将视频+生成的音频写入AVAssetWriterInput,音频卡顿

Pet*_*ete 5 iphone objective-c avfoundation ios avassetwriter

我正在从 iOS 上的 Unity 应用程序生成视频。我正在使用 iVidCap,它使用 AVFoundation 来执行此操作。那一侧一切正常。本质上,视频是通过使用纹理渲染目标并将帧传递给 Obj-C 插件来渲染的。

现在我需要向视频添加音频。音频将是在特定时间发生的声音效果,也可能是一些背景声音。所使用的文件实际上是 Unity 应用程序内部的资产。我可以将它们写入手机存储,然后生成 AVComposition,但我的计划是避免这种情况并将音频合成在浮点格式缓冲区中(从音频剪辑获取音频采用浮点格式)。稍后我可能会做一些动态音频效果。

几个小时后,我设法录制音频并与视频一起播放......但它很卡顿。

目前,我只是在视频的每帧持续时间内生成一个方波并将其写入 AVAssetWriterInput。稍后,我将生成我真正想要的音频。

如果我生成大量样本,我就不会出现卡顿的情况。如果我把它写成块(我更喜欢分配一个巨大的数组),那么音频块似乎会互相剪辑:

毛刺

我似乎无法弄清楚这是为什么。我很确定我得到的音频缓冲区的时间戳是正确的,但也许我整个部分都做错了。或者我是否需要一些标志来使视频与音频同步?我看不出这是问题所在,因为将音频数据提取到 wav 后,我可以在波形编辑器中看到问题。

编写音频的相关代码:

- (id)init {
    self = [super init];
    
    if (self) {
        // [snip]
        
        rateDenominator = 44100;
        rateMultiplier = rateDenominator / frameRate;
        
        sample_position_ = 0;
        audio_fmt_desc_ = nil;
        int nchannels = 2;
        AudioStreamBasicDescription audioFormat;
        bzero(&audioFormat, sizeof(audioFormat));
        audioFormat.mSampleRate = 44100;
        audioFormat.mFormatID   = kAudioFormatLinearPCM;
        audioFormat.mFramesPerPacket = 1;
        audioFormat.mChannelsPerFrame = nchannels;
        int bytes_per_sample = sizeof(float);
        audioFormat.mFormatFlags = kAudioFormatFlagIsFloat | kAudioFormatFlagIsAlignedHigh;
        audioFormat.mBitsPerChannel = bytes_per_sample * 8;
        audioFormat.mBytesPerPacket = bytes_per_sample * nchannels;
        audioFormat.mBytesPerFrame = bytes_per_sample * nchannels;
        
        CMAudioFormatDescriptionCreate(kCFAllocatorDefault,
                                       &audioFormat,
                                       0,
                                       NULL,
                                       0,
                                       NULL,
                                       NULL,
                                       &audio_fmt_desc_
        );
    }
    
    return self;
}

- (BOOL)beginRecordingSession {
    NSError* error = nil;
    
    isAborted = false;
    abortCode = No_Abort;
    
    // Allocate the video writer object.
    videoWriter = [[AVAssetWriter alloc] initWithURL:[self getVideoFileURLAndRemoveExisting:
                   recordingPath] fileType:AVFileTypeMPEG4 error:&error];
    
    if (error) {
        NSLog(@"Start recording error: %@", error);
    }
    
    // Configure video compression settings.
    NSDictionary* videoCompressionProps = [NSDictionary dictionaryWithObjectsAndKeys:
                                           [NSNumber numberWithDouble:1024.0 * 1024.0], AVVideoAverageBitRateKey,
                                           [NSNumber numberWithInt:10],AVVideoMaxKeyFrameIntervalKey,
                                           nil];
    
    // Configure video settings.
    NSDictionary* videoSettings = [NSDictionary dictionaryWithObjectsAndKeys:
    AVVideoCodecH264, AVVideoCodecKey,
    [NSNumber numberWithInt:frameSize.width], AVVideoWidthKey,
    [NSNumber numberWithInt:frameSize.height], AVVideoHeightKey,
    videoCompressionProps, AVVideoCompressionPropertiesKey,
    nil];
    
    // Create the video writer that is used to append video frames to the output video
    // stream being written by videoWriter.
    videoWriterInput = [[AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:videoSettings] retain];
    //NSParameterAssert(videoWriterInput);
    videoWriterInput.expectsMediaDataInRealTime = YES;
    
    // Configure settings for the pixel buffer adaptor.
    NSDictionary* bufferAttributes = [NSDictionary dictionaryWithObjectsAndKeys:
    [NSNumber numberWithInt:kCVPixelFormatType_32ARGB], kCVPixelBufferPixelFormatTypeKey, nil];
    
    // Create the pixel buffer adaptor, used to convert the incoming video frames and
    // append them to videoWriterInput.
    avAdaptor = [[AVAssetWriterInputPixelBufferAdaptor assetWriterInputPixelBufferAdaptorWithAssetWriterInput:videoWriterInput sourcePixelBufferAttributes:bufferAttributes] retain];
    
    [videoWriter addInput:videoWriterInput];
    
    // <pb> Added audio input.
    sample_position_ = 0;
    AudioChannelLayout acl;
    bzero( &acl, sizeof(acl));
    acl.mChannelLayoutTag = kAudioChannelLayoutTag_Stereo;
    
    NSDictionary* audioOutputSettings = nil;
    
    audioOutputSettings = [NSDictionary dictionaryWithObjectsAndKeys:
    [ NSNumber numberWithInt: kAudioFormatMPEG4AAC ], AVFormatIDKey,
    [ NSNumber numberWithInt: 2 ], AVNumberOfChannelsKey,
    [ NSNumber numberWithFloat: 44100.0 ], AVSampleRateKey,
    [ NSNumber numberWithInt: 64000 ], AVEncoderBitRateKey,
    [ NSData dataWithBytes: &acl length: sizeof( acl ) ], AVChannelLayoutKey,
    nil];
    
    audioWriterInput = [[AVAssetWriterInput
    assetWriterInputWithMediaType: AVMediaTypeAudio
    outputSettings: audioOutputSettings ] retain];
    
    //audioWriterInput.expectsMediaDataInRealTime = YES;
    audioWriterInput.expectsMediaDataInRealTime = NO; // seems to work slightly better
    
    [videoWriter addInput:audioWriterInput];
    
    rateDenominator = 44100;
    rateMultiplier = rateDenominator / frameRate;
    
    // Add our video input stream source to the video writer and start it.
    [videoWriter startWriting];
    [videoWriter startSessionAtSourceTime:CMTimeMake(0, rateDenominator)];
    
    isRecording = true;
    return YES;
}

- (int) writeAudioBuffer:(float *)samples sampleCount:(size_t)n channelCount:(size_t)nchans {
    if (![self waitForAudioWriterReadiness]) {
        NSLog(@"WARNING: writeAudioBuffer dropped frame after wait limit reached.");
        return 0;
    }
    
    //NSLog(@"writeAudioBuffer");
    OSStatus status;
    CMBlockBufferRef bbuf = NULL;
    CMSampleBufferRef sbuf = NULL;
    
    size_t buflen = n * nchans * sizeof(float);
    // Create sample buffer for adding to the audio input.
    status = CMBlockBufferCreateWithMemoryBlock(
        kCFAllocatorDefault,
        samples,
        buflen,
        kCFAllocatorNull,
        NULL,
        0,
        buflen,
        0,
        &bbuf);
    
    if (status != noErr) {
        NSLog(@"CMBlockBufferCreateWithMemoryBlock error");
        return -1;
    }
    
    CMTime timestamp = CMTimeMake(sample_position_, 44100);
    sample_position_ += n;
    
    status = CMAudioSampleBufferCreateWithPacketDescriptions(kCFAllocatorDefault, bbuf, TRUE, 0, NULL, audio_fmt_desc_, 1, timestamp, NULL, &sbuf);
    if (status != noErr) {
        NSLog(@"CMSampleBufferCreate error");
        return -1;
    }
    BOOL r = [audioWriterInput appendSampleBuffer:sbuf];
    if (!r) {
        NSLog(@"appendSampleBuffer error");
    }
    CFRelease(bbuf);
    CFRelease(sbuf);
    
    return 0;
}
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对发生的事情有什么想法吗?

我应该以不同的方式创建/附加示例吗?

和AAC压缩有关系吗?如果我尝试使用未压缩的音频,它不起作用(它会抛出异常)。

据我所知,我正确地计算了 PTS。为什么音频通道甚至需要这个?视频不应该与音频时钟同步吗?


更新

我尝试以 1024 个样本的固定块提供音频,因为这是 AAC 压缩器使用的 DCT 的大小。没有任何区别。

在编写任何视频之前,我尝试过一口气推动所有块。不起作用。

我尝试对其余块使用 CMSampleBufferCreate,仅对第一个块使用 CMAudioSampleBufferCreateWithPacketDescriptions。不用找了。

我已经尝试过这些的组合。还是不对。


解决方案

看起来:

audioWriterInput.expectsMediaDataInRealTime = YES;
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是必不可少的,否则它会扰乱其思想。也许这是因为视频是用这个标志设置的。此外,即使您将标志传递给它CMBlockBufferCreateWithMemoryBlock,也不复制示例数据。kCMBlockBufferAlwaysCopyDataFlag

因此,可以用它创建一个缓冲区,然后使用它进行复制CMBlockBufferCreateContiguous,以确保您获得带有音频数据副本的块缓冲区。否则它会引用你最初传入的内存,事情就会变得一团糟。

Rhy*_*man 2

它看起来不错,尽管我会使用它,CMBlockBufferCreateWithMemoryBlock因为它复制了样本。您的代码是否可以不知道audioWriterInput 何时完成它们?

不应该kAudioFormatFlagIsAlignedHighkAudioFormatFlagIsPacked