我只是在从麦克风获取样品进行处理。我为输入和输出设置了音频单元,并且都具有渲染回调。我的问题是关于麦克风回调的回调。
我希望核心音频为我分配麦克风回调中的缓冲区。
UInt32 shouldAllocateBuffer = 1;
AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ShouldAllocateBuffer, kAudioUnitScope_Global, 1, &shouldAllocateBuffer, sizeof(shouldAllocateBuffer));
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但是,这样做总是会导致回调中的ioData指针为NULL。我是否在分配自己的缓冲区?
输入项
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
OSStatus status;
status = AudioUnitRender(audioUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
ioData); // ioData is null here
}
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回放
static OSStatus playbackCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
// ioData is not NULL here but I get silence in the headphones.
return noErr;
}
Run Code Online (Sandbox Code Playgroud) 像平常一样:
player=audioplayer(snd1,FS1);
play(player);
%let as suppose that sound duration is 10 seconds
% and I wanted to play the sound from second 5 or 7...
% .. depending on the input of user(and using audioplayer libraries)
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