#define QUEUE_BUFFER_SIZE 4 //队列缓冲个数
#define EVERY_READ_LENGTH 1000 //每次从文件读取的长度
#define MIN_SIZE_PER_FRAME 2000 //每侦最小数据长度
@interface OLMyTapesCell ()
{
AudioStreamBasicDescription audioDescription; //音频参数
AudioQueueRef audioQueue; //音频播放队列
AudioQueueBufferRef audioQueueBuffers[QUEUE_BUFFER_SIZE]; //音频缓存
NSLock *synlock ; //同步控制
Byte *pcmDataBuffer; //pcm的读文件数据区
FILE *file; //pcm源文件
BOOL isStaring;
}
// 初始化播放器
- (void)player{
NSFileManager *fileManger = [NSFileManager defaultManager];
NSString *filePath = @“文件路径”;
[[fileManger attributesOfItemAtPath:filePath error:nil] fileSize];
file = fopen([filePath UTF8String],"r");
if (file) {
fseek(file, 0, SEEK_SET);
pcmDataBuffer = malloc(EVERY_READ_LENGTH);
}else{
NSLog(@"!!!!!!!!!!!!!!!!");
}
synlock = [[NSLock alloc] init];
[self initAudio];
AudioQueueStart(audioQueue, NULL);
for(int i=0;i<QUEUE_BUFFER_SIZE;i++)
{
[self readPCMAndPlay:audioQueue buffer:audioQueueBuffers[i]];
}
/*
audioQueue使用的是驱动回调方式,即通过AudioQueueEnqueueBuffer(outQ, outQB, 0, NULL);传入一个buff去播放,播放完buffer区后通过回调通知用户,
用户得到通知后再重新初始化buff去播放,周而复始,当然,可以使用多个buff提高效率(测试发现使用单个buff会小卡)
*/
}
// 开始
-(void)AudioQueueStart
{
AudioQueueStart(audioQueue, NULL);
NSLog(@"onbutton2clicked");
}
// 结束
-(void)AudioQueueStop{
AudioQueueStop(audioQueue, YES);
}
// 暂停
-(void)AudioQueuePause
{
AudioQueuePause(audioQueue);
NSLog(@"onbutton2clicked");
}
#pragma mark player call back
/*
试了下其实可以不用静态函数,但是c写法的函数内是无法调用[self ***]这种格式的写法,所以还是用静态函数通过void *input来获取原类指针
这个回调存在的意义是为了重用缓冲buffer区,当通过AudioQueueEnqueueBuffer(outQ, outQB, 0, NULL);函数放入queue里面的音频文件播放完以后,通过这个函数通知
调用者,这样可以重新再使用回调传回的AudioQueueBufferRef
*/
static void AudioPlayerAQInputCallback(void *input, AudioQueueRef outQ, AudioQueueBufferRef outQB)
{
NSLog(@"AudioPlayerAQInputCallback");
OLMyTapesCell *mainviewcontroller = (__bridge OLMyTapesCell *)input;
[mainviewcontroller checkUsedQueueBuffer:outQB];
[mainviewcontroller readPCMAndPlay:outQ buffer:outQB];
}
#pragma mark - 录音播放
-(void)initAudio
{
///设置音频参数
audioDescription.mSampleRate = 16000;//采样率(每秒钟采集多少个信号样本)
audioDescription.mFormatID = kAudioFormatLinearPCM;
audioDescription.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioDescription.mChannelsPerFrame = 1;///单声道
audioDescription.mFramesPerPacket = 1;//每一个packet一侦数据
audioDescription.mBitsPerChannel = 16;//每个采样点16bit量化
audioDescription.mBytesPerFrame = (audioDescription.mBitsPerChannel/8) * audioDescription.mChannelsPerFrame;
audioDescription.mBytesPerPacket = audioDescription.mBytesPerFrame ;
///创建一个新的从audioqueue到硬件层的通道
// AudioQueueNewOutput(&audioDescription, AudioPlayerAQInputCallback, self, CFRunLoopGetCurrent(), kCFRunLoopCommonModes, 0, &audioQueue);///使用当前线程播
AudioQueueNewOutput(&audioDescription, AudioPlayerAQInputCallback, (__bridge void * _Nullable)(self), nil, nil, 0, &audioQueue);//使用player的内部线程播
////添加buffer区
for(int i=0;i<QUEUE_BUFFER_SIZE;i++)
{
int result = AudioQueueAllocateBuffer(audioQueue, MIN_SIZE_PER_FRAME, &audioQueueBuffers[i]);///创建buffer区,MIN_SIZE_PER_FRAME为每一侦所需要的最小的大小,该大小应该比每次往buffer里写的最大的一次还大
NSLog(@"AudioQueueAllocateBuffer i = %d,result = %d",i,result);
}
}
-(void)readPCMAndPlay:(AudioQueueRef)outQ buffer:(AudioQueueBufferRef)outQB
{
[synlock lock];
int readLength = fread(pcmDataBuffer, 1, EVERY_READ_LENGTH, file);//读取文件
if (readLength == 0) {
dispatch_async(dispatch_get_main_queue(), ^{
// 这里可以进行一些UI控件的刷新操作
});
}
NSLog(@"read raw data size = %d",readLength);
outQB->mAudioDataByteSize = readLength;
Byte *audiodata = (Byte *)outQB->mAudioData;
for(int i=0;i<readLength;i++)
{
audiodata[i] = pcmDataBuffer[i];
}
/*
将创建的buffer区添加到audioqueue里播放
AudioQueueBufferRef用来缓存待播放的数据区,AudioQueueBufferRef有两个比较重要的参数,AudioQueueBufferRef->mAudioDataByteSize用来指示数据区大小,AudioQueueBufferRef->mAudioData用来保存数据区
*/
AudioQueueEnqueueBuffer(outQ, outQB, 0, NULL);
[synlock unlock];
}
-(void)checkUsedQueueBuffer:(AudioQueueBufferRef) qbuf
{
if(qbuf == audioQueueBuffers[0])
{
NSLog(@"AudioPlayerAQInputCallback,bufferindex = 0");
}
if(qbuf == audioQueueBuffers[1])
{
NSLog(@"AudioPlayerAQInputCallback,bufferindex = 1");
}
if(qbuf == audioQueueBuffers[2])
{
NSLog(@"AudioPlayerAQInputCallback,bufferindex = 2");
}
if(qbuf == audioQueueBuffers[3])
{
NSLog(@"AudioPlayerAQInputCallback,bufferindex = 3");
}
}
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