您可以直接从 CMSampleBuffer 播放音频吗?
Can you play audio directly from a CMSampleBuffer?
我在 ARSession 期间捕获了麦克风音频,我希望将其传递给另一个 VC 并在捕获发生后播放,但应用程序仍然 运行(并且音频在内存)。
音频当前作为单个 CMSampleBuffer 捕获并通过 didOutputAudioSampleBuffer
ARSessionDelegate
方法访问。
我以前使用过音频文件和 AVAudioPlayer,但我是 CMSampleBuffer 的新手。
有没有办法将原始缓冲区按原样播放?如果是这样,哪个 类 启用此功能?还是需要先 rendered/converted 转换成其他格式或文件?
这是缓冲区中数据的格式说明:
mediaType:'soun'
mediaSubType:'lpcm'
mediaSpecific: {
ASBD: {
mSampleRate: 44100.000000
mFormatID: 'lpcm'
mFormatFlags: 0xc
mBytesPerPacket: 2
mFramesPerPacket: 1
mBytesPerFrame: 2
mChannelsPerFrame: 1
mBitsPerChannel: 16 }
cookie: {(null)}
ACL: {Mono}
FormatList Array: {
Index: 0
ChannelLayoutTag: 0x640001
ASBD: {
mSampleRate: 44100.000000
mFormatID: 'lpcm'
mFormatFlags: 0xc
mBytesPerPacket: 2
mFramesPerPacket: 1
mBytesPerFrame: 2
mChannelsPerFrame: 1
mBitsPerChannel: 16 }}
}
extensions: {(null)}
任何指导表示赞赏,因为 Apple 的文档在这个问题上并不清楚,SO 上的相关问题更多地涉及实时音频流而不是捕获和后续播放。
看来答案是否定的,你不能简单地保存和播放原始缓冲音频,需要先将其转换为更持久的东西。
看起来主要的方法是使用 AVAssetWriter 将缓冲区数据保存为音频文件,以便稍后使用 AVAudioPlayer 播放。
可以在录音的同时将麦克风传递给音频引擎,延迟最小:
let audioEngine = AVAudioEngine()
...
self.audioEngine.connect(self.audioEngine.inputNode,
to: self.audioEngine.mainMixerNode, format: nil)
self.audioEngine.start()
如果样本缓冲液的使用很重要 --
粗略地说,可以通过转换成PCM缓冲区来完成:
import AVFoundation
extension AVAudioPCMBuffer {
static func create(from sampleBuffer: CMSampleBuffer) -> AVAudioPCMBuffer? {
guard let description: CMFormatDescription = CMSampleBufferGetFormatDescription(sampleBuffer),
let sampleRate: Float64 = description.audioStreamBasicDescription?.mSampleRate,
let channelsPerFrame: UInt32 = description.audioStreamBasicDescription?.mChannelsPerFrame /*,
let numberOfChannels = description.audioChannelLayout?.numberOfChannels */
else { return nil }
guard let blockBuffer: CMBlockBuffer = CMSampleBufferGetDataBuffer(sampleBuffer) else {
return nil
}
let samplesCount = CMSampleBufferGetNumSamples(sampleBuffer)
//let length: Int = CMBlockBufferGetDataLength(blockBuffer)
let audioFormat = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: sampleRate, channels: AVAudioChannelCount(1), interleaved: false)
let buffer = AVAudioPCMBuffer(pcmFormat: audioFormat!, frameCapacity: AVAudioFrameCount(samplesCount))!
buffer.frameLength = buffer.frameCapacity
// GET BYTES
var dataPointer: UnsafeMutablePointer<Int8>?
CMBlockBufferGetDataPointer(blockBuffer, atOffset: 0, lengthAtOffsetOut: nil, totalLengthOut: nil, dataPointerOut: &dataPointer)
guard var channel: UnsafeMutablePointer<Float> = buffer.floatChannelData?[0],
let data = dataPointer else { return nil }
var data16 = UnsafeRawPointer(data).assumingMemoryBound(to: Int16.self)
for _ in 0...samplesCount - 1 {
channel.pointee = Float32(data16.pointee) / Float32(Int16.max)
channel += 1
for _ in 0...channelsPerFrame - 1 {
data16 += 1
}
}
return buffer
}
}
class BufferPlayer {
let audioEngine = AVAudioEngine()
let player = AVAudioPlayerNode()
deinit {
self.audioEngine.stop()
}
init(withBuffer: CMSampleBuffer) {
self.audioEngine.attach(self.player)
self.audioEngine.connect(self.player,
to: self.audioEngine.mainMixerNode,
format: AVAudioPCMBuffer.create(from: withBuffer)!.format
)
_ = try? audioEngine.start()
}
func playEnqueue(buffer: CMSampleBuffer) {
guard let bufferPCM = AVAudioPCMBuffer.create(from: buffer) else { return }
self.player.scheduleBuffer(bufferPCM, completionHandler: nil)
if !self.player.isPlaying { self.player.play() }
}
}
我在 ARSession 期间捕获了麦克风音频,我希望将其传递给另一个 VC 并在捕获发生后播放,但应用程序仍然 运行(并且音频在内存)。
音频当前作为单个 CMSampleBuffer 捕获并通过 didOutputAudioSampleBuffer
ARSessionDelegate
方法访问。
我以前使用过音频文件和 AVAudioPlayer,但我是 CMSampleBuffer 的新手。
有没有办法将原始缓冲区按原样播放?如果是这样,哪个 类 启用此功能?还是需要先 rendered/converted 转换成其他格式或文件?
这是缓冲区中数据的格式说明:
mediaType:'soun'
mediaSubType:'lpcm'
mediaSpecific: {
ASBD: {
mSampleRate: 44100.000000
mFormatID: 'lpcm'
mFormatFlags: 0xc
mBytesPerPacket: 2
mFramesPerPacket: 1
mBytesPerFrame: 2
mChannelsPerFrame: 1
mBitsPerChannel: 16 }
cookie: {(null)}
ACL: {Mono}
FormatList Array: {
Index: 0
ChannelLayoutTag: 0x640001
ASBD: {
mSampleRate: 44100.000000
mFormatID: 'lpcm'
mFormatFlags: 0xc
mBytesPerPacket: 2
mFramesPerPacket: 1
mBytesPerFrame: 2
mChannelsPerFrame: 1
mBitsPerChannel: 16 }}
}
extensions: {(null)}
任何指导表示赞赏,因为 Apple 的文档在这个问题上并不清楚,SO 上的相关问题更多地涉及实时音频流而不是捕获和后续播放。
看来答案是否定的,你不能简单地保存和播放原始缓冲音频,需要先将其转换为更持久的东西。
看起来主要的方法是使用 AVAssetWriter 将缓冲区数据保存为音频文件,以便稍后使用 AVAudioPlayer 播放。
可以在录音的同时将麦克风传递给音频引擎,延迟最小:
let audioEngine = AVAudioEngine()
...
self.audioEngine.connect(self.audioEngine.inputNode,
to: self.audioEngine.mainMixerNode, format: nil)
self.audioEngine.start()
如果样本缓冲液的使用很重要 -- 粗略地说,可以通过转换成PCM缓冲区来完成:
import AVFoundation
extension AVAudioPCMBuffer {
static func create(from sampleBuffer: CMSampleBuffer) -> AVAudioPCMBuffer? {
guard let description: CMFormatDescription = CMSampleBufferGetFormatDescription(sampleBuffer),
let sampleRate: Float64 = description.audioStreamBasicDescription?.mSampleRate,
let channelsPerFrame: UInt32 = description.audioStreamBasicDescription?.mChannelsPerFrame /*,
let numberOfChannels = description.audioChannelLayout?.numberOfChannels */
else { return nil }
guard let blockBuffer: CMBlockBuffer = CMSampleBufferGetDataBuffer(sampleBuffer) else {
return nil
}
let samplesCount = CMSampleBufferGetNumSamples(sampleBuffer)
//let length: Int = CMBlockBufferGetDataLength(blockBuffer)
let audioFormat = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: sampleRate, channels: AVAudioChannelCount(1), interleaved: false)
let buffer = AVAudioPCMBuffer(pcmFormat: audioFormat!, frameCapacity: AVAudioFrameCount(samplesCount))!
buffer.frameLength = buffer.frameCapacity
// GET BYTES
var dataPointer: UnsafeMutablePointer<Int8>?
CMBlockBufferGetDataPointer(blockBuffer, atOffset: 0, lengthAtOffsetOut: nil, totalLengthOut: nil, dataPointerOut: &dataPointer)
guard var channel: UnsafeMutablePointer<Float> = buffer.floatChannelData?[0],
let data = dataPointer else { return nil }
var data16 = UnsafeRawPointer(data).assumingMemoryBound(to: Int16.self)
for _ in 0...samplesCount - 1 {
channel.pointee = Float32(data16.pointee) / Float32(Int16.max)
channel += 1
for _ in 0...channelsPerFrame - 1 {
data16 += 1
}
}
return buffer
}
}
class BufferPlayer {
let audioEngine = AVAudioEngine()
let player = AVAudioPlayerNode()
deinit {
self.audioEngine.stop()
}
init(withBuffer: CMSampleBuffer) {
self.audioEngine.attach(self.player)
self.audioEngine.connect(self.player,
to: self.audioEngine.mainMixerNode,
format: AVAudioPCMBuffer.create(from: withBuffer)!.format
)
_ = try? audioEngine.start()
}
func playEnqueue(buffer: CMSampleBuffer) {
guard let bufferPCM = AVAudioPCMBuffer.create(from: buffer) else { return }
self.player.scheduleBuffer(bufferPCM, completionHandler: nil)
if !self.player.isPlaying { self.player.play() }
}
}