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Ios 如何将iPhone音频路由到蓝牙扬声器_Ios_Iphone_Bluetooth - Fatal编程技术网

Ios 如何将iPhone音频路由到蓝牙扬声器

Ios 如何将iPhone音频路由到蓝牙扬声器,ios,iphone,bluetooth,Ios,Iphone,Bluetooth,我正在尝试从麦克风获取输入,并使用audioRouteOverride将其输出到我的蓝牙设备ti扬声器。但是没有运气。iPhone麦克风输出仍将用于iPhone内置扬声器。我希望这里的关键是kAudioSessionOutputRoute\u Bluetooth A2DP。但它并没有像预期的那样发挥作用 - (id) init { self = [super init]; OSStatus status; // Describe audio component

我正在尝试从麦克风获取输入,并使用
audioRouteOverride
将其输出到我的蓝牙设备ti扬声器。但是没有运气。iPhone麦克风输出仍将用于iPhone内置扬声器。我希望这里的关键是
kAudioSessionOutputRoute\u Bluetooth A2DP
。但它并没有像预期的那样发挥作用

- (id) init {
    self = [super init];

    OSStatus status;

    // Describe audio component
    AudioComponentDescription desc;
    desc.componentType = kAudioUnitType_Output;
    desc.componentSubType = kAudioUnitSubType_RemoteIO;
    desc.componentFlags = 0;
    desc.componentFlagsMask = 0;
    desc.componentManufacturer = kAudioUnitManufacturer_Apple;

    // Get component
    AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);

    // Get audio units
    status = AudioComponentInstanceNew(inputComponent, &audioUnit);
    checkStatus(status);

    // Enable IO for recording
    UInt32 flag = 1;
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioOutputUnitProperty_EnableIO, 
                              kAudioUnitScope_Input, 
                              kInputBus,
                              &flag, 
                              sizeof(flag));
    checkStatus(status);

    // Enable IO for playback
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioOutputUnitProperty_EnableIO, 
                              kAudioUnitScope_Output, 
                              kOutputBus,
                              &flag, 
                              sizeof(flag));
    checkStatus(status);

    // Describe format
    AudioStreamBasicDescription audioFormat;
    audioFormat.mSampleRate         = 44100.00;
    audioFormat.mFormatID           = kAudioFormatLinearPCM;
    audioFormat.mFormatFlags        = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
    audioFormat.mFramesPerPacket    = 1;
    audioFormat.mChannelsPerFrame   = 1;
    audioFormat.mBitsPerChannel     = 16;
    audioFormat.mBytesPerPacket     = 2;
    audioFormat.mBytesPerFrame      = 2;

    // Apply format
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioUnitProperty_StreamFormat, 
                              kAudioUnitScope_Output, 
                              kInputBus, 
                              &audioFormat, 
                              sizeof(audioFormat));
    checkStatus(status);
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioUnitProperty_StreamFormat, 
                              kAudioUnitScope_Input, 
                              kOutputBus, 
                              &audioFormat, 
                              sizeof(audioFormat));
    checkStatus(status);


    // Set input callback
    AURenderCallbackStruct callbackStruct;
    callbackStruct.inputProc = recordingCallback;
    callbackStruct.inputProcRefCon = self;
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioOutputUnitProperty_SetInputCallback, 
                              kAudioUnitScope_Global, 
                              kInputBus, 
                              &callbackStruct, 
                              sizeof(callbackStruct));
    checkStatus(status);

    // Set output callback
    callbackStruct.inputProc = playbackCallback;
    callbackStruct.inputProcRefCon = self;
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioUnitProperty_SetRenderCallback, 
                              kAudioUnitScope_Global, 
                              kOutputBus,
                              &callbackStruct, 
                              sizeof(callbackStruct));
    checkStatus(status);

    // Disable buffer allocation for the recorder (optional - do this if we want to pass in our own)
    flag = 0;
    status = AudioUnitSetProperty(audioUnit, 
                              kAudioUnitProperty_ShouldAllocateBuffer,
                              kAudioUnitScope_Output, 
                              kInputBus,
                              &flag, 
                              sizeof(flag));

    NSLog(@"%ld",(long)status);
    // Allocate our own buffers (1 channel, 16 bits per sample, thus 16 bits per frame, thus 2 bytes per frame).
    // Practice learns the buffers used contain 512 frames, if this changes it will be fixed in processAudio.
    tempBuffer.mNumberChannels = 1;
    tempBuffer.mDataByteSize = 512 * 2;
    tempBuffer.mData = malloc( 512 * 2 );

    UInt32 audioCategory = kAudioSessionCategory_PlayAndRecord;
    status = AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(audioCategory), &audioCategory);
    NSLog(@"%ld",(long)status);


    UInt32 allowMixing = true;
    status = AudioSessionSetProperty(kAudioSessionProperty_OverrideCategoryMixWithOthers, sizeof(allowMixing), &allowMixing);

    UInt32 audioRouteOverride = kAudioSessionOutputRoute_BluetoothA2DP; //kAudioSessionOverrideAudioRoute_Speaker;
    AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride);

    status = AudioUnitInitialize(audioUnit);
    checkStatus(status);

    return self;
}

请尝试使用此代码。此代码也适用于iOS 7和iOS 8(已测试)


此代码不适用于蓝牙扬声器。你知道为什么吗?嘿,你有解决这个问题的办法吗?我面临蓝牙的问题。
+ (void) startBTAudio
{
    UInt32 allowBluetoothInput = 1;
    AudioSessionSetProperty (kAudioSessionProperty_OverrideCategoryEnableBluetoothInput, sizeof(allowBluetoothInput), &allowBluetoothInput);  
}


+ (void) stopBTAudio
{
    UInt32 allowBluetoothInput = 0;
    AudioSessionSetProperty (kAudioSessionProperty_OverrideCategoryEnableBluetoothInput, sizeof(allowBluetoothInput), &allowBluetoothInput);
}