VoIP应用中,需要在通话端进行视频播放,同时该视频又不进入到VoIP声音中,避免产生回音现象。
iOS provides three I/O (input/output) units. The vast majority of audio-unit applications use the Remote I/O unit, which connects to input and output audio hardware and provides low-latency access to individual incoming and outgoing audio sample values. For VoIP apps, the Voice-Processing I/O unit extends the Remote I/O unit by adding acoustic echo cancelation and other features. To send audio back to your application rather than to output audio hardware, use the Generic Output unit.
通过Subtype
为kAudioUnitSubType_VoiceProcessingIO
和kAudioUnitSubType_RemoteIO
的AudioUnit来输出音频,可以使用上苹果自带的回音消除能力
首先是看到官网中的架构图,第一反应肯定是AVPlayer的音频播放也是基于AudioUnit,那就好办了
直接Hook
一下AudioUnit
的几个核心函数,然后替换一下Unit初始化的subType。都是C函数,这里要使用到fishhook
。要是hook
+(void)load{
int success = rebind_symbols((struct rebinding[1]){{"AudioOutputUnitStart", fg_AudioOutputUnitStart, (void *)&origin_AudioOutputUnitStart}}, 1);
DebugLog(@"%@",@(success));
}
分别尝试了
参考了苹果的AudioTapProcessorDEMO,发现可以使用AudioMix方案来取到实时的音频数据,那转推一份就好了。 首先从AVPlayer的KVO中监听状态,获得音轨。
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context {
if (object == self.player.currentItem) {
if ([keyPath isEqualToString:@"status"]) {
if (self.player.currentItem.status == AVPlayerItemStatusReadyToPlay) {
//分离音频
for (AVPlayerItemTrack* track in self.player.currentItem.tracks) {
if([track.assetTrack.mediaType isEqualToString:AVMediaTypeAudio]){
[self beginRecordingAudioFromTrack:track.assetTrack];
}
}
}
}
}
}
根据音轨生成AudioMix,赋值给PlayerItem
AVMutableAudioMix *audioMix = [AVMutableAudioMix audioMix];
if (audioMix)
{
AVMutableAudioMixInputParameters *audioMixInputParameters = [AVMutableAudioMixInputParameters audioMixInputParametersWithTrack:self.audioAssetTrack];
if (audioMixInputParameters)
{
MTAudioProcessingTapCallbacks callbacks;
callbacks.version = kMTAudioProcessingTapCallbacksVersion_0;
callbacks.clientInfo = (__bridge void *)self,
callbacks.init = tap_InitCallback;
callbacks.finalize = tap_FinalizeCallback;
callbacks.prepare = tap_PrepareCallback;
callbacks.unprepare = tap_UnprepareCallback;
callbacks.process = tap_ProcessCallback;
MTAudioProcessingTapRef audioProcessingTap;
if (noErr == MTAudioProcessingTapCreate(kCFAllocatorDefault, &callbacks, kMTAudioProcessingTapCreationFlag_PostEffects, &audioProcessingTap))
{
audioMixInputParameters.audioTapProcessor = audioProcessingTap;
CFRelease(audioProcessingTap);
audioMix.inputParameters = @[audioMixInputParameters];
//赋值
self.player.currentItem.audioMix = audioMix;
}
}
}
在Prepare回调中获取音频格式信息,同时新建我们的outPutUnit
static void tap_PrepareCallback(MTAudioProcessingTapRef tap, CMItemCount maxFrames, const AudioStreamBasicDescription *processingFormat)
{
AVAudioTapProcessorContext *context = (AVAudioTapProcessorContext *)MTAudioProcessingTapGetStorage(tap);
OSStatus status = noErr;
AudioComponentDescription outputUnitDescription;
outputUnitDescription.componentType = kAudioUnitType_Output;
outputUnitDescription.componentSubType = kAudioUnitSubType_VoiceProcessingIO;
outputUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
outputUnitDescription.componentFlags = 0;
outputUnitDescription.componentFlagsMask = 0;
AudioComponent audioComponent = AudioComponentFindNext(NULL, &outputUnitDescription);
if(audioComponent){
if (noErr == AudioComponentInstanceNew(audioComponent, &context->outputUnit)){
UInt32 maxFPS = (UInt32)maxFrames;
//设置input和output
status = AudioUnitSetProperty(context->outputUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, processingFormat, sizeof(AudioStreamBasicDescription));
UInt32 flag = 1;
status = AudioUnitSetProperty(context->outputUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &flag, sizeof(flag));
AudioUnitSetProperty(context->outputUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, processingFormat, sizeof(AudioStreamBasicDescription));
//设置maxFrame
status = AudioUnitSetProperty(context->outputUnit, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0,&maxFPS, sizeof(maxFPS));
//设置renderLoop
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProcRefCon = (void *)tap;
callbackStruct.inputProc = RenderCallback;
status = AudioUnitSetProperty(context->outputUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 0, &callbackStruct, sizeof(AURenderCallbackStruct));
AudioUnitInitialize(context->outputUnit);
//启动Unit
AudioOutputUnitStart(context->outputUnit);
}
}
}
在process回调中获取并转存音频数据,尝试在这里直接把数据转发给outputUnit,会发现process的InputFrame(4096)和outputUnit的InputFrame(1024)不一致。 这说明process回调的以后,并没有直接开始播放音频,这部分音频数据会缓存在内存中,等到要播的时候再取出来。参考苹果的思路,我们也转存到内存中,然后把原始音频静音,直接抹除掉所有数据。
static void tap_ProcessCallback(MTAudioProcessingTapRef tap, CMItemCount numberFrames, MTAudioProcessingTapFlags flags, AudioBufferList *bufferListInOut, CMItemCount *numberFramesOut, MTAudioProcessingTapFlags *flagsOut)
{
//不播放 手动增加frameout 转存data
AVAudioTapProcessorContext *context = (AVAudioTapProcessorContext *)MTAudioProcessingTapGetStorage(tap);
MYAudioTapProcessor *self = ((__bridge MYAudioTapProcessor *)context->self);
OSStatus error = MTAudioProcessingTapGetSourceAudio(tap, numberFrames, bufferListInOut, flagsOut, NULL, numberFramesOut);
if(error == noErr && bufferListInOut->mBuffers[0].mDataByteSize > 0){
@synchronized (self) {
self.currentTotalFrame += numberFrames;
NSData* bufferData = [[NSData alloc] initWithBytes:bufferListInOut->mBuffers[0].mData length:bufferListInOut->mBuffers[0].mDataByteSize];
//使用NSData可以实现内存区域的copy,类似memcpy。
[self.totalBufferData appendData:bufferData];
}
}
//清除原始音频数据 使之静音
memset(bufferListInOut->mBuffers[0].mData, 0, bufferListInOut->mBuffers[0].mDataByteSize);
}
最后在我们的回调中计算1024需要的bufferData,从总的buffer中取出
static OSStatus RenderCallback(void *userData, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)
{
AVAudioTapProcessorContext *context = (AVAudioTapProcessorContext *)MTAudioProcessingTapGetStorage(userData);
MYAudioTapProcessor *self = ((__bridge MYAudioTapProcessor *)context->self);
@synchronized (self) {
if(self.currentPlayedFrame < self.currentTotalFrame){
//是均匀的4
uint64_t perFrameLength = self.totalBufferData.length / self.currentTotalFrame;
NSData* playData = [self.totalBufferData subdataWithRange:NSMakeRange(perFrameLength*self.currentPlayedFrame, perFrameLength*inNumberFrames)];
memcpy(ioData->mBuffers[0].mData, playData.bytes, playData.length);
ioData->mBuffers[0].mDataByteSize = perFrameLength*inNumberFrames;
ioData->mBuffers[0].mNumberChannels = 1;
self.currentPlayedFrame += inNumberFrames;
return noErr;
}else{
return -1;
}
}
}
其中的userData
是我们在初始化的时候传入的对象。
需要监听AVPlayer的进度,来播放响应位置的AudioBufferData。