如何为Audio Unit 设置特效

作者: zhonglaoban | 来源:发表于2020-11-15 20:15 被阅读0次

    设置音频特效使用的是AudioEffectUnit,我们这里实现的是Reverb(混响)特效。生活中表现的场景就是在不同的空间下有不同的音效。

    本篇文章分为以下4个部分:

    1. 使用ExtAudioFile从文件中读取音频数据。
    2. 将数据传递给AudioEffectUnit处理。
    3. 使用AudioOutputUnit进行播放。
    4. 设置reverbUnit的属性。

    使用ExtAudioFile读取文件

    ExtAudioFile可以按照我们设置的数据格式读取文件,很方便,具体参照这篇文章。
    ExtAudioFile如何使用

    AudioEffectUnit处理数据

    数据流向图


    effect.png

    创建AudioUnit

    混响效果在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");
    }
    

    设置AudioUnit属性

    AudioOutputUnit的输入和AudioEffectUnit输出连接起来。AudioEffectUnit的输入就是它的callback

    - (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");
    }
    

    AudioUnit回调中填充数据

    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进行播放

    播放和暂停。

    - (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");
        });
    }
    

    设置reverbUnit的属性

    reverbUnit有7个属性可以设置,都在这里了。不太懂音律,大家可以运行demo自己尝试一下不同的效果。

    - (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);
    }
    

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