設(shè)置音頻特效使用的是AudioEffectUnit孤个,我們這里實(shí)現(xiàn)的是Reverb
(混響)特效惫企。生活中表現(xiàn)的場(chǎng)景就是在不同的空間下有不同的音效。
本篇文章分為以下4個(gè)部分:
- 使用
ExtAudioFile
從文件中讀取音頻數(shù)據(jù)浅侨。 - 將數(shù)據(jù)傳遞給
AudioEffectUnit
處理溪北。 - 使用
AudioOutputUnit
進(jìn)行播放智玻。 - 設(shè)置
reverbUnit
的屬性遂唧。
使用ExtAudioFile
讀取文件
ExtAudioFile
可以按照我們?cè)O(shè)置的數(shù)據(jù)格式讀取文件,很方便吊奢,具體參照這篇文章盖彭。
ExtAudioFile如何使用
AudioEffectUnit
處理數(shù)據(jù)
數(shù)據(jù)流向圖
effect.png
創(chuàng)建AudioUnit
混響效果在iOS上是kAudioUnitSubType_Reverb2
,在mac上是kAudioUnitSubType_MatrixReverb
- (void)createAudioUnits {
AudioComponentDescription ioDesc = {0};
ioDesc.componentType = kAudioUnitType_Output;
ioDesc.componentSubType = kAudioUnitSubType_VoiceProcessingIO;
ioDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponentDescription reverbDesc = {0};
reverbDesc.componentType = kAudioUnitType_Effect;
reverbDesc.componentSubType = kAudioUnitSubType_Reverb2;
reverbDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
OSStatus status;
AudioComponent outputComp = AudioComponentFindNext(NULL, &ioDesc);
if (outputComp == NULL) {
printf("can't get AudioComponent");
}
status = AudioComponentInstanceNew(outputComp, &_ioUnit);
CheckError(status, "creat output unit");
AudioComponent reverbComp = AudioComponentFindNext(NULL, &reverbDesc);
if (reverbComp == NULL) {
printf("can't get AudioComponent");
}
status = AudioComponentInstanceNew(reverbComp, &_reverbUnit);
CheckError(status, "creat reverb unit");
}
設(shè)置AudioUnit
屬性
將AudioOutputUnit
的輸入和AudioEffectUnit
輸出連接起來(lái)页滚。AudioEffectUnit
的輸入就是它的callback
召边。
- (void)setupAudioUnits {
OSStatus status;
// Set the callback method
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = InputRenderCallback;
callbackStruct.inputProcRefCon = (__bridge void * _Nullable)(self);
status = AudioUnitSetProperty(_reverbUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&callbackStruct,
sizeof(callbackStruct));
CheckError(status, "set callback");
//make connection
AudioUnitConnection connection;
connection.sourceAudioUnit = _reverbUnit;
connection.sourceOutputNumber = 0;
connection.destInputNumber = 0;
status = AudioUnitSetProperty(_ioUnit, // connection destination
kAudioUnitProperty_MakeConnection, // property key
kAudioUnitScope_Input, // destination scope
0, // destination element
&connection, // connection definition
sizeof(connection));
CheckError(status, "make connection");
}
在AudioUnit
回調(diào)中填充數(shù)據(jù)
static OSStatus InputRenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
ZFAudioUnitEffectPlayer *player = (__bridge ZFAudioUnitEffectPlayer *)inRefCon;
[player.dataSource readDataToBuffer:ioData length:inNumberFrames];
return noErr;
}
使用AudioOutputUnit
進(jìn)行播放
播放和暫停。
- (void)startPlay {
dispatch_async(_queue, ^{
OSStatus status;
status = AudioUnitInitialize(self.reverbUnit);
CheckError(status, "initialize reverb unit");
status = AudioUnitInitialize(self.ioUnit);
CheckError(status, "initialize output unit");
status = AudioOutputUnitStart(self.ioUnit);
CheckError(status, "start output unit");
});
}
- (void)stopPlay {
dispatch_async(_queue, ^{
OSStatus status;
status = AudioOutputUnitStop(self.ioUnit);
CheckError(status, "stop output unit");
status = AudioUnitUninitialize(self.ioUnit);
CheckError(status, "uninitialize output unit");
status = AudioUnitUninitialize(self.reverbUnit);
CheckError(status, "uninitialize reverb unit");
});
}
設(shè)置reverbUnit
的屬性
reverbUnit
有7個(gè)屬性可以設(shè)置裹驰,都在這里了隧熙。不太懂音律,大家可以運(yùn)行demo自己嘗試一下不同的效果幻林。
- (void)setDryWetMix:(Float32)dryWetMix {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_DryWetMix, kAudioUnitScope_Global, 0, dryWetMix, 0);
}
- (void)setGain:(Float32)gain {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_Gain, kAudioUnitScope_Global, 0, gain, 0);
}
- (void)setMinDelayTime:(Float32)minDelayTime {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_MinDelayTime, kAudioUnitScope_Global, 0, minDelayTime, 0);
}
- (void)setMaxDelayTime:(Float32)maxDelayTime {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_MaxDelayTime, kAudioUnitScope_Global, 0, maxDelayTime, 0);
}
- (void)setDecayTimeAt0Hz:(Float32)decayTimeAt0Hz {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_DecayTimeAt0Hz, kAudioUnitScope_Global, 0, decayTimeAt0Hz, 0);
}
- (void)setDecayTimeAtNyquist:(Float32)decayTimeAtNyquist {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_DecayTimeAtNyquist, kAudioUnitScope_Global, 0, decayTimeAtNyquist, 0);
}
- (void)setRandomizeReflections:(Float32)randomizeReflections {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_RandomizeReflections, kAudioUnitScope_Global, 0, randomizeReflections, 0);
}