我需要在 Android 上实时生成具有很少频率(叠加)的复杂声音。我如何使用 Android SDK(首选)或 NDK 来做到这一点?
使用 ToneGenerator 似乎不够灵活。使用生成的声音数据录制 AudioTrack 并播放它似乎是正确的方向,但我需要实时它,并且录制和播放似乎不是实时的。
Shawn Van Every 的“Pro Android Media”一书中的一个例子:
import android.app.Activity;
import android.media.AudioFormat;
import android.media.AudioManager;
import android.media.AudioTrack;
import android.os.AsyncTask;
import android.os.Bundle;
import android.util.Log;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
public class AudioSynthesis extends Activity implements OnClickListener {
Button startSound;
Button endSound;
AudioSynthesisTask audioSynth;
boolean keepGoing = false;
float synth_frequency = 440; // 440 Hz, Middle A
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
startSound = (Button) this.findViewById(R.id.StartSound);
startSound.setOnClickListener(this);
endSound = (Button) this.findViewById(R.id.EndSound);
endSound.setOnClickListener(this);
endSound.setEnabled(false);
}
@Override
public void onPause() {
super.onPause();
keepGoing = false;
endSound.setEnabled(false);
startSound.setEnabled(true);
}
public void onClick(View v) {
if (v == startSound) {
keepGoing = true;
audioSynth = new AudioSynthesisTask();
audioSynth.execute();
endSound.setEnabled(true);
startSound.setEnabled(false);
} else if (v == endSound) {
keepGoing = false;
endSound.setEnabled(false);
startSound.setEnabled(true);
}
}
private class AudioSynthesisTask extends AsyncTask<Void, Void, Void>
{
@Override
protected Void doInBackground(Void... params) {
final int SAMPLE_RATE= 11025;
int minSize = AudioTrack.getMinBufferSize(SAMPLE_RATE,
AudioFormat.CHANNEL_CONFIGURATION_MONO,
AudioFormat.ENCODING_PCM_16BIT);
AudioTrack audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
SAMPLE_RATE,
AudioFormat.CHANNEL_CONFIGURATION_MONO,
AudioFormat.ENCODING_PCM_16BIT,
minSize,
AudioTrack.MODE_STREAM);
audioTrack.play();
short[] buffer = new short[minSize];
float angular_frequency =
(float)(2*Math.PI) * synth_frequency / SAMPLE_RATE;
float angle = 0;
while (keepGoing) {
for (int i = 0; i < buffer.length; i++)
{
buffer[i] = (short)(Short.MAX_VALUE * ((float) Math.sin(angle)));
angle += angular_frequency;
}
audioTrack.write(buffer, 0, buffer.length);
}
return null;
}
} }