Ios 如何修改此AudioUnit代码,使其具有立体声输出?
我似乎在文档中找不到我要找的东西。这段代码很好用,但我想要立体声输出Ios 如何修改此AudioUnit代码,使其具有立体声输出?,ios,core-audio,audiounit,audiotoolbox,Ios,Core Audio,Audiounit,Audiotoolbox,我似乎在文档中找不到我要找的东西。这段代码很好用,但我想要立体声输出 - (void)createToneUnit { // Configure the search parameters to find the default playback output unit // (called the kAudioUnitSubType_RemoteIO on iOS but // kAudioUnitSubType_DefaultOutput on Mac OS X)
- (void)createToneUnit
{
// Configure the search parameters to find the default playback output unit
// (called the kAudioUnitSubType_RemoteIO on iOS but
// kAudioUnitSubType_DefaultOutput on Mac OS X)
AudioComponentDescription defaultOutputDescription;
defaultOutputDescription.componentType = kAudioUnitType_Output;
defaultOutputDescription.componentSubType = kAudioUnitSubType_RemoteIO;
defaultOutputDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
defaultOutputDescription.componentFlags = 0;
defaultOutputDescription.componentFlagsMask = 0;
// Get the default playback output unit
AudioComponent defaultOutput = AudioComponentFindNext(NULL, &defaultOutputDescription);
NSAssert(defaultOutput, @"Can't find default output");
// Create a new unit based on this that we'll use for output
OSErr err = AudioComponentInstanceNew(defaultOutput, &_toneUnit);
NSAssert1(_toneUnit, @"Error creating unit: %d", err);
// Set our tone rendering function on the unit
AURenderCallbackStruct input;
input.inputProc = RenderTone;
input.inputProcRefCon = (__bridge void*)self;
err = AudioUnitSetProperty(_toneUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&input,
sizeof(input));
NSAssert1(err == noErr, @"Error setting callback: %d", err);
// Set the format to 32 bit, single channel, floating point, linear PCM
const int four_bytes_per_float = 4;
const int eight_bits_per_byte = 8;
AudioStreamBasicDescription streamFormat;
streamFormat.mSampleRate = kSampleRate;
streamFormat.mFormatID = kAudioFormatLinearPCM;
streamFormat.mFormatFlags =
kAudioFormatFlagsNativeFloatPacked | kAudioFormatFlagIsNonInterleaved;
streamFormat.mBytesPerPacket = four_bytes_per_float;
streamFormat.mFramesPerPacket = 1;
streamFormat.mBytesPerFrame = four_bytes_per_float;
streamFormat.mChannelsPerFrame = 1;
streamFormat.mBitsPerChannel = four_bytes_per_float * eight_bits_per_byte;
err = AudioUnitSetProperty (_toneUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&streamFormat,
sizeof(AudioStreamBasicDescription));
NSAssert1(err == noErr, @"Error setting stream format: %dd", err);
}
下面是回调:
OSStatus RenderTone( void* inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
// Get the tone parameters out of the view controller
VWWSynthesizerC *synth = (__bridge VWWSynthesizerC *)inRefCon;
double theta = synth.theta;
double theta_increment = 2.0 * M_PI * synth.frequency / kSampleRate;
// This is a mono tone generator so we only need the first buffer
const int channel = 0;
Float32 *buffer = (Float32 *)ioData->mBuffers[channel].mData;
// Generate the samples
for (UInt32 frame = 0; frame < inNumberFrames; frame++)
{
if(synth.muted){
buffer[frame] = 0;
}
else{
switch(synth.waveType){
case VWWWaveTypeSine:{
buffer[frame] = sin(theta) * synth.amplitude;
break;
}
case VWWWaveTypeSquare:{
buffer[frame] = square(theta) * synth.amplitude;
break;
}
case VWWWaveTypeSawtooth:{
buffer[frame] = sawtooth(theta) * synth.amplitude;
break;
}
case VWWWaveTypeTriangle:{
buffer[frame] = triangle(theta) * synth.amplitude;
break;
}
default:
break;
}
}
theta += theta_increment;
if (theta > 2.0 * M_PI)
{
theta -= 2.0 * M_PI;
}
}
synth.theta = theta;
return noErr;
}
如果有不同或更好的方法来呈现这些数据,我愿意接受建议。我正在渲染正弦、正方形、三角形、锯齿等。。。波浪 我做了以下更改,但我不知道如何在渲染回调中正确填充缓冲区:streamFormat.mChannelsPerFrame=2;立体声是指通过remoteIO的两个通道输出相同的信号吗?或者两个不同的信号,每个通过不同的remoteIO输出通道?我希望一个信号是左耳,一个是右耳。完全分离。我的想法是实际使用它来驱动一些带有串行接口的电子设备,如果我可以将通道分离到左/右,我可以使用一个作为时钟,另一个作为数据。至少这是个主意。你有立体声的解决方案吗?是的,我有,但没有做太多。我想我的问题完全是左右平移。我决定在我的项目中使用mono。不过我有一个立体声实现的分支。您可以在此处找到相关文件:。如果你得到项目并运行单元测试,我相信它处于工作状态。祝你好运。如果你有什么进展,请告诉我。