderToBufferList:bufferList writeToFile:audioFile bufferLength:kBufferLength timeStamp:&timeStamp];
        if (status != noErr)
            break;
    }
    if (status == noErr && timeStamp.mSampleTime < lengthInFrames) {
        NSUInteger restBufferLength = (NSUInteger) (lengthInFrames - timeStamp.mSampleTime);
        AudioBufferList *restBufferList = AEAllocateAndInitAudioBufferList(*audioDescription, restBufferLength);
        status = [self renderToBufferList:restBufferList writeToFile:audioFile bufferLength:restBufferLength timeStamp:&timeStamp];
        AEFreeAudioBufferList(restBufferList);
    }
    AEFreeAudioBufferList(bufferList);
    ExtAudioFileDispose(audioFile);
    if (status != noErr)
        NSLog(@"An error has occurred");
    else
        NSLog(@"Finished writing to file at path: %@", path);
}

- (NSString *)filePath {
    NSArray *documentsFolders =
            NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
    NSString *fileName = [NSString stringWithFormat:@"%@.m4a", [[NSUUID UUID] UUIDString]];
    NSString *path = [documentsFolders[0] stringByAppendingPathComponent:fileName];
    return path;
}

- (ExtAudioFileRef)createAndSetupExtAudioFileWithASBD:(AudioStreamBasicDescription const *)audioDescription
                                          andFilePath:(NSString *)path {
    AudioStreamBasicDescription destinationFormat;
    memset(&destinationFormat, 0, sizeof(destinationFormat));
    destinationFormat.mChannelsPerFrame = audioDescription->mChannelsPerFrame;
    destinationFormat.mSampleRate = audioDescription->mSampleRate;
    destinationFormat.mFormatID = kAudioFormatMPEG4AAC;
    ExtAudioFileRef audioFile;
    OSStatus status = ExtAudioFileCreateWithURL(
            (__bridge CFURLRef) [NSURL fileURLWithPath:path],
            kAudioFileM4AType,
            &destinationFormat,
            NULL,
            kAudioFileFlags_EraseFile,
            &audioFile
    );
    if (status != noErr) {
        NSLog(@"Can not create ext audio file");
        return nil;
    }
    UInt32 codecManufacturer = kAppleSoftwareAudioCodecManufacturer;
    status = ExtAudioFileSetProperty(
            audioFile, kExtAudioFileProperty_CodecManufacturer, sizeof(UInt32), &codecManufacturer
    );
    status = ExtAudioFileSetProperty(
            audioFile, kExtAudioFileProperty_ClientDataFormat, sizeof(AudioStreamBasicDescription), audioDescription
    );
    status = ExtAudioFileWriteAsync(audioFile, 0, NULL);
    if (status != noErr) {
        NSLog(@"Can not setup ext audio file");
        return nil;
    }
    return audioFile;
}

- (OSStatus)renderToBufferList:(AudioBufferList *)bufferList
                   writeToFile:(ExtAudioFileRef)audioFile
                  bufferLength:(NSUInteger)bufferLength
                     timeStamp:(AudioTimeStamp *)timeStamp {
    [self clearBufferList:bufferList];
    AudioUnit outputUnit = self.engine.outputNode.audioUnit;
    OSStatus status = AudioUnitRender(outputUnit, 0, timeStamp, 0, bufferLength, bufferList);
    if (status != noErr) {
        NSLog(@"Can not render audio unit");
        return status;
    }
    timeStamp->mSampleTime += bufferLength;
    status = ExtAudioFileWrite(audioFile, bufferLength, bufferList);
    if (status != noErr)
        NSLog(@"Can not write audio to file");
    return status;
}

- (void)clearBufferList:(AudioBufferList *)bufferList {
    for (int bufferIndex = 0; bufferIndex < bufferList->mNumberBuffers; bufferIndex++) {
        memset(bufferList->mBuffers[bufferIndex].mData, 0, bufferList->mBuffers[bufferIndex].mDataByteSize);
    }
}

我使用了很酷的框架中的一些功能:

I used some functions from this cool framework:

AudioBufferList *AEAllocateAndInitAudioBufferList(AudioStreamBasicDescription audioFormat, int frameCount) {
    int numberOfBuffers = audioFormat.mFormatFlags & kAudioFormatFlagIsNonInterleaved ? audioFormat.mChannelsPerFrame : 1;
    int channelsPerBuffer = audioFormat.mFormatFlags & kAudioFormatFlagIsNonInterleaved ? 1 : audioFormat.mChannelsPerFrame;
    int bytesPerBuffer = audioFormat.mBytesPerFrame * frameCount;
    AudioBufferList *audio = malloc(sizeof(AudioBufferList) + (numberOfBuffers-1)*sizeof(AudioBuffer));
    if ( !audio ) {
        return NULL;
    }
    audio->mNumberBuffers = numberOfBuffers;
    for ( int i=0; i<numberOfBuffers; i++ ) {
        if ( bytesPerBuffer > 0 ) {
            audio->mBuffers[i].mData = calloc(bytesPerBuffer, 1);
            if ( !audio->mBuffers[i].mData ) {
                for ( int j=0; j<i; j++ ) free(audio->mBuffers[j].mData);
                free(audio);
                return NULL;
            }
        } else {
            audio->mBuffers[i].mData = NULL;
        }
        audio->mBuffers[i].mDataByteSize = bytesPerBuffer;
        audio->mBuffers[i].mNumberChannels = channelsPerBuffer;
    }
    return audio;
}

void AEFreeAudioBufferList(AudioBufferList *bufferList ) {
    for ( int i=0; i<bufferList->mNumberBuffers; i++ ) {
        if ( bufferList->mBuffers[i].mData ) free(bufferList->mBuffers[i].mData);
    }
    free(bufferList);
}

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