Audio Processing Graphs 管理 Audio Units
以下是一个使用Audio Unit Framework处理音频的简单示例。这个例子展示了如何设置和连接一个Remote I/O Audio Unit,它是一个常用于实时音频处理的Audio Unit。
import AudioUnit
import AudioToolbox
func setupAndRenderAudio() {
var audioUnit: AudioUnit?
// 设置Audio Component
let audioComponentDescription = AudioComponentDescription(
componentType: kAudioUnitType_Generator,
componentSubType: kAudioUnitSubType_RemoteIORender,
componentManufacturer: kAudioUnitManufacturer_Apple,
componentFlags: 0,
componentFlagsMask: 0)
// 获取Audio Unit
let status = AudioComponentInstanceNew(audioComponentDescription, &audioUnit)
guard status == noErr else {
print("无法获取Audio Unit")
return
}
// 初始化Audio Unit
status = AudioUnitInitialize(audioUnit!)
guard status == noErr else {
print("无法初始化Audio Unit")
return
}
// 设置音频格式(例如,这里设置为32位浮点非整数PCM)
var audioFormat = AudioStreamBasicDescription(
mSampleRate: 44100,
mFormatID: kAudioFormatLinearPCM,
mFormatFlags: kAudioFormatFlagIsFloat | kAudioFormatFlagIsNonInterleaved,
mBytesPerPacket: 8,
mFramesPerPacket: 1,
mBytesPerFrame: 4,
mChannelsPerFrame: 2,
mBitsPerChannel: 32,
mReserved: 0)
// 设置音频格式
var propertySize: UInt32 = UInt32(MemoryLayout<AudioStreamBasicDescription>.size)
status = AudioUnitSetProperty(audioUnit!,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&audioFormat,
propertySize)
guard status == noErr else {
print("无法设置音频格式")
return
}
// 准备Audio Unit进行音频渲染
status = AudioUnitRender(audioUnit!,
AudioUnitRenderActionFlags(kAudioUnitRenderAction_Render),
&timeStamp,
busNumber,
audioBufferList)
guard status == noErr else {
print("无法渲染音频")
return
}
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