在 Swift 5 中流式传输麦克风音频
Stream microphone audio in Swift 5
我在 2 个 IOS 设备之间建立了工作连接。从一台摄像机向另一台设备发送实时流是可行的。但现在我想发送麦克风音频,但这不起作用。我没有收到任何错误,但我只收到 "click"-noices.
我也看到了,字节数传输了,但是不知道哪里出错了。
下面是发送和接收函数。我还插入了流媒体功能,它可以很好地传输视频。
发件人:
func recorder() {
let settings : Dictionary = ["AVSampleRateKey" : 44100.0,
"AVNumberOfChannelsKey" : 1,
"AVFormatIDKey" : 1819304813,
"AVLinearPCMIsNonInterleaved" : 0,
"AVLinearPCMIsBigEndianKey" : 0,
"AVLinearPCMBitDepthKey" : 16,
"AVLinearPCMIsFloatKey" : 0]
audioFormat = AVAudioFormat.init(settings: settings)
audioEngine = AVAudioEngine.init()
audioEngine?.inputNode.installTap(onBus: 0, bufferSize: 4410, format: audioEngine?.inputNode.outputFormat(forBus: 0), block: {buffer, when in
let audioBuffer = buffer.audioBufferList.pointee.mBuffers
let data : Data = Data.init(bytes: audioBuffer.mData!, count: Int(audioBuffer.mDataByteSize))
let arraySize = Int(buffer.frameLength)
let samples = Array(UnsafeBufferPointer(start: buffer.floatChannelData![0], count:arraySize))
self.streamData(data: data, len: 4410)
})
// Start audio engine
self.audioEngine?.prepare()
do {
try self.audioEngine?.start()
}
catch {
NSLog("cannot start audio engine")
}
if(self.audioEngine?.isRunning == true){
NSLog("Audioengine is running")
}
}
sender streamData(适用于视频等)
func streamData(data : Data, len : Int)
{
var baseCaseCondition : Bool = false
var _len : Int = len
var _byteIndex : Int = 0
func recursiveBlock(block: @escaping (()->Void)->Void) -> ()->Void {
return { block(recursiveBlock(block: block)) }
}
let aRecursiveBlock :()->Void = recursiveBlock {recurse in
baseCaseCondition = (data.count > 0 && _byteIndex < data.count) ? true : false
if ((baseCaseCondition)) {
_len = (data.count - _byteIndex) == 0 ? 1 : (data.count - _byteIndex) < len ? (data.count - _byteIndex) : len
NSLog("START | byteIndex: %lu/%lu writing len: %lu", _byteIndex, data.count, _len)
var bytes = [UInt8](repeating:0, count:_len)
data.copyBytes(to: &bytes, from: _byteIndex ..< _byteIndex+_len )
_byteIndex += (self.outputStream?.write(&bytes, maxLength: _len))!
NSLog("END | byteIndex: %lu/%lu wrote len: %lu", _byteIndex, data.count, _len)
recurse()
}
}
if (self.outputStream!.hasSpaceAvailable){
aRecursiveBlock();
}
}
接收者:
func stream(_ aStream: Stream, handle eventCode: Stream.Event) {
...
case Stream.Event.hasBytesAvailable:
var thePCMBuffer : AVAudioPCMBuffer = AVAudioPCMBuffer.init(pcmFormat: (self.audioEngine?.inputNode.outputFormat(forBus: 0))!, frameCapacity: AVAudioFrameCount(mlen))!
thePCMBuffer.frameLength = thePCMBuffer.frameCapacity
let channels = UnsafeBufferPointer(start: thePCMBuffer.floatChannelData, count: Int(thePCMBuffer.format.channelCount))
_ = mdata?.copyBytes(to: UnsafeMutableBufferPointer(start: channels[0], count: Int(thePCMBuffer.frameLength)))
if((self.player?.isPlaying) != nil){
DispatchQueue.global(qos: .background).async {
// Background Thread
DispatchQueue.main.async {
// Run UI Updates
self.player?.scheduleBuffer(thePCMBuffer, completionHandler: {
NSLog("Scheduled buffer")
NSLog("\(self.player!.isPlaying)")
let arraySize = Int(thePCMBuffer.frameLength)
let samples = Array(UnsafeBufferPointer(start: thePCMBuffer.floatChannelData![0], count:arraySize))
for sample in samples{
NSLog("\(sample)")
}
})
}
}
}
}
mdata = Data.init()
mlen = DATA_LENGTH
}
break;
...
}
找到了我猜的解决方案。我尝试了一个模拟器和一个真实的设备。现在我读到,由于不同的采样率存在问题。 运行 在 2 个设备(或 2 个模拟器)上运行正常。
我在 2 个 IOS 设备之间建立了工作连接。从一台摄像机向另一台设备发送实时流是可行的。但现在我想发送麦克风音频,但这不起作用。我没有收到任何错误,但我只收到 "click"-noices.
我也看到了,字节数传输了,但是不知道哪里出错了。
下面是发送和接收函数。我还插入了流媒体功能,它可以很好地传输视频。
发件人:
func recorder() {
let settings : Dictionary = ["AVSampleRateKey" : 44100.0,
"AVNumberOfChannelsKey" : 1,
"AVFormatIDKey" : 1819304813,
"AVLinearPCMIsNonInterleaved" : 0,
"AVLinearPCMIsBigEndianKey" : 0,
"AVLinearPCMBitDepthKey" : 16,
"AVLinearPCMIsFloatKey" : 0]
audioFormat = AVAudioFormat.init(settings: settings)
audioEngine = AVAudioEngine.init()
audioEngine?.inputNode.installTap(onBus: 0, bufferSize: 4410, format: audioEngine?.inputNode.outputFormat(forBus: 0), block: {buffer, when in
let audioBuffer = buffer.audioBufferList.pointee.mBuffers
let data : Data = Data.init(bytes: audioBuffer.mData!, count: Int(audioBuffer.mDataByteSize))
let arraySize = Int(buffer.frameLength)
let samples = Array(UnsafeBufferPointer(start: buffer.floatChannelData![0], count:arraySize))
self.streamData(data: data, len: 4410)
})
// Start audio engine
self.audioEngine?.prepare()
do {
try self.audioEngine?.start()
}
catch {
NSLog("cannot start audio engine")
}
if(self.audioEngine?.isRunning == true){
NSLog("Audioengine is running")
}
}
sender streamData(适用于视频等)
func streamData(data : Data, len : Int)
{
var baseCaseCondition : Bool = false
var _len : Int = len
var _byteIndex : Int = 0
func recursiveBlock(block: @escaping (()->Void)->Void) -> ()->Void {
return { block(recursiveBlock(block: block)) }
}
let aRecursiveBlock :()->Void = recursiveBlock {recurse in
baseCaseCondition = (data.count > 0 && _byteIndex < data.count) ? true : false
if ((baseCaseCondition)) {
_len = (data.count - _byteIndex) == 0 ? 1 : (data.count - _byteIndex) < len ? (data.count - _byteIndex) : len
NSLog("START | byteIndex: %lu/%lu writing len: %lu", _byteIndex, data.count, _len)
var bytes = [UInt8](repeating:0, count:_len)
data.copyBytes(to: &bytes, from: _byteIndex ..< _byteIndex+_len )
_byteIndex += (self.outputStream?.write(&bytes, maxLength: _len))!
NSLog("END | byteIndex: %lu/%lu wrote len: %lu", _byteIndex, data.count, _len)
recurse()
}
}
if (self.outputStream!.hasSpaceAvailable){
aRecursiveBlock();
}
}
接收者:
func stream(_ aStream: Stream, handle eventCode: Stream.Event) {
...
case Stream.Event.hasBytesAvailable:
var thePCMBuffer : AVAudioPCMBuffer = AVAudioPCMBuffer.init(pcmFormat: (self.audioEngine?.inputNode.outputFormat(forBus: 0))!, frameCapacity: AVAudioFrameCount(mlen))!
thePCMBuffer.frameLength = thePCMBuffer.frameCapacity
let channels = UnsafeBufferPointer(start: thePCMBuffer.floatChannelData, count: Int(thePCMBuffer.format.channelCount))
_ = mdata?.copyBytes(to: UnsafeMutableBufferPointer(start: channels[0], count: Int(thePCMBuffer.frameLength)))
if((self.player?.isPlaying) != nil){
DispatchQueue.global(qos: .background).async {
// Background Thread
DispatchQueue.main.async {
// Run UI Updates
self.player?.scheduleBuffer(thePCMBuffer, completionHandler: {
NSLog("Scheduled buffer")
NSLog("\(self.player!.isPlaying)")
let arraySize = Int(thePCMBuffer.frameLength)
let samples = Array(UnsafeBufferPointer(start: thePCMBuffer.floatChannelData![0], count:arraySize))
for sample in samples{
NSLog("\(sample)")
}
})
}
}
}
}
mdata = Data.init()
mlen = DATA_LENGTH
}
break;
...
}
找到了我猜的解决方案。我尝试了一个模拟器和一个真实的设备。现在我读到,由于不同的采样率存在问题。 运行 在 2 个设备(或 2 个模拟器)上运行正常。