设置音频特效使用的是AudioEffectUnit,我们这里实现的是Reverb
(混响)特效。生活中表现的场景就是在不同的空间下有不同的音效。
本篇文章分为以下4个部分:
- 使用
ExtAudioFile
从文件中读取音频数据。 - 将数据传递给
AudioEffectUnit
处理。 - 使用
AudioOutputUnit
进行播放。 - 设置
reverbUnit
的属性。
ExtAudioFile
可以按照我们设置的数据格式读取文件,很方便,具体参照这篇文章。
ExtAudioFile如何使用
混响效果在iOS上是kAudioUnitSubType_Reverb2
,在mac上是kAudioUnitSubType_MatrixReverb
- (void)createAudioUnits {
AudioComponentDescription ioDesc = {0};
ioDesc.componentType = kAudioUnitType_Output;
ioDesc.componentSubType = kAudioUnitSubType_VoiceProcessingIO;
ioDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponentDescription reverbDesc = {0};
reverbDesc.componentType = kAudioUnitType_Effect;
reverbDesc.componentSubType = kAudioUnitSubType_Reverb2;
reverbDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
OSStatus status;
AudioComponent outputComp = AudioComponentFindNext(NULL, &ioDesc);
if (outputComp == NULL) {
printf("can't get AudioComponent");
}
status = AudioComponentInstanceNew(outputComp, &_ioUnit);
CheckError(status, "creat output unit");
AudioComponent reverbComp = AudioComponentFindNext(NULL, &reverbDesc);
if (reverbComp == NULL) {
printf("can't get AudioComponent");
}
status = AudioComponentInstanceNew(reverbComp, &_reverbUnit);
CheckError(status, "creat reverb unit");
}
将AudioOutputUnit
的输入和AudioEffectUnit
输出连接起来。AudioEffectUnit
的输入就是它的callback
。
- (void)setupAudioUnits {
OSStatus status;
// Set the callback method
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = InputRenderCallback;
callbackStruct.inputProcRefCon = (__bridge void * _Nullable)(self);
status = AudioUnitSetProperty(_reverbUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&callbackStruct,
sizeof(callbackStruct));
CheckError(status, "set callback");
//make connection
AudioUnitConnection connection;
connection.sourceAudioUnit = _reverbUnit;
connection.sourceOutputNumber = 0;
connection.destInputNumber = 0;
status = AudioUnitSetProperty(_ioUnit, // connection destination
kAudioUnitProperty_MakeConnection, // property key
kAudioUnitScope_Input, // destination scope
0, // destination element
&connection, // connection definition
sizeof(connection));
CheckError(status, "make connection");
}
static OSStatus InputRenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
ZFAudioUnitEffectPlayer *player = (__bridge ZFAudioUnitEffectPlayer *)inRefCon;
[player.dataSource readDataToBuffer:ioData length:inNumberFrames];
return noErr;
}
播放和暂停。
- (void)startPlay {
dispatch_async(_queue, ^{
OSStatus status;
status = AudioUnitInitialize(self.reverbUnit);
CheckError(status, "initialize reverb unit");
status = AudioUnitInitialize(self.ioUnit);
CheckError(status, "initialize output unit");
status = AudioOutputUnitStart(self.ioUnit);
CheckError(status, "start output unit");
});
}
- (void)stopPlay {
dispatch_async(_queue, ^{
OSStatus status;
status = AudioOutputUnitStop(self.ioUnit);
CheckError(status, "stop output unit");
status = AudioUnitUninitialize(self.ioUnit);
CheckError(status, "uninitialize output unit");
status = AudioUnitUninitialize(self.reverbUnit);
CheckError(status, "uninitialize reverb unit");
});
}
reverbUnit
有7个属性可以设置,都在这里了。不太懂音律,大家可以运行demo自己尝试一下不同的效果。
- (void)setDryWetMix:(Float32)dryWetMix {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_DryWetMix, kAudioUnitScope_Global, 0, dryWetMix, 0);
}
- (void)setGain:(Float32)gain {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_Gain, kAudioUnitScope_Global, 0, gain, 0);
}
- (void)setMinDelayTime:(Float32)minDelayTime {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_MinDelayTime, kAudioUnitScope_Global, 0, minDelayTime, 0);
}
- (void)setMaxDelayTime:(Float32)maxDelayTime {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_MaxDelayTime, kAudioUnitScope_Global, 0, maxDelayTime, 0);
}
- (void)setDecayTimeAt0Hz:(Float32)decayTimeAt0Hz {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_DecayTimeAt0Hz, kAudioUnitScope_Global, 0, decayTimeAt0Hz, 0);
}
- (void)setDecayTimeAtNyquist:(Float32)decayTimeAtNyquist {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_DecayTimeAtNyquist, kAudioUnitScope_Global, 0, decayTimeAtNyquist, 0);
}
- (void)setRandomizeReflections:(Float32)randomizeReflections {
AudioUnitSetParameter(_reverbUnit, kReverb2Param_RandomizeReflections, kAudioUnitScope_Global, 0, randomizeReflections, 0);
}