2012-02-26 623 views
9

Estoy tratando de reproducir el contenido grabado simultáneamente durante la grabación. Actualmente estoy usando AVAudioRecorder para grabar y AVAudioPlayer para jugar.Grabar y reproducir audio simultáneamente en iOS

Cuando estaba intentando reproducir el contenido simultáneamente, no se está reproduciendo nada. Encuentra el pseudo código para lo que estoy haciendo.

Si hago lo mismo después de detener la grabación todo funciona bien.

AVAudioRecorder *recorder; //Initializing the recorder properly. 
[recorder record]; 
NSError *error=nil; 
NSUrl recordingPathUrl;  //Contains the recording path. 
AVAudioPlayer *audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:recordingPathUrl 
                    error:&error]; 
[audioPlayer prepareToPlay]; 
[audioPlayer play]; 

¿Podrías dejarme saber tus pensamientos o ideas?

+1

¿En qué tipo de archivo está grabando? Si está grabando en un archivo MP4/MOV, esto no será posible ya que el átomo MOV no se grabará en el archivo hasta que la grabación se detenga. No estoy seguro de MP3. –

+0

posible duplicado de [Grabar y reproducir audio simultáneamente] (http://stackoverflow.com/questions/4215180/record-and-play-audio-simultaneously) –

+0

puede hacer esto usando audio de núcleo. Tomará un poco más de tiempo para obtener la configuración, pero definitivamente se puede hacer. – dubbeat

Respuesta

0

la unidad de audio RemoteIO se puede utilizar para el registro y reproducción simultáneas. Hay muchos ejemplos de grabación con RemoteIO (aurioTouch) y reproducción con RemoteIO. Simplemente habilite la entrada de la unidad y la salida de la unidad, y maneje ambas devoluciones de llamada del buffer. Ver un ejemplo here

5

Esto es posible, utilice estas enlace y descargarlo: https://code.google.com/p/ios-coreaudio-example/downloads/detail?name=Aruts.zip&can=2&q=

Este enlace se reproducir sonido desde el altavoz pero no grabarlo, he implementado la funcionalidad de registro así A continuación se muestra la descripción completa de códigos ..

en el archivo .h

#import <Foundation/Foundation.h> 
#import <AudioToolbox/AudioToolbox.h> 

#ifndef max 
#define max(a, b) (((a) > (b)) ? (a) : (b)) 
#endif 

#ifndef min 
#define min(a, b) (((a) < (b)) ? (a) : (b)) 
#endif 


@interface IosAudioController : NSObject { 
    AudioComponentInstance audioUnit; 
    AudioBuffer tempBuffer; // this will hold the latest data from the microphone 
    ExtAudioFileRef    mAudioFileRef; 
} 
@property (readonly)ExtAudioFileRef  mAudioFileRef; 
@property (readonly) AudioComponentInstance audioUnit; 
@property (readonly) AudioBuffer tempBuffer; 

- (void) start; 
- (void) stop; 
- (void) processAudio: (AudioBufferList*) bufferList; 

@end 

// setup a global iosAudio variable, accessible everywhere 
extern IosAudioController* iosAudio; 

EN .m

#import "IosAudioController.h" 
#import <AudioToolbox/AudioToolbox.h> 
#import <AVFoundation/AVFoundation.h> 
#define kOutputBus 0 
#define kInputBus 1 

IosAudioController* iosAudio; 

void checkStatus(int status){ 
    if (status) { 
     printf("Status not 0! %d\n", status); 
//  exit(1); 
    } 
} 




static void printAudioUnitRenderActionFlags(AudioUnitRenderActionFlags * ioActionFlags) 
{ 
    if (*ioActionFlags == 0) { 

     printf("AudioUnitRenderActionFlags(%lu) ", *ioActionFlags); 
     return; 
    } 
    printf("AudioUnitRenderActionFlags(%lu): ", *ioActionFlags); 
    if (*ioActionFlags & kAudioUnitRenderAction_PreRender)    printf("kAudioUnitRenderAction_PreRender "); 
    if (*ioActionFlags & kAudioUnitRenderAction_PostRender)    printf("kAudioUnitRenderAction_PostRender "); 
    if (*ioActionFlags & kAudioUnitRenderAction_OutputIsSilence)  printf("kAudioUnitRenderAction_OutputIsSilence "); 
    if (*ioActionFlags & kAudioOfflineUnitRenderAction_Preflight)  printf("kAudioOfflineUnitRenderAction_Prefli ght "); 
    if (*ioActionFlags & kAudioOfflineUnitRenderAction_Render)   printf("kAudioOfflineUnitRenderAction_Render"); 
    if (*ioActionFlags & kAudioOfflineUnitRenderAction_Complete)  printf("kAudioOfflineUnitRenderAction_Complete "); 
    if (*ioActionFlags & kAudioUnitRenderAction_PostRenderError)  printf("kAudioUnitRenderAction_PostRenderError "); 
    if (*ioActionFlags & kAudioUnitRenderAction_DoNotCheckRenderArgs) printf("kAudioUnitRenderAction_DoNotCheckRenderArgs "); 
} 


/** 
This callback is called when new audio data from the microphone is 
available. 
*/ 
static OSStatus recordingCallback(void *inRefCon, 
            AudioUnitRenderActionFlags *ioActionFlags, 
            const AudioTimeStamp *inTimeStamp, 
            UInt32 inBusNumber, 
            UInt32 inNumberFrames, 
            AudioBufferList *ioData) { 

    double timeInSeconds = inTimeStamp->mSampleTime/44100.00; 

    printf("\n%fs inBusNumber: %lu inNumberFrames: %lu ", timeInSeconds, inBusNumber, inNumberFrames); 

    printAudioUnitRenderActionFlags(ioActionFlags); 

    // Because of the way our audio format (setup below) is chosen: 
    // we only need 1 buffer, since it is mono 
    // Samples are 16 bits = 2 bytes. 
    // 1 frame includes only 1 sample 

    AudioBuffer buffer; 

    buffer.mNumberChannels = 1; 
    buffer.mDataByteSize = inNumberFrames * 2; 
    buffer.mData = malloc(inNumberFrames * 2); 

    // Put buffer in a AudioBufferList 
    AudioBufferList bufferList; 

    SInt16 samples[inNumberFrames]; // A large enough size to not have to worry about buffer overrun 
    memset (&samples, 0, sizeof (samples)); 



    bufferList.mNumberBuffers = 1; 
    bufferList.mBuffers[0] = buffer; 

    // Then: 
    // Obtain recorded samples 

    OSStatus status; 

    status = AudioUnitRender([iosAudio audioUnit], 
          ioActionFlags, 
          inTimeStamp, 
          inBusNumber, 
          inNumberFrames, 
          &bufferList); 
    checkStatus(status); 

    // Now, we have the samples we just read sitting in buffers in bufferList 
    // Process the new data 
    [iosAudio processAudio:&bufferList]; 


    // Now, we have the samples we just read sitting in buffers in bufferList 
     ExtAudioFileWriteAsync([iosAudio mAudioFileRef], inNumberFrames, &bufferList); 

    // release the malloc'ed data in the buffer we created earlier 
    free(bufferList.mBuffers[0].mData); 

    return noErr; 
} 




/** 
This callback is called when the audioUnit needs new data to play through the 
speakers. If you don't have any, just don't write anything in the buffers 
*/ 
static OSStatus playbackCallback(void *inRefCon, 
           AudioUnitRenderActionFlags *ioActionFlags, 
           const AudioTimeStamp *inTimeStamp, 
           UInt32 inBusNumber, 
           UInt32 inNumberFrames, 
           AudioBufferList *ioData) {  
    // Notes: ioData contains buffers (may be more than one!) 
    // Fill them up as much as you can. Remember to set the size value in each buffer to match how 
    // much data is in the buffer. 

    for (int i=0; i < ioData->mNumberBuffers; i++) { // in practice we will only ever have 1 buffer, since audio format is mono 
     AudioBuffer buffer = ioData->mBuffers[i]; 

//  NSLog(@" Buffer %d has %d channels and wants %d bytes of data.", i, buffer.mNumberChannels, buffer.mDataByteSize); 

     // copy temporary buffer data to output buffer 
     UInt32 size = min(buffer.mDataByteSize, [iosAudio tempBuffer].mDataByteSize); // dont copy more data then we have, or then fits 
     memcpy(buffer.mData, [iosAudio tempBuffer].mData, size); 
     buffer.mDataByteSize = size; // indicate how much data we wrote in the buffer 

     // uncomment to hear random noise 
     /* 
     UInt16 *frameBuffer = buffer.mData; 
     for (int j = 0; j < inNumberFrames; j++) { 
      frameBuffer[j] = rand(); 
     } 
     */ 

    } 

    return noErr; 
} 

@implementation IosAudioController 

@synthesize audioUnit, tempBuffer,mAudioFileRef; 

/** 
Initialize the audioUnit and allocate our own temporary buffer. 
The temporary buffer will hold the latest data coming in from the microphone, 
and will be copied to the output when this is requested. 
*/ 
- (id) init { 
    self = [super init]; 

    OSStatus status; 

    AVAudioSession *session = [AVAudioSession sharedInstance]; 
    NSLog(@"%f",session.preferredIOBufferDuration); 


    // Describe audio component 
    AudioComponentDescription desc; 
    desc.componentType = kAudioUnitType_Output; 
    desc.componentSubType = kAudioUnitSubType_RemoteIO; 
    desc.componentFlags = 0; 
    desc.componentFlagsMask = 0; 
    desc.componentManufacturer = kAudioUnitManufacturer_Apple; 

    // Get component 
    AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc); 

    // Get audio units 
    status = AudioComponentInstanceNew(inputComponent, &audioUnit); 
    checkStatus(status); 

    // Enable IO for recording 
    UInt32 flag = 1; 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioOutputUnitProperty_EnableIO, 
            kAudioUnitScope_Input, 
            kInputBus, 
            &flag, 
            sizeof(flag)); 
    checkStatus(status); 

    // Enable IO for playback 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioOutputUnitProperty_EnableIO, 
            kAudioUnitScope_Output, 
            kOutputBus, 
            &flag, 
            sizeof(flag)); 
    checkStatus(status); 

    // Describe format 
    AudioStreamBasicDescription audioFormat; 
    audioFormat.mSampleRate   = 44100.00; 
    audioFormat.mFormatID   = kAudioFormatLinearPCM; 
    audioFormat.mFormatFlags  = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked; 
    audioFormat.mFramesPerPacket = 1; 
    audioFormat.mChannelsPerFrame = 1; 
    audioFormat.mBitsPerChannel  = 16; 
    audioFormat.mBytesPerPacket  = 2; 
    audioFormat.mBytesPerFrame  = 2; 

    // Apply format 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioUnitProperty_StreamFormat, 
            kAudioUnitScope_Output, 
            kInputBus, 
            &audioFormat, 
            sizeof(audioFormat)); 
    checkStatus(status); 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioUnitProperty_StreamFormat, 
            kAudioUnitScope_Input, 
            kOutputBus, 
            &audioFormat, 
            sizeof(audioFormat)); 
    checkStatus(status); 


    // Set input callback 
    AURenderCallbackStruct callbackStruct; 
    callbackStruct.inputProc = recordingCallback; 
    callbackStruct.inputProcRefCon = self; 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioOutputUnitProperty_SetInputCallback, 
            kAudioUnitScope_Global, 
            kInputBus, 
            &callbackStruct, 
            sizeof(callbackStruct)); 
    checkStatus(status); 

    // Set output callback 
    callbackStruct.inputProc = playbackCallback; 
    callbackStruct.inputProcRefCon = self; 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioUnitProperty_SetRenderCallback, 
            kAudioUnitScope_Global, 
            kOutputBus, 
            &callbackStruct, 
            sizeof(callbackStruct)); 
    checkStatus(status); 

    // Disable buffer allocation for the recorder (optional - do this if we want to pass in our own) 
    flag = 0; 
    status = AudioUnitSetProperty(audioUnit, 
            kAudioUnitProperty_ShouldAllocateBuffer, 
            kAudioUnitScope_Output, 
            kInputBus, 
            &flag, 
            sizeof(flag)); 

    // set preferred buffer size 
    Float32 audioBufferSize = (0.023220); 
    UInt32 size = sizeof(audioBufferSize); 
    status = AudioSessionSetProperty(kAudioSessionProperty_PreferredHardwareIOBufferDuration, 
            size, &audioBufferSize); 

    // Allocate our own buffers (1 channel, 16 bits per sample, thus 16 bits per frame, thus 2 bytes per frame). 
    // Practice learns the buffers used contain 512 frames, if this changes it will be fixed in processAudio. 
    tempBuffer.mNumberChannels = 1; 
    tempBuffer.mDataByteSize = 512 * 2; 
    tempBuffer.mData = malloc(512 * 2); 





    NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); 
    NSString *documentsDirectory = [paths objectAtIndex:0]; 
    NSString *destinationFilePath = [[NSString alloc] initWithFormat: @"%@/output.caf", documentsDirectory]; 
    NSLog(@">>> %@\n", destinationFilePath); 

    CFURLRef destinationURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, (CFStringRef)destinationFilePath, kCFURLPOSIXPathStyle, false); 

    OSStatus setupErr = ExtAudioFileCreateWithURL(destinationURL, kAudioFileCAFType, &audioFormat, NULL, kAudioFileFlags_EraseFile, &mAudioFileRef); 
    CFRelease(destinationURL); 

    NSAssert(setupErr == noErr, @"Couldn't create file for writing"); 


    setupErr = ExtAudioFileSetProperty(mAudioFileRef, kExtAudioFileProperty_ClientDataFormat, sizeof(AudioStreamBasicDescription), &audioFormat); 
    NSAssert(setupErr == noErr, @"Couldn't create file for format"); 


    setupErr = ExtAudioFileWriteAsync(mAudioFileRef, 0, NULL); 
    NSAssert(setupErr == noErr, @"Couldn't initialize write buffers for audio file"); 

    // Initialise 
    status = AudioUnitInitialize(audioUnit); 
    checkStatus(status); 

    // [NSTimer scheduledTimerWithTimeInterval:5 target:self selector:@selector(stopRecording:) userInfo:nil repeats:NO]; 

    return self; 
} 

/** 
Start the audioUnit. This means data will be provided from 
the microphone, and requested for feeding to the speakers, by 
use of the provided callbacks. 
*/ 
- (void) start { 
    OSStatus status = AudioOutputUnitStart(audioUnit); 
    checkStatus(status); 
} 

/** 
Stop the audioUnit 
*/ 
- (void) stop { 
    OSStatus status = AudioOutputUnitStop(audioUnit); 
    checkStatus(status); 
    [self stopRecording:nil]; 
} 

/** 
Change this function to decide what is done with incoming 
audio data from the microphone. 
Right now we copy it to our own temporary buffer. 
*/ 
- (void) processAudio: (AudioBufferList*) bufferList{ 
    AudioBuffer sourceBuffer = bufferList->mBuffers[0]; 

    // fix tempBuffer size if it's the wrong size 
    if (tempBuffer.mDataByteSize != sourceBuffer.mDataByteSize) { 
     free(tempBuffer.mData); 
     tempBuffer.mDataByteSize = sourceBuffer.mDataByteSize; 
     tempBuffer.mData = malloc(sourceBuffer.mDataByteSize); 
    } 

    // copy incoming audio data to temporary buffer 
    memcpy(tempBuffer.mData, bufferList->mBuffers[0].mData, bufferList->mBuffers[0].mDataByteSize); 
} 


- (void)stopRecording:(NSTimer*)theTimer 
{ 
    printf("\nstopRecording\n"); 
    OSStatus status = ExtAudioFileDispose(mAudioFileRef); 
    printf("OSStatus(ExtAudioFileDispose): %ld\n", status); 
} 

/** 
Clean up. 
*/ 
- (void) dealloc { 
    [super dealloc]; 
    AudioUnitUninitialize(audioUnit); 
    free(tempBuffer.mData); 
} 

Esto definitivamente que la gente va a ayudar ..

Otra mejor manera de hacerlo es descargar táctil de audio de https://github.com/tkzic/audiograph y ver la función Eco de esta aplicación se repita la voz mientras habla, pero no graba audio, por lo Añadir la función de grabación en él, tal como se menciona a continuación:

IN MixerHostAudio.h 

@property (readwrite) ExtAudioFileRef mRecordFile; 
-(void)Record; 
-(void)StopRecord; 



IN MixerHostAudio.m 

// añadir estas dos funciones en esta clase

-(void)Record{ 
    NSString *completeFileNameAndPath = [[NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject] stringByAppendingString:@"/Record.wav"]; 
    //create the url that the recording object needs to reference the file 
    CFURLRef audioFileURL = CFURLCreateFromFileSystemRepresentation (NULL, (const UInt8 *)[completeFileNameAndPath cStringUsingEncoding:[NSString defaultCStringEncoding]] , strlen([completeFileNameAndPath cStringUsingEncoding:[NSString defaultCStringEncoding]]), false); 
    AudioStreamBasicDescription dstFormat, clientFormat; 
    memset(&dstFormat, 0, sizeof(dstFormat)); 
    memset(&clientFormat, 0, sizeof(clientFormat)); 

    AudioFileTypeID fileTypeId = kAudioFileWAVEType; 
     UInt32 size = sizeof(dstFormat); 
    dstFormat.mFormatID = kAudioFormatLinearPCM; 

    // setup the output file format 
    dstFormat.mSampleRate = 44100.0; // set sample rate 

    // create a 16-bit 44100kHz Stereo format 
    dstFormat.mChannelsPerFrame = 2; 
    dstFormat.mBitsPerChannel = 16; 
    dstFormat.mBytesPerPacket = dstFormat.mBytesPerFrame = 4; 
    dstFormat.mFramesPerPacket = 1; 
    dstFormat.mFormatFlags = kLinearPCMFormatFlagIsPacked | kLinearPCMFormatFlagIsSignedInteger; // little-endian 

    //get the client format directly from 
    UInt32 asbdSize = sizeof (AudioStreamBasicDescription); 
    AudioUnitGetProperty(mixerUnit, 
         kAudioUnitProperty_StreamFormat, 
         kAudioUnitScope_Input, 
         0, // input bus 
         &clientFormat, 
         &asbdSize); 

    ExtAudioFileCreateWithURL(audioFileURL, fileTypeId, &dstFormat, NULL, kAudioFileFlags_EraseFile, &mRecordFile); 


     printf("recording\n"); 
     ExtAudioFileSetProperty(mRecordFile, kExtAudioFileProperty_ClientDataFormat, size, &clientFormat); 
     //call this once as this will alloc space on the first call 
     ExtAudioFileWriteAsync(mRecordFile, 0, NULL); 


} 



-(void)StopRecord{ 
    ExtAudioFileDispose(mRecordFile); 
} 



//In micLineInCallback function Add this line at last before return noErr; : 

    ExtAudioFileWriteAsync([THIS mRecordFile] , inNumberFrames, ioData); 

Y la llamada estas funciones de MixerHostViewController.m en - (IBAction) playOrStop: (id) método del remitente

+0

Una pregunta para ti. ¿Grabas el sonido a través del micrófono o simplemente obtienes los datos de reproducción de audio directamente en un archivo para que no se grabe ningún ruido ambiental a través del micrófono? –

+0

Grabe el sonido a través del micrófono –

Cuestiones relacionadas