này có thể đạt được, Sử dụng các liên kết và tải nó: https://code.google.com/p/ios-coreaudio-example/downloads/detail?name=Aruts.zip&can=2&q=
Liên kết này sẽ chơi âm thanh từ loa nhưng sẽ không ghi lại nó, tôi đã thực hiện chức năng thu âm cũng như Dưới đây là đầy đủ mô tả đang ..
TRÊN .h file
#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;
TRÊN .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);
}
này chắc chắn sẽ giúp bạn mọi người ..
Một cách tốt nhất để làm điều này là để tải âm thanh cảm ứng từ https://github.com/tkzic/audiograph và xem Echo chức năng của ứng dụng này nó lặp lại giọng nói như bạn nói, nhưng nó không ghi lại âm thanh để Thêm chức năng ghi âm vào nó, AS đề cập dưới đây:
IN MixerHostAudio.h
@property (readwrite) ExtAudioFileRef mRecordFile;
-(void)Record;
-(void)StopRecord;
IN MixerHostAudio.m
// ADD hai chức năng này trong lớp này
-(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);
Và cuộc gọi các chức năng này từ MixerHostViewController.m in - (IBAction) playOrStop: (id) phương thức gửi
Bạn đang ghi vào loại tệp nào? Nếu bạn đang ghi vào một tệp MP4/MOV thì điều này sẽ không thể thực hiện được vì nguyên tử MOV sẽ không được ghi vào tệp cho đến khi ghi âm dừng lại. Tôi không chắc chắn về MP3. –
có thể trùng lặp của [Ghi âm và phát âm thanh đồng thời] (http://stackoverflow.com/questions/4215180/record-and-play-audio-simultaneously) –
bạn có thể làm điều này bằng cách sử dụng âm thanh cốt lõi thay thế. Nó sẽ mất nhiều thời gian hơn để thiết lập nhưng nó có thể được thực hiện một cách tồi tệ. – dubbeat