我很难理解remoteIO音频回调在iOS中的行为。我正在设置一个带有两个回调的remoteIO单元,一个是输入回调,另一个是“呈现”回调。我遵循的remoteIO设置非常类似于这个美味的像素教程中推荐的设置。这是相当长的设置方法:
- (void)setup {
AudioUnit ioUnit;
AudioComponentDescription audioCompDesc;
audioCompDesc.componentType = kAudioUnitType_Output;
audioCompDesc.componentSubType = kAudioUnitSubType_RemoteIO;
audioCompDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
audioCompDesc.componentFlags = 0;
audioCompDesc.componentFlagsMask = 0;
AudioComponent rioComponent = AudioComponentFindNext(NULL, &audioCompDesc);
CheckError(AudioComponentInstanceNew(rioComponent, &ioUnit), "Couldn't get RIO unit instance");
// i/o
UInt32 oneFlag = 1;
CheckError(AudioUnitSetProperty(ioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&oneFlag,
sizeof(oneFlag)), "Couldn't enable RIO output");
CheckError(AudioUnitSetProperty(ioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&oneFlag,
sizeof(oneFlag)), "Couldn't enable RIO input");
AudioStreamBasicDescription myASBD;
memset (&myASBD, 0, sizeof(myASBD));
myASBD.mSampleRate = 44100;
myASBD.mFormatID = kAudioFormatLinearPCM;
myASBD.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
myASBD.mFramesPerPacket = 1;
myASBD.mChannelsPerFrame = 1;
myASBD.mBitsPerChannel = 16;
myASBD.mBytesPerPacket = 2 * myASBD.mChannelsPerFrame;
myASBD.mBytesPerFrame = 2 * myASBD.mChannelsPerFrame;
// set stream format for both busses
CheckError(AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&myASBD,
sizeof(myASBD)), "Couldn't set ASBD for RIO on input scope / bus 0");
CheckError(AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&myASBD,
sizeof(myASBD)), "Couldn't set ASBD for RIO on output scope / bus 1");
// set arbitrarily high for now
UInt32 bufferSizeBytes = 10000 * sizeof(int);
int offset = offsetof(AudioBufferList, mBuffers[0]);
int bufferListSizeInBytes = offset + (sizeof(AudioBuffer) * myASBD.mChannelsPerFrame);
// why need to cast to audioBufferList * ?
self.inputBuffer = (AudioBufferList *)malloc(bufferListSizeInBytes);
self.inputBuffer->mNumberBuffers = myASBD.mChannelsPerFrame;
for (UInt32 i = 0; i < myASBD.mChannelsPerFrame; i++) {
self.inputBuffer->mBuffers[i].mNumberChannels = 1;
self.inputBuffer->mBuffers[i].mDataByteSize = bufferSizeBytes;
self.inputBuffer->mBuffers[i].mData = malloc(bufferSizeBytes);
}
self.remoteIOUnit = ioUnit;
/////////////////////////////////////////////// callback setup
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = inputCallback;
callbackStruct.inputProcRefCon = (__bridge void * _Nullable)self;
CheckError(AudioUnitSetProperty(ioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct)), "Couldn't set input callback");
AURenderCallbackStruct callbackStruct2;
callbackStruct2.inputProc = playbackCallback;
callbackStruct2.inputProcRefCon = (__bridge void * _Nullable)self;
CheckError(AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Global,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct)), "Couldn't set input callback");
CheckError(AudioUnitInitialize(ioUnit), "Couldn't initialize input unit");
CheckError(AudioOutputUnitStart(ioUnit), "AudioOutputUnitStart failed");
}我在回调中经历了奇怪的行为。首先,playbackCallback函数根本没有被调用,尽管它的属性设置的方式与教程中的相同(本教程是由编写Loopy应用程序的人编写的)。
其次,输入回调有一个ioData (audioBufferList)参数,它应该是null (根据文档),但是在null和每个秒回调都有一个非零值之间切换。这对任何人来说都有意义吗?
另外,在输入回调中调用audiounitRender (在API逻辑和生命周期等方面我仍然不理解它的语义)导致一个-50的错误,这是非常通用的“坏参数”。这很可能是由于audiobufferlist的无效“拓扑”,即交织/脱交织,通道的数字等等.然而,我尝试了各种拓扑,没有一个没有导致错误。这也不能解释奇怪的ioData行为。以下是供参考的函数:
OSStatus inputCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList * ioData)
{
MicController *myRefCon = (__bridge MicController *)inRefCon;
CheckError(AudioUnitRender(myRefCon.remoteIOUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
myRefCon.inputBuffer), "audio unit render");
return noErr;
}我认为,我的经验可能是由于格式化上的一些简单错误,或者可能在错误的范围上使用了错误的总线,或者其他一些琐碎的错误(并且很容易在核心音频上下文错误中产生)。但是,因为从根本上说,我对语义和生命周期流没有直觉(方案?,我甚至不知道该使用什么词),所以我无法充分地调试它。我非常感谢一个更有经验的核心音频程序员的一些帮助,这可能会为这种情况提供一些启示。
发布于 2016-02-14 17:07:09
您的kAudioUnitProperty_SetRenderCallback属性设置程序使用的是callbackStruct而不是callbackStruct2。因此,您的RemoteIO音频单元将调用inputCallback()两次而不是playbackCallback()。
https://stackoverflow.com/questions/35385780
复制相似问题