低延迟 input/output 音频队列
Low latency input/output AudioQueue
我有两个 iOS AudioQueues - 一个输入将样本直接馈送到一个输出。不幸的是,回声效果非常明显:(
是否可以使用 AudioQueues 制作低延迟音频,或者我真的需要使用 AudioUnits 吗? (我已经尝试过使用 AudioUnits 的 Novocaine 框架,这里的延迟要小得多。我还注意到这个框架似乎使用更少的 CPU 资源。不幸的是,我无法在我的 Swift项目没有重大变化。)
以下是我的一些代码摘录,主要是在Swift中完成的,除了那些需要在C中实现的回调
private let audioStreamBasicDescription = AudioStreamBasicDescription(
mSampleRate: 16000,
mFormatID: AudioFormatID(kAudioFormatLinearPCM),
mFormatFlags: AudioFormatFlags(kAudioFormatFlagsNativeFloatPacked),
mBytesPerPacket: 4,
mFramesPerPacket: 1,
mBytesPerFrame: 4,
mChannelsPerFrame: 1,
mBitsPerChannel: 32,
mReserved: 0)
private let numberOfBuffers = 80
private let bufferSize: UInt32 = 256
private var active = false
private var inputQueue: AudioQueueRef = nil
private var outputQueue: AudioQueueRef = nil
private var inputBuffers = [AudioQueueBufferRef]()
private var outputBuffers = [AudioQueueBufferRef]()
private var headOfFreeOutputBuffers: AudioQueueBufferRef = nil
// callbacks implemented in Swift
private func audioQueueInputCallback(inputBuffer: AudioQueueBufferRef) {
if active {
if headOfFreeOutputBuffers != nil {
let outputBuffer = headOfFreeOutputBuffers
headOfFreeOutputBuffers = AudioQueueBufferRef(outputBuffer.memory.mUserData)
outputBuffer.memory.mAudioDataByteSize = inputBuffer.memory.mAudioDataByteSize
memcpy(outputBuffer.memory.mAudioData, inputBuffer.memory.mAudioData, Int(inputBuffer.memory.mAudioDataByteSize))
assert(AudioQueueEnqueueBuffer(outputQueue, outputBuffer, 0, nil) == 0)
} else {
println(__FUNCTION__ + ": out-of-output-buffers!")
}
assert(AudioQueueEnqueueBuffer(inputQueue, inputBuffer, 0, nil) == 0)
}
}
private func audioQueueOutputCallback(outputBuffer: AudioQueueBufferRef) {
if active {
outputBuffer.memory.mUserData = UnsafeMutablePointer<Void>(headOfFreeOutputBuffers)
headOfFreeOutputBuffers = outputBuffer
}
}
func start() {
var error: NSError?
audioSession.setCategory(AVAudioSessionCategoryPlayAndRecord, withOptions: .allZeros, error: &error)
dumpError(error, functionName: "AVAudioSessionCategoryPlayAndRecord")
audioSession.setPreferredSampleRate(16000, error: &error)
dumpError(error, functionName: "setPreferredSampleRate")
audioSession.setPreferredIOBufferDuration(0.005, error: &error)
dumpError(error, functionName: "setPreferredIOBufferDuration")
audioSession.setActive(true, error: &error)
dumpError(error, functionName: "setActive(true)")
assert(active == false)
active = true
// cannot provide callbacks to AudioQueueNewInput/AudioQueueNewOutput from Swift and so need to interface C functions
assert(MyAudioQueueConfigureInputQueueAndCallback(audioStreamBasicDescription, &inputQueue, audioQueueInputCallback) == 0)
assert(MyAudioQueueConfigureOutputQueueAndCallback(audioStreamBasicDescription, &outputQueue, audioQueueOutputCallback) == 0)
for (var i = 0; i < numberOfBuffers; i++) {
var audioQueueBufferRef: AudioQueueBufferRef = nil
assert(AudioQueueAllocateBuffer(inputQueue, bufferSize, &audioQueueBufferRef) == 0)
assert(AudioQueueEnqueueBuffer(inputQueue, audioQueueBufferRef, 0, nil) == 0)
inputBuffers.append(audioQueueBufferRef)
assert(AudioQueueAllocateBuffer(outputQueue, bufferSize, &audioQueueBufferRef) == 0)
outputBuffers.append(audioQueueBufferRef)
audioQueueBufferRef.memory.mUserData = UnsafeMutablePointer<Void>(headOfFreeOutputBuffers)
headOfFreeOutputBuffers = audioQueueBufferRef
}
assert(AudioQueueStart(inputQueue, nil) == 0)
assert(AudioQueueStart(outputQueue, nil) == 0)
}
然后我的 C 代码将回调设置回 Swift:
static void MyAudioQueueAudioInputCallback(void * inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer, const AudioTimeStamp * inStartTime,
UInt32 inNumberPacketDescriptions, const AudioStreamPacketDescription * inPacketDescs) {
void(^block)(AudioQueueBufferRef) = (__bridge void(^)(AudioQueueBufferRef))inUserData;
block(inBuffer);
}
static void MyAudioQueueAudioOutputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {
void(^block)(AudioQueueBufferRef) = (__bridge void(^)(AudioQueueBufferRef))inUserData;
block(inBuffer);
}
OSStatus MyAudioQueueConfigureInputQueueAndCallback(AudioStreamBasicDescription inFormat, AudioQueueRef *inAQ, void(^callback)(AudioQueueBufferRef)) {
return AudioQueueNewInput(&inFormat, MyAudioQueueAudioInputCallback, (__bridge_retained void *)([callback copy]), nil, nil, 0, inAQ);
}
OSStatus MyAudioQueueConfigureOutputQueueAndCallback(AudioStreamBasicDescription inFormat, AudioQueueRef *inAQ, void(^callback)(AudioQueueBufferRef)) {
return AudioQueueNewOutput(&inFormat, MyAudioQueueAudioOutputCallback, (__bridge_retained void *)([callback copy]), nil, nil, 0, inAQ);
}
如果您从麦克风录制音频并在该麦克风的听力范围内播放,那么由于音频吞吐量不是瞬时的,您之前的一些输出将进入新的输入,因此回声.这种现象叫做feedback.
这是一个结构性问题,因此更改录音 API 无济于事(尽管更改 recording/playback 缓冲区大小可以让您控制回声中的延迟)。您可以以麦克风听不到的方式播放音频(例如根本听不到,或通过耳机),或者走 echo cancellation.
的兔子洞
一段时间后,我发现 this 很棒 post 使用 AudioUnits 而不是 AudioQueues。我只是将它移植到 Swift 然后简单地添加:
audioSession.setPreferredIOBufferDuration(0.005, error: &error)
我有两个 iOS AudioQueues - 一个输入将样本直接馈送到一个输出。不幸的是,回声效果非常明显:(
是否可以使用 AudioQueues 制作低延迟音频,或者我真的需要使用 AudioUnits 吗? (我已经尝试过使用 AudioUnits 的 Novocaine 框架,这里的延迟要小得多。我还注意到这个框架似乎使用更少的 CPU 资源。不幸的是,我无法在我的 Swift项目没有重大变化。)
以下是我的一些代码摘录,主要是在Swift中完成的,除了那些需要在C中实现的回调
private let audioStreamBasicDescription = AudioStreamBasicDescription(
mSampleRate: 16000,
mFormatID: AudioFormatID(kAudioFormatLinearPCM),
mFormatFlags: AudioFormatFlags(kAudioFormatFlagsNativeFloatPacked),
mBytesPerPacket: 4,
mFramesPerPacket: 1,
mBytesPerFrame: 4,
mChannelsPerFrame: 1,
mBitsPerChannel: 32,
mReserved: 0)
private let numberOfBuffers = 80
private let bufferSize: UInt32 = 256
private var active = false
private var inputQueue: AudioQueueRef = nil
private var outputQueue: AudioQueueRef = nil
private var inputBuffers = [AudioQueueBufferRef]()
private var outputBuffers = [AudioQueueBufferRef]()
private var headOfFreeOutputBuffers: AudioQueueBufferRef = nil
// callbacks implemented in Swift
private func audioQueueInputCallback(inputBuffer: AudioQueueBufferRef) {
if active {
if headOfFreeOutputBuffers != nil {
let outputBuffer = headOfFreeOutputBuffers
headOfFreeOutputBuffers = AudioQueueBufferRef(outputBuffer.memory.mUserData)
outputBuffer.memory.mAudioDataByteSize = inputBuffer.memory.mAudioDataByteSize
memcpy(outputBuffer.memory.mAudioData, inputBuffer.memory.mAudioData, Int(inputBuffer.memory.mAudioDataByteSize))
assert(AudioQueueEnqueueBuffer(outputQueue, outputBuffer, 0, nil) == 0)
} else {
println(__FUNCTION__ + ": out-of-output-buffers!")
}
assert(AudioQueueEnqueueBuffer(inputQueue, inputBuffer, 0, nil) == 0)
}
}
private func audioQueueOutputCallback(outputBuffer: AudioQueueBufferRef) {
if active {
outputBuffer.memory.mUserData = UnsafeMutablePointer<Void>(headOfFreeOutputBuffers)
headOfFreeOutputBuffers = outputBuffer
}
}
func start() {
var error: NSError?
audioSession.setCategory(AVAudioSessionCategoryPlayAndRecord, withOptions: .allZeros, error: &error)
dumpError(error, functionName: "AVAudioSessionCategoryPlayAndRecord")
audioSession.setPreferredSampleRate(16000, error: &error)
dumpError(error, functionName: "setPreferredSampleRate")
audioSession.setPreferredIOBufferDuration(0.005, error: &error)
dumpError(error, functionName: "setPreferredIOBufferDuration")
audioSession.setActive(true, error: &error)
dumpError(error, functionName: "setActive(true)")
assert(active == false)
active = true
// cannot provide callbacks to AudioQueueNewInput/AudioQueueNewOutput from Swift and so need to interface C functions
assert(MyAudioQueueConfigureInputQueueAndCallback(audioStreamBasicDescription, &inputQueue, audioQueueInputCallback) == 0)
assert(MyAudioQueueConfigureOutputQueueAndCallback(audioStreamBasicDescription, &outputQueue, audioQueueOutputCallback) == 0)
for (var i = 0; i < numberOfBuffers; i++) {
var audioQueueBufferRef: AudioQueueBufferRef = nil
assert(AudioQueueAllocateBuffer(inputQueue, bufferSize, &audioQueueBufferRef) == 0)
assert(AudioQueueEnqueueBuffer(inputQueue, audioQueueBufferRef, 0, nil) == 0)
inputBuffers.append(audioQueueBufferRef)
assert(AudioQueueAllocateBuffer(outputQueue, bufferSize, &audioQueueBufferRef) == 0)
outputBuffers.append(audioQueueBufferRef)
audioQueueBufferRef.memory.mUserData = UnsafeMutablePointer<Void>(headOfFreeOutputBuffers)
headOfFreeOutputBuffers = audioQueueBufferRef
}
assert(AudioQueueStart(inputQueue, nil) == 0)
assert(AudioQueueStart(outputQueue, nil) == 0)
}
然后我的 C 代码将回调设置回 Swift:
static void MyAudioQueueAudioInputCallback(void * inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer, const AudioTimeStamp * inStartTime,
UInt32 inNumberPacketDescriptions, const AudioStreamPacketDescription * inPacketDescs) {
void(^block)(AudioQueueBufferRef) = (__bridge void(^)(AudioQueueBufferRef))inUserData;
block(inBuffer);
}
static void MyAudioQueueAudioOutputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {
void(^block)(AudioQueueBufferRef) = (__bridge void(^)(AudioQueueBufferRef))inUserData;
block(inBuffer);
}
OSStatus MyAudioQueueConfigureInputQueueAndCallback(AudioStreamBasicDescription inFormat, AudioQueueRef *inAQ, void(^callback)(AudioQueueBufferRef)) {
return AudioQueueNewInput(&inFormat, MyAudioQueueAudioInputCallback, (__bridge_retained void *)([callback copy]), nil, nil, 0, inAQ);
}
OSStatus MyAudioQueueConfigureOutputQueueAndCallback(AudioStreamBasicDescription inFormat, AudioQueueRef *inAQ, void(^callback)(AudioQueueBufferRef)) {
return AudioQueueNewOutput(&inFormat, MyAudioQueueAudioOutputCallback, (__bridge_retained void *)([callback copy]), nil, nil, 0, inAQ);
}
如果您从麦克风录制音频并在该麦克风的听力范围内播放,那么由于音频吞吐量不是瞬时的,您之前的一些输出将进入新的输入,因此回声.这种现象叫做feedback.
这是一个结构性问题,因此更改录音 API 无济于事(尽管更改 recording/playback 缓冲区大小可以让您控制回声中的延迟)。您可以以麦克风听不到的方式播放音频(例如根本听不到,或通过耳机),或者走 echo cancellation.
的兔子洞一段时间后,我发现 this 很棒 post 使用 AudioUnits 而不是 AudioQueues。我只是将它移植到 Swift 然后简单地添加:
audioSession.setPreferredIOBufferDuration(0.005, error: &error)