Ios 使用AVAudioEngine进行液位测量
我刚刚在Ios 使用AVAudioEngine进行液位测量,ios,objective-c,macos,avfoundation,avaudioengine,Ios,Objective C,Macos,Avfoundation,Avaudioengine,我刚刚在AVAudioEngine上观看了WWDC视频(练习中的502节AVAudioEngine),我非常兴奋能制作一个基于这项技术的应用程序 我还不知道如何对麦克风输入或混音器输出进行电平监控 有人能帮忙吗?明确地说,我说的是监视当前输入信号(并在UI中显示),而不是通道/轨道的输入/输出音量设置 我知道你可以用AVAudioRecorder来实现这一点,但这不是AVAudioEngine所需要的AVAudioNode。尝试在主混音器上安装一个水龙头,然后通过设置帧长来加快速度,然后读取样本
AVAudioEngine
上观看了WWDC视频(练习中的502节AVAudioEngine
),我非常兴奋能制作一个基于这项技术的应用程序
我还不知道如何对麦克风输入或混音器输出进行电平监控
有人能帮忙吗?明确地说,我说的是监视当前输入信号(并在UI中显示),而不是通道/轨道的输入/输出音量设置
我知道你可以用
AVAudioRecorder
来实现这一点,但这不是AVAudioEngine
所需要的AVAudioNode
。尝试在主混音器上安装一个水龙头,然后通过设置帧长来加快速度,然后读取样本并获得平均值,类似这样:
顶部导入框架
那么下面的内容也一样>>
然后,获取所需的目标值
要获得峰值,请使用vDSP_maxmgv而不是vDSP_meamgv
LEVEL_LOWPASS_TRIG是一个值介于0.0到1.0之间的简单过滤器,如果设置为0.0,则会过滤所有值,而不会获得任何数据。如果将其设置为1.0,则会产生太多噪音。基本上,值越高,数据的变化就越大。似乎0.10到0.30之间的值对于大多数应用程序都是好的。我发现了另一个有点奇怪的解决方案,但效果非常好,比tap好得多。混音器没有AudioUnit,但如果您将其转换为AvaudioNode,则可以获得AudioUnit并使用iOS的计量设备。以下是如何: 要启用或禁用计量,请执行以下操作:
- (void)setMeteringEnabled:(BOOL)enabled;
{
UInt32 on = (enabled)?1:0;
AVAudioIONode *node = (AVAudioIONode*)self.engine.mainMixerNode;
OSStatus err = AudioUnitSetProperty(node.audioUnit, kAudioUnitProperty_MeteringMode, kAudioUnitScope_Output, 0, &on, sizeof(on));
}
要更新仪表,请执行以下操作:
- (void)updateMeters;
{
AVAudioIONode *node = (AVAudioIONode*)self.engine.mainMixerNode;
AudioUnitParameterValue level;
AudioUnitGetParameter(node.audioUnit, kMultiChannelMixerParam_PostAveragePower, kAudioUnitScope_Output, 0, &level);
self.averagePowerForChannel1 = self.averagePowerForChannel0 = level;
if(self.numberOfChannels>1)
{
err = AudioUnitGetParameter(node.audioUnit, kMultiChannelMixerParam_PostAveragePower+1, kAudioUnitScope_Output, 0, &level);
}
}
法哈德·马勒克普尔回答的等效Swift 3代码 顶部导入框架 全球申报 在需要的地方使用以下代码 计算
#导入
#进口
#进口
#进口
#进口
#进口
@接口录音:NSObject{
}
@属性(非原子)AVAudioEngine*记录引擎;
@属性float averagePowerForChannel0;
@信道1的属性浮点平均功率;
@财产浮动通道数;
@属性NSLevelIndicator*levelIndicator;
-(BOOL)recordToFile:(NSString*)文件路径;
@结束
Swift 5+
import AVFoundation
private var mic = MicrophoneMonitor(numberOfSamples: 1)
private var timer:Timer!
override func viewDidLoad() {
super.viewDidLoad()
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(startMonitoring), userInfo: nil, repeats: true)
timer.fire()
}
@objc func startMonitoring() {
print("sound level:", normalizeSoundLevel(level: mic.soundSamples.first!))
}
private func normalizeSoundLevel(level: Float) -> CGFloat {
let level = max(0.2, CGFloat(level) + 50) / 2 // between 0.1 and 25
return CGFloat(level * (300 / 25)) // scaled to max at 300 (our height of our bar)
}
3.开瓶啤酒庆祝一下 LEVEL_LOWPASS_TRIG使用的值(或范围)是多少?要使用vDSP_meamgv,请使用Apple的高性能数学框架进行“导入加速”。您可以在Github中发布完整的工作示例吗?@apocolipse我也不知道该放什么。。。电平低通触发=0.01对我有效。这是最好的选择。我对Swift也做了同样的事情,所以这个ObjC语法在另一个应用程序上对我来说是一个救命稻草。它可以根据音量的不同视觉表现进行调整:波形字符、简单的音量条或音量相关的透明度(褪色的麦克风图标等)。您是否有此代码的工作示例?这显示了整个循环。。如何实例化AudioEngine等。noob问题-如果节点设置在通道0上,为什么有两个通道?对于@omarojo。下面是使用其他两个答案组合的工作代码。要使用的.h文件,只需调用newAudioRecord=[AudioRecord new];newAudioRecord.levelIndicator=self.audioLevelIndicator;--实验性的(但不是很好的)[newAudioRecord recordToFile:fullFilePath_Name];[newAudioRecord.recordEngine stop];[newAudioRecord.recordEngine重置];newAudioRecord.recordEngine暂停];要继续:[newAudioRecord.recordEngine startAndReturnError:NULL];这是在不断地将音频重新编码到文件中吗?似乎效率不高。这是我找到的唯一方法!
NSLog(@"===test===%.2f", self.averagePowerForChannel1);
- (void)setMeteringEnabled:(BOOL)enabled;
{
UInt32 on = (enabled)?1:0;
AVAudioIONode *node = (AVAudioIONode*)self.engine.mainMixerNode;
OSStatus err = AudioUnitSetProperty(node.audioUnit, kAudioUnitProperty_MeteringMode, kAudioUnitScope_Output, 0, &on, sizeof(on));
}
- (void)updateMeters;
{
AVAudioIONode *node = (AVAudioIONode*)self.engine.mainMixerNode;
AudioUnitParameterValue level;
AudioUnitGetParameter(node.audioUnit, kMultiChannelMixerParam_PostAveragePower, kAudioUnitScope_Output, 0, &level);
self.averagePowerForChannel1 = self.averagePowerForChannel0 = level;
if(self.numberOfChannels>1)
{
err = AudioUnitGetParameter(node.audioUnit, kMultiChannelMixerParam_PostAveragePower+1, kAudioUnitScope_Output, 0, &level);
}
}
import Accelerate
private var audioEngine: AVAudioEngine?
private var averagePowerForChannel0: Float = 0
private var averagePowerForChannel1: Float = 0
let LEVEL_LOWPASS_TRIG:Float32 = 0.30
let inputNode = audioEngine!.inputNode//since i need microphone audio level i have used `inputNode` otherwise you have to use `mainMixerNode`
let recordingFormat: AVAudioFormat = inputNode!.outputFormat(forBus: 0)
inputNode!.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) {[weak self] (buffer:AVAudioPCMBuffer, when:AVAudioTime) in
guard let strongSelf = self else {
return
}
strongSelf.audioMetering(buffer: buffer)
}
private func audioMetering(buffer:AVAudioPCMBuffer) {
buffer.frameLength = 1024
let inNumberFrames:UInt = UInt(buffer.frameLength)
if buffer.format.channelCount > 0 {
let samples = (buffer.floatChannelData![0])
var avgValue:Float32 = 0
vDSP_meamgv(samples,1 , &avgValue, inNumberFrames)
var v:Float = -100
if avgValue != 0 {
v = 20.0 * log10f(avgValue)
}
self.averagePowerForChannel0 = (self.LEVEL_LOWPASS_TRIG*v) + ((1-self.LEVEL_LOWPASS_TRIG)*self.averagePowerForChannel0)
self.averagePowerForChannel1 = self.averagePowerForChannel0
}
if buffer.format.channelCount > 1 {
let samples = buffer.floatChannelData![1]
var avgValue:Float32 = 0
vDSP_meamgv(samples, 1, &avgValue, inNumberFrames)
var v:Float = -100
if avgValue != 0 {
v = 20.0 * log10f(avgValue)
}
self.averagePowerForChannel1 = (self.LEVEL_LOWPASS_TRIG*v) + ((1-self.LEVEL_LOWPASS_TRIG)*self.averagePowerForChannel1)
}
}
#define LEVEL_LOWPASS_TRIG .3
#import "AudioRecorder.h"
@implementation AudioRecord
-(id)init {
self = [super init];
self.recordEngine = [[AVAudioEngine alloc] init];
return self;
}
/** ---------------------- Snippet Stackoverflow.com not including Audio Level Meter --------------------- **/
-(BOOL)recordToFile:(NSString*)filePath {
NSURL *fileURL = [NSURL fileURLWithPath:filePath];
const Float64 sampleRate = 44100;
AudioStreamBasicDescription aacDesc = { 0 };
aacDesc.mSampleRate = sampleRate;
aacDesc.mFormatID = kAudioFormatMPEG4AAC;
aacDesc.mFramesPerPacket = 1024;
aacDesc.mChannelsPerFrame = 2;
ExtAudioFileRef eaf;
OSStatus err = ExtAudioFileCreateWithURL((__bridge CFURLRef)fileURL, kAudioFileAAC_ADTSType, &aacDesc, NULL, kAudioFileFlags_EraseFile, &eaf);
assert(noErr == err);
AVAudioInputNode *input = self.recordEngine.inputNode;
const AVAudioNodeBus bus = 0;
AVAudioFormat *micFormat = [input inputFormatForBus:bus];
err = ExtAudioFileSetProperty(eaf, kExtAudioFileProperty_ClientDataFormat, sizeof(AudioStreamBasicDescription), micFormat.streamDescription);
assert(noErr == err);
[input installTapOnBus:bus bufferSize:1024 format:micFormat block:^(AVAudioPCMBuffer *buffer, AVAudioTime *when) {
const AudioBufferList *abl = buffer.audioBufferList;
OSStatus err = ExtAudioFileWrite(eaf, buffer.frameLength, abl);
assert(noErr == err);
/** ---------------------- Snippet from stackoverflow.com in different context --------------------- **/
UInt32 inNumberFrames = buffer.frameLength;
if(buffer.format.channelCount>0) {
Float32* samples = (Float32*)buffer.floatChannelData[0];
Float32 avgValue = 0;
vDSP_maxv((Float32*)samples, 1.0, &avgValue, inNumberFrames);
self.averagePowerForChannel0 = (LEVEL_LOWPASS_TRIG*((avgValue==0)?
-100:20.0*log10f(avgValue))) + ((1- LEVEL_LOWPASS_TRIG)*self.averagePowerForChannel0) ;
self.averagePowerForChannel1 = self.averagePowerForChannel0;
}
dispatch_async(dispatch_get_main_queue(), ^{
self.levelIndicator.floatValue=self.averagePowerForChannel0;
});
/** ---------------------- End of Snippet from stackoverflow.com in different context --------------------- **/
}];
BOOL startSuccess;
NSError *error;
startSuccess = [self.recordEngine startAndReturnError:&error];
return startSuccess;
}
@end
#import <Foundation/Foundation.h>
#import <AVFoundation/AVFoundation.h>
#import <AudioToolbox/ExtendedAudioFile.h>
#import <CoreAudio/CoreAudio.h>
#import <Accelerate/Accelerate.h>
#import <AppKit/AppKit.h>
@interface AudioRecord : NSObject {
}
@property (nonatomic) AVAudioEngine *recordEngine;
@property float averagePowerForChannel0;
@property float averagePowerForChannel1;
@property float numberOfChannels;
@property NSLevelIndicator * levelIndicator;
-(BOOL)recordToFile:(NSString*)filePath;
@end
import AVFoundation
private var mic = MicrophoneMonitor(numberOfSamples: 1)
private var timer:Timer!
override func viewDidLoad() {
super.viewDidLoad()
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(startMonitoring), userInfo: nil, repeats: true)
timer.fire()
}
@objc func startMonitoring() {
print("sound level:", normalizeSoundLevel(level: mic.soundSamples.first!))
}
private func normalizeSoundLevel(level: Float) -> CGFloat {
let level = max(0.2, CGFloat(level) + 50) / 2 // between 0.1 and 25
return CGFloat(level * (300 / 25)) // scaled to max at 300 (our height of our bar)
}