简概:
- 本次文章分别讲述根据播放器播放的音乐和麦克风采集的实时CMSampleBufferRef展示波形。
- CMSampleBufferRef 计算分贝的工具使用的是Objective-C版:GetVolumeLevelsFromeSampleBuffer,这里补充Swift版:SampleBufferToVolumeLevels
- 音乐播放器使用的是:KSYMediaPlayer_iOS,该播放器有实时的buffer数据回调接口,这里用来做demo很方便。
- 波形绘制使用的是基于:kevinzhow/Waver 的修改版DYwaver
- 如果你有问题,或者对下述文字有任何意见与建议,除了在文章最后留言,还可以在微博阳眼的熊1993上给我留言,或者联系我的邮箱hu-yangyang@qq.com,以及访问我的Github。
- 文章某尾会给到Demo。
- 完整音乐视频效果:链接🔗链接_2🔗
波形效果
代码简单介绍
- pod 相关工具
pod 'GetVolumeLevelsFromeSampleBuffer', :git => 'https://github.com/doubleYang1020/GetVolumeLevelsFromeSampleBuffer.git'
pod 'KSYMediaPlayer_iOS'
pod 'DYwaver', :git => 'https://github.com/doubleYang1020/DYwaver.git'
- import相关头文件
#import <KSYMediaPlayer/KSYMediaPlayer.h>
#import "SampleBufferToVolumeLevelsEngine.h"
#import "DYwaver.h"
- 初始化播放器
+(float)getVolumeLevelsFromeSampleBuffer:(CMSampleBufferRef)sampleBuffer;
是根据buffer转换音量volume
-(void)creatMediaPlayer{
__weak typeof(self) weakSelf = self;
_player = [[KSYMoviePlayerController alloc] initWithContentURL:[NSURL URLWithString:@"http://music.fffffive.com/1500458888991.mp3"]];
[_player setShouldAutoplay:true];
[_player setShouldLoop:true];
_player.audioDataBlock= ^(CMSampleBufferRef buf){
float volume = [SampleBufferToVolumeLevelsEngine getVolumeLevelsFromeSampleBuffer:buf];
weakSelf.audioVolume = volume;
};
[_player prepareToPlay];
}
- 初始化DYWaverView
-(void)creatWaverView{
__weak typeof(self) weakSelf = self;
UIColor* redColor = [UIColor colorWithRed:255.0/255.0 green:0.0/255.0 blue:0.0/255.0 alpha:1.0];
UIColor* orangeColor = [UIColor colorWithRed:255.0/255.0 green:165.0/255.0 blue:0.0/255.0 alpha:1.0];
UIColor* yellowColor = [UIColor colorWithRed:255.0/255.0 green:255.0/255.0 blue:0.0/255.0 alpha:1.0];
UIColor* greenColor = [UIColor colorWithRed:0.0/255.0 green:255.0/255.0 blue:0.0/255.0 alpha:1.0];
UIColor* cyanColor = [UIColor colorWithRed:0.0/255.0 green:127.0/255.0 blue:255.0/255.0 alpha:1.0];
UIColor* blueColor = [UIColor colorWithRed:0.0/255.0 green:0.0/255.0 blue:255.0/255.0 alpha:1.0];
UIColor* purpleColor = [UIColor colorWithRed:139.0/255.0 green:0.0/255.0 blue:255.0/255.0 alpha:1.0];
NSArray* colorsAry = [NSArray arrayWithObjects:redColor,orangeColor,yellowColor,greenColor,cyanColor,blueColor,purpleColor, nil];
_waver = [[Waver alloc] initWithFrame:CGRectMake(0, [UIScreen mainScreen].bounds.size.height / 2.0 - 40.0, [UIScreen mainScreen].bounds.size.width, 80.0) andNumberOfWaves:7 andWavesColors:colorsAry andDecorativeWavesWidth:1.0];
[_waver setUserInteractionEnabled:false];
[self.view addSubview:_waver];
__weak Waver * weakWaver = _waver;
_waver.waverLevelCallback = ^(Waver * waver) {
if (weakSelf.audioVolume) {
float normalizedValue = pow(10, weakSelf.audioVolume/40000) - 1.0;
weakWaver.level = normalizedValue * 1.0;
}
};
}
关于录音实时显示波形图思路流程
- 在AVCaptureAudioDataOutputSampleBufferDelegate 回调中获取audio 的buffer
optional public func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection)
这里需要注意的是AVCaptureVideoDataOutputSampleBufferDelegate 回调也是上面方法,所以这里要判断出是否是音频的SampleBuffer
let isAudio = output is AVCaptureAudioDataOutput
- 按上述步骤获取到AudioSampleBuffer,在通过SampleBufferToVolumeLevels转换成音量Volume,下面思路就和上面差不多了。
self.waver.waverLevelCallback = { [weak self] waver_1 in
guard let volume = self?.audioVolume else {
return
}
let normalizedValue = pow(10, volume/40000) - 1.0
waver_1!.level = CGFloat(normalizedValue * 1.0)
}
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