我正在AudioTrackAndroid上播放PCM WAV声音文件(另见此处).流模式,工作线程.我想知道如何检测声音的结束,以便我可以释放并释放声音AudioTrack.write()看起来,这个调用是阻塞的 - 但它会阻塞,直到所提供数据的回放完成为止?不太确定.
是我,还是这个班级的文件严重不足?如果你碰巧有一个很好的非官方指南的链接AudioTrack,我愿意看到一个.
想法是Phone A同时发送声音信号和蓝牙信号,Phone B将计算两个信号之间的延迟.
在实践中,我得到了不一致的结果,延迟时间从90ms到160ms.我尽可能地尝试优化两端.
在输出端:
在AudioTrack.write和AudioTrack处于流模式之后,
一旦蓝牙和音频输出都有自己的线程
蓝牙仅输出,就会生成音调,因此它
应该在写入完成之前开始输出.
在接收端:
再次两个单独的线程
在每个AudioRecord.read之前记录系统时间
采样规格:
44.1khz
读取整个缓冲区
使用fft一次采样100个样本
考虑自初始读取后转换的样本数量()
我正在尝试将 16 位单声道声音转换为立体声。声音存储为字节数组,因此据我了解,这意味着我一次复制两个字节。

我这样做对吗?我生成的代码改变了频率。
编辑:
我成功生成了单音并将其存储在byte [] generatedSnd
播放单声道声音(工作):
AudioTrack audioTrack = null; // Get audio track
try {
audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
sampleRate, AudioFormat.CHANNEL_OUT_MONO,
AudioFormat.ENCODING_PCM_16BIT, (int)numSamples*2,
AudioTrack.MODE_STATIC);
audioTrack.setStereoVolume(0f, 1f);
audioTrack.write(generatedSnd, 0, generatedSnd.length); // Load the track
audioTrack.play(); // Play the track
}
catch (Exception e){ }
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转换为立体声:
int monoByteArrayLength = generatedSnd.length;
byte [] stereoGeneratedSnd = new byte[monoByteArrayLength * 2];
stereoGeneratedSnd[0] = generatedSnd[0];
stereoGeneratedSnd[2] = generatedSnd[0];
for (int x=1; x<monoByteArrayLength; x+=2) {
stereoGeneratedSnd[x*2-1] = generatedSnd[x];
stereoGeneratedSnd[x*2+1] = generatedSnd[x];
if …Run Code Online (Sandbox Code Playgroud) 在获得带有 Lollipop 的 Android 设备后,我注意到我们为 Kitkat(和以前的版本)工作的 AudioTrack 代码完全停止工作,完全相同的代码适用于 Lollipop 之前的设备,所以我想知道我在做什么新版本做错了。AudioTrack以下是(由属性引用mTrack)的初始化方式:
protected void onCreate(Bundle savedInstanceState) {
int bufferSize = AudioTrack.getMinBufferSize(AUDIO_SAMPLE_RATE, AudioFormat.CHANNEL_CONFIGURATION_STEREO, AudioFormat.ENCODING_PCM_16BIT);
mTrack = new AudioTrack(AudioManager.STREAM_MUSIC, AUDIO_SAMPLE_RATE,
AudioFormat.CHANNEL_CONFIGURATION_STEREO,
AudioFormat.ENCODING_PCM_16BIT, bufferSize,
AudioTrack.MODE_STREAM);
}
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以下是缓冲区的填充方式:
public void onPlayAudio(byte[] audioBuffer) {
if (mTrack.getPlayState() != AudioTrack.PLAYSTATE_PLAYING) {
mTrack.play();
}
if (audioBuffer != null) {
mTrack.write(audioBuffer, 0, audioBuffer.length);
}
}
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同样,这在 Lollipop 之前的设备上运行良好。Logcat 上没有错误,一切似乎都正常,但声音不出来(是的,我检查了音量,它一直开到最大)。所以我想知道我是否缺少更新或者我做错了什么。
我注意到AudioFormat.CHANNEL_CONFIGURATION_STEREO已被弃用,但尝试建议AudioFormat.CHANNEL_OUT_STEREO似乎并不能解决问题。
任何帮助将不胜感激。
android audiotrack android-5.0-lollipop android-5.1.1-lollipop
我有以下代码:
public class MainActivity extends Activity {
private int freq = 8000;
private AudioRecord audioRecord = null;
private Thread Rthread = null;
int PERMISSION_ALL = 1;
String[] PERMISSIONS = {Manifest.permission.RECORD_AUDIO};
private AudioTrack audioTrack = null;
byte[] buffer = new byte[freq];
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
if(!hasPermissions(this, PERMISSIONS)){
ActivityCompat.requestPermissions(this, PERMISSIONS, PERMISSION_ALL);
}
android.os.Process.setThreadPriority(android.os.Process.THREAD_PRIORITY_URGENT_AUDIO);
final int bufferSize = AudioRecord.getMinBufferSize(freq,
AudioFormat.CHANNEL_CONFIGURATION_MONO,
AudioFormat.ENCODING_PCM_16BIT);
audioRecord = new AudioRecord(MediaRecorder.AudioSource.MIC, freq,
AudioFormat.CHANNEL_CONFIGURATION_MONO,
MediaRecorder.AudioEncoder.AMR_NB, bufferSize);
audioTrack = new AudioTrack(AudioManager.ROUTE_HEADSET, freq,
AudioFormat.CHANNEL_CONFIGURATION_MONO,
MediaRecorder.AudioEncoder.AMR_NB, bufferSize,
AudioTrack.MODE_STREAM);
LoudnessEnhancer …Run Code Online (Sandbox Code Playgroud) 我在静态模式下使用 AudioTrack 来一遍又一遍地再现相同的信号。
我按照这里的示例进行操作,有时它工作得很好,但有时它会抛出此错误并且不产生声音:
AudioTrack: start called from a thread
01-23 15:26:16.902: W/libutils.threads(1133): Thread (this=0x3973b8): don't call waitForExit() from this Thread object's thread. It's a guaranteed deadlock!
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这是源代码。我试图确保调用停止并重新加载数据以供下一次“播放”执行。
public class SoundPlayer {
// originally from http://marblemice.blogspot.com/2010/04/generate-and-play-tone-in-android.html
private int numSamples;
private double sample[];
private byte generatedSnd[];
private AudioTrack audioTrack;
public SoundPlayer(float duration, int sampleRate, double freqOfTone) {
super();
this.numSamples = (int) (duration * sampleRate);
this.sample = new double[numSamples];
this.generatedSnd = new byte[2 * numSamples];
// fill out the array
for (int …Run Code Online (Sandbox Code Playgroud)