我无法解释 iOS 中 remoteIO audiounit 回调的行为。我正在设置一个带有两个回调的 remoteIO 单元,一个作为输入回调,一个作为“渲染”回调。我正在遵循与此美味像素教程中推荐的非常相似的 remoteIO 设置。这是相当长度的设置方法:
- (void)setup {
AudioUnit ioUnit;
AudioComponentDescription audioCompDesc;
audioCompDesc.componentType = kAudioUnitType_Output;
audioCompDesc.componentSubType = kAudioUnitSubType_RemoteIO;
audioCompDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
audioCompDesc.componentFlags = 0;
audioCompDesc.componentFlagsMask = 0;
AudioComponent rioComponent = AudioComponentFindNext(NULL, &audioCompDesc);
CheckError(AudioComponentInstanceNew(rioComponent, &ioUnit), "Couldn't get RIO unit instance");
// i/o
UInt32 oneFlag = 1;
CheckError(AudioUnitSetProperty(ioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&oneFlag,
sizeof(oneFlag)), "Couldn't enable RIO output");
CheckError(AudioUnitSetProperty(ioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&oneFlag,
sizeof(oneFlag)), "Couldn't enable RIO input");
AudioStreamBasicDescription myASBD;
memset (&myASBD, 0, sizeof(myASBD));
myASBD.mSampleRate = 44100;
myASBD.mFormatID = kAudioFormatLinearPCM;
myASBD.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
myASBD.mFramesPerPacket = 1;
myASBD.mChannelsPerFrame = 1;
myASBD.mBitsPerChannel = 16;
myASBD.mBytesPerPacket = 2 * myASBD.mChannelsPerFrame;
myASBD.mBytesPerFrame = 2 * myASBD.mChannelsPerFrame;
// set stream format for both busses
CheckError(AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&myASBD,
sizeof(myASBD)), "Couldn't set ASBD for RIO on input scope / bus 0");
CheckError(AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&myASBD,
sizeof(myASBD)), "Couldn't set ASBD for RIO on output scope / bus 1");
// set arbitrarily high for now
UInt32 bufferSizeBytes = 10000 * sizeof(int);
int offset = offsetof(AudioBufferList, mBuffers[0]);
int bufferListSizeInBytes = offset + (sizeof(AudioBuffer) * myASBD.mChannelsPerFrame);
// why need to cast to audioBufferList * ?
self.inputBuffer = (AudioBufferList *)malloc(bufferListSizeInBytes);
self.inputBuffer->mNumberBuffers = myASBD.mChannelsPerFrame;
for (UInt32 i = 0; i < myASBD.mChannelsPerFrame; i++) {
self.inputBuffer->mBuffers[i].mNumberChannels = 1;
self.inputBuffer->mBuffers[i].mDataByteSize = bufferSizeBytes;
self.inputBuffer->mBuffers[i].mData = malloc(bufferSizeBytes);
}
self.remoteIOUnit = ioUnit;
/////////////////////////////////////////////// callback setup
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = inputCallback;
callbackStruct.inputProcRefCon = (__bridge void * _Nullable)self;
CheckError(AudioUnitSetProperty(ioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct)), "Couldn't set input callback");
AURenderCallbackStruct callbackStruct2;
callbackStruct2.inputProc = playbackCallback;
callbackStruct2.inputProcRefCon = (__bridge void * _Nullable)self;
CheckError(AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Global,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct)), "Couldn't set input callback");
CheckError(AudioUnitInitialize(ioUnit), "Couldn't initialize input unit");
CheckError(AudioOutputUnitStart(ioUnit), "AudioOutputUnitStart failed");
}
我在回调中遇到了奇怪的行为。首先,该playbackCallback
函数根本没有被调用,尽管它的属性设置方式与教程中的相同(教程是由编写 Loopy 应用程序的人编写的)。
其次,输入回调有一个 ioData (audioBufferList) 参数,该参数应该为 null(根据文档),但在每个第二个回调中都在 null 和具有非 nil 值之间翻转。这对任何人都有意义吗?
此外,调用audiounitRender
输入回调(我仍然不理解 API 逻辑和生命周期等方面的语义)会导致 -50 错误,这是非常通用的“坏参数”。这很可能是由于audiobufferlist
交错/去交错、通道数等的无效“拓扑”......但是,我尝试了各种拓扑,但都没有导致错误。这也不能解释奇怪的 ioData 行为。这是供参考的功能:
OSStatus inputCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList * ioData)
{
MicController *myRefCon = (__bridge MicController *)inRefCon;
CheckError(AudioUnitRender(myRefCon.remoteIOUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
myRefCon.inputBuffer), "audio unit render");
return noErr;
}
我相信我的经验可能是由于一些简单的格式错误或可能在错误的示波器上使用了错误的总线或其他一些琐碎的事情(并且很容易在核心音频上下文错误中产生)。但是,因为我基本上对语义和生命周期流(方案?,我什至不知道该用什么词)没有直觉,所以我无法充分调试它。我将非常感谢一位更有经验的核心音频程序员的帮助,这可能会对这种情况有所帮助。