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我有两个 iOS AudioQueues - 一个输入直接将样本馈送到一个输出。不幸的是,有一个非常明显的回声效果:(

是否可以使用 AudioQueues 进行低延迟音频,还是我真的需要使用 AudioUnits?(我尝试过使用 AudioUnits 的 Novocaine 框架,这里的延迟要小得多。我还注意到这个框架似乎使用更少的 CPU 资源。不幸的是,如果没有对其进行重大更改,我无法在我的 Swift 项目中使用这个框架.)

这是我的代码的一些摘录,主要是在 Swift 中完成的,除了那些需要在 C 中实现的回调。

private let audioStreamBasicDescription = AudioStreamBasicDescription(
    mSampleRate: 16000,
    mFormatID: AudioFormatID(kAudioFormatLinearPCM),
    mFormatFlags: AudioFormatFlags(kAudioFormatFlagsNativeFloatPacked),
    mBytesPerPacket: 4,
    mFramesPerPacket: 1,
    mBytesPerFrame: 4,
    mChannelsPerFrame: 1,
    mBitsPerChannel: 32,
    mReserved: 0)

private let numberOfBuffers = 80
private let bufferSize: UInt32 = 256

private var active = false

private var inputQueue: AudioQueueRef = nil
private var outputQueue: AudioQueueRef = nil

private var inputBuffers = [AudioQueueBufferRef]()
private var outputBuffers = [AudioQueueBufferRef]()
private var headOfFreeOutputBuffers: AudioQueueBufferRef = nil

// callbacks implemented in Swift
private func audioQueueInputCallback(inputBuffer: AudioQueueBufferRef) {
    if active {
        if headOfFreeOutputBuffers != nil {
            let outputBuffer = headOfFreeOutputBuffers
            headOfFreeOutputBuffers = AudioQueueBufferRef(outputBuffer.memory.mUserData)
            outputBuffer.memory.mAudioDataByteSize = inputBuffer.memory.mAudioDataByteSize
            memcpy(outputBuffer.memory.mAudioData, inputBuffer.memory.mAudioData, Int(inputBuffer.memory.mAudioDataByteSize))
            assert(AudioQueueEnqueueBuffer(outputQueue, outputBuffer, 0, nil) == 0)
        } else {
            println(__FUNCTION__ + ": out-of-output-buffers!")
        }

        assert(AudioQueueEnqueueBuffer(inputQueue, inputBuffer, 0, nil) == 0)
    }
}

private func audioQueueOutputCallback(outputBuffer: AudioQueueBufferRef) {
    if active {
        outputBuffer.memory.mUserData = UnsafeMutablePointer<Void>(headOfFreeOutputBuffers)
        headOfFreeOutputBuffers = outputBuffer
    }
}

func start() {
    var error: NSError?
    audioSession.setCategory(AVAudioSessionCategoryPlayAndRecord, withOptions: .allZeros, error: &error)
    dumpError(error, functionName: "AVAudioSessionCategoryPlayAndRecord")
    audioSession.setPreferredSampleRate(16000, error: &error)
    dumpError(error, functionName: "setPreferredSampleRate")
    audioSession.setPreferredIOBufferDuration(0.005, error: &error)
    dumpError(error, functionName: "setPreferredIOBufferDuration")

    audioSession.setActive(true, error: &error)
    dumpError(error, functionName: "setActive(true)")

    assert(active == false)
    active = true

    // cannot provide callbacks to AudioQueueNewInput/AudioQueueNewOutput from Swift and so need to interface C functions
    assert(MyAudioQueueConfigureInputQueueAndCallback(audioStreamBasicDescription, &inputQueue, audioQueueInputCallback) == 0)
    assert(MyAudioQueueConfigureOutputQueueAndCallback(audioStreamBasicDescription, &outputQueue, audioQueueOutputCallback) == 0)

    for (var i = 0; i < numberOfBuffers; i++) {
        var audioQueueBufferRef: AudioQueueBufferRef = nil
        assert(AudioQueueAllocateBuffer(inputQueue, bufferSize, &audioQueueBufferRef) == 0)
        assert(AudioQueueEnqueueBuffer(inputQueue, audioQueueBufferRef, 0, nil) == 0)
        inputBuffers.append(audioQueueBufferRef)

        assert(AudioQueueAllocateBuffer(outputQueue, bufferSize, &audioQueueBufferRef) == 0)
        outputBuffers.append(audioQueueBufferRef)

        audioQueueBufferRef.memory.mUserData = UnsafeMutablePointer<Void>(headOfFreeOutputBuffers)
        headOfFreeOutputBuffers = audioQueueBufferRef
    }

    assert(AudioQueueStart(inputQueue, nil) == 0)
    assert(AudioQueueStart(outputQueue, nil) == 0)
}

然后我的 C 代码将回调设置回 Swift:

static void MyAudioQueueAudioInputCallback(void * inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer, const AudioTimeStamp * inStartTime,
                                   UInt32 inNumberPacketDescriptions, const AudioStreamPacketDescription * inPacketDescs) {
    void(^block)(AudioQueueBufferRef) = (__bridge void(^)(AudioQueueBufferRef))inUserData;
    block(inBuffer);
}

static void MyAudioQueueAudioOutputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {
    void(^block)(AudioQueueBufferRef) = (__bridge void(^)(AudioQueueBufferRef))inUserData;
    block(inBuffer);
}

OSStatus MyAudioQueueConfigureInputQueueAndCallback(AudioStreamBasicDescription inFormat, AudioQueueRef *inAQ, void(^callback)(AudioQueueBufferRef)) {
    return AudioQueueNewInput(&inFormat, MyAudioQueueAudioInputCallback, (__bridge_retained void *)([callback copy]), nil, nil, 0, inAQ);
}

OSStatus MyAudioQueueConfigureOutputQueueAndCallback(AudioStreamBasicDescription inFormat, AudioQueueRef *inAQ, void(^callback)(AudioQueueBufferRef)) {
    return AudioQueueNewOutput(&inFormat, MyAudioQueueAudioOutputCallback, (__bridge_retained void *)([callback copy]), nil, nil, 0, inAQ);
}
4

2 回答 2

2

过了一会儿,我发现这篇很棒的帖子使用了 AudioUnits 而不是 AudioQueues。我只是将它移植到 Swift,然后简单地添加:

audioSession.setPreferredIOBufferDuration(0.005, error: &error)
于 2015-05-29T14:20:58.483 回答
1

如果您正在从麦克风录制音频并在该麦克风的听力范围内播放,那么由于音频吞吐量不是瞬时的,您之前的一些输出将使其进入新输入,因此会产生回声。这种现象称为反馈

这是一个结构性问题,因此更改录制 API 将无济于事(尽管更改录制/播放缓冲区大小将使您能够控制回声中的延迟)。您可以以麦克风听不到的方式播放音频(例如根本听不到,或通过耳机),或者进入回声消除的兔子洞。

于 2015-05-04T00:20:05.087 回答