iOS objective C 像 SoundPool 一样的低延迟音频播放
iOS objective C low-latency audio playback like SoundPool
嘿,在我的 Android 应用程序上,我可以在 SoundPool 中预加载我的声音,然后几乎没有延迟地播放它们。现在我在 iOS/obj-c 上寻找同样的东西,但我找不到类似的东西。
我遵循了几个教程,但最终出现了比我预期的更大的滞后,大多数教程都建议您将音频转换为未压缩格式,如 wav 或 caf,但我的 MP3 已经是 14 mb 并且将它们转换为无损音频会产生 81 MB 的数据,这对我来说太多了。
我尝试过的最有前途的事情是预加载文件(就像我在 Android 的 SoundPool 中所做的那样),如这个 OAL 示例所示:
- (bool) preloadUrl:(NSURL*) url seekTime:(NSTimeInterval)seekTime
{
if(nil == url)
{
OAL_LOG_ERROR(@"%@: Cannot open NULL file / url", self);
return NO;
}
OPTIONALLY_SYNCHRONIZED(self)
{
// Bug: No longer re-using AVAudioPlayer because of bugs when using multiple players.
// Playing two tracks, then stopping one and starting it again will cause prepareToPlay to fail.
bool wasPlaying = playing;
[self stopActions];
if(playing || paused)
{
[player stop];
}
as_release(player);
if(wasPlaying)
{
[[NSNotificationCenter defaultCenter] performSelectorOnMainThread:@selector(postNotification:) withObject:[NSNotification notificationWithName:OALAudioTrackStoppedPlayingNotification object:self] waitUntilDone:NO];
}
NSError* error;
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
if(nil == player)
{
OAL_LOG_ERROR(@"%@: Could not load URL %@: %@", self, url, [error localizedDescription]);
return NO;
}
player.volume = muted ? 0 : gain;
player.numberOfLoops = numberOfLoops;
player.meteringEnabled = meteringEnabled;
player.delegate = self;
player.pan = pan;
as_release(currentlyLoadedUrl);
currentlyLoadedUrl = as_retain(url);
self.currentTime = seekTime;
playing = NO;
paused = NO;
BOOL allOK = [player prepareToPlay];
if(!allOK)
{
OAL_LOG_ERROR(@"%@: Failed to prepareToPlay: %@", self, url);
}
else
{
[[NSNotificationCenter defaultCenter] performSelectorOnMainThread:@selector(postNotification:) withObject:[NSNotification notificationWithName:OALAudioTrackSourceChangedNotification object:self] waitUntilDone:NO];
}
preloaded = allOK;
return allOK;
}
}
但这仍然会产生大约 60 毫秒的相当大的延迟,这对于像我这样的音频应用程序来说太多了。我的音频文件在开始时没有任何延迟,所以它必须对代码进行一些处理。
我在 iPhone 5c 上尝试了所有这些东西。
您应该 能够创建多个 AVAudioPlayer
并对其调用 prepareToPlay
,但我个人喜欢使用 AVAssetReader
保留一个 LPCM 音频缓冲区,随时可以播放。
嘿,在我的 Android 应用程序上,我可以在 SoundPool 中预加载我的声音,然后几乎没有延迟地播放它们。现在我在 iOS/obj-c 上寻找同样的东西,但我找不到类似的东西。
我遵循了几个教程,但最终出现了比我预期的更大的滞后,大多数教程都建议您将音频转换为未压缩格式,如 wav 或 caf,但我的 MP3 已经是 14 mb 并且将它们转换为无损音频会产生 81 MB 的数据,这对我来说太多了。
我尝试过的最有前途的事情是预加载文件(就像我在 Android 的 SoundPool 中所做的那样),如这个 OAL 示例所示:
- (bool) preloadUrl:(NSURL*) url seekTime:(NSTimeInterval)seekTime
{
if(nil == url)
{
OAL_LOG_ERROR(@"%@: Cannot open NULL file / url", self);
return NO;
}
OPTIONALLY_SYNCHRONIZED(self)
{
// Bug: No longer re-using AVAudioPlayer because of bugs when using multiple players.
// Playing two tracks, then stopping one and starting it again will cause prepareToPlay to fail.
bool wasPlaying = playing;
[self stopActions];
if(playing || paused)
{
[player stop];
}
as_release(player);
if(wasPlaying)
{
[[NSNotificationCenter defaultCenter] performSelectorOnMainThread:@selector(postNotification:) withObject:[NSNotification notificationWithName:OALAudioTrackStoppedPlayingNotification object:self] waitUntilDone:NO];
}
NSError* error;
player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
if(nil == player)
{
OAL_LOG_ERROR(@"%@: Could not load URL %@: %@", self, url, [error localizedDescription]);
return NO;
}
player.volume = muted ? 0 : gain;
player.numberOfLoops = numberOfLoops;
player.meteringEnabled = meteringEnabled;
player.delegate = self;
player.pan = pan;
as_release(currentlyLoadedUrl);
currentlyLoadedUrl = as_retain(url);
self.currentTime = seekTime;
playing = NO;
paused = NO;
BOOL allOK = [player prepareToPlay];
if(!allOK)
{
OAL_LOG_ERROR(@"%@: Failed to prepareToPlay: %@", self, url);
}
else
{
[[NSNotificationCenter defaultCenter] performSelectorOnMainThread:@selector(postNotification:) withObject:[NSNotification notificationWithName:OALAudioTrackSourceChangedNotification object:self] waitUntilDone:NO];
}
preloaded = allOK;
return allOK;
}
}
但这仍然会产生大约 60 毫秒的相当大的延迟,这对于像我这样的音频应用程序来说太多了。我的音频文件在开始时没有任何延迟,所以它必须对代码进行一些处理。
我在 iPhone 5c 上尝试了所有这些东西。
您应该 能够创建多个 AVAudioPlayer
并对其调用 prepareToPlay
,但我个人喜欢使用 AVAssetReader
保留一个 LPCM 音频缓冲区,随时可以播放。