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Mac OS X 與 iOS 的 Audio API

Mac OS X 與 iOS 的 Audio API

Weizhong Yang

August 15, 2013
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  1. Mac OS X 與 iOS 的
    Audio API
    楊維中 a.k.a zonble
    [email protected]
    Thursday, August 15,

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  2. 與 Audio 有關的 API
    • AVFoundation
    • Audio Service
    • OpenAL
    • Audio Queue
    • Audio Unit
    • Audio Session
    • MPNowPlayingCenter
    • Background Task
    • Remote Control Events
    • …
    Thursday, August 15,

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  3. 任務:
    播放網站上的⾳音檔
    ⽽而且,抓到了多少資料
    就⾺馬上播放多少資料
    Thursday, August 15,

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  4. 這就不會是我們要的
    • Audio Service:⽤用來處理簡短的⾳音效,例
    如按到虛擬鍵盤上的喀嚓聲
    • OpenAL:製作遊戲中的3D⾳音效,可以設
    定⾳音效是從哪個⽅方向傳來的
    Thursday, August 15,

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  5. AVAudioPlayer
    • ⾼高階的 Audio Player
    • iOS 2.2
    • ⽀支援多種格式
    • 可以從 file URL 或是 NSData 建⽴立 player
    播放,但只能夠播放 local file
    • 適合製作遊戲背景⾳音樂
    Thursday, August 15,

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  6. AVPlayer
    • ⾼高階的 Audio Player
    • iOS 4.0
    • ⽀支援本機檔案與遠端檔案
    • 適合網路廣播
    •無法知道檔案總⻑⾧長度
    Thursday, August 15,

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  7. 我們的服務需要…
    • 可以直接讀多少資料就播放多少資料
    • 可以⼀一邊下載⼀一邊 cache ⽇日後離線播放
    • 知道載⼊入進度
    • 檔案可能加密過,必須解密…
    • 對,有些公司就是會做這種事
    Thursday, August 15,

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  8. 我們需要了解底層 API
    CoreAudio
    Thursday, August 15,

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  9. 因為太難了
    所以先講簡單的…
    Thursday, August 15,

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  10. Audio Session
    • ⽤用來表⽰示⺫⽬目前的 Audio 屬於哪⼀一種類
    • 設定 Audio Session Category
    • ⼀一般背景、Media Playback…etc
    • 然後呼叫 Audio Session Start
    • 有 C 與 Objective-C API
    Thursday, August 15,

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  11. Audio Session
    • 還要處理 Interrupt 與 Resume
    • 實作 delegate,更新 UI
    • Interrupt 的場合:
    • 別的 app 播放⾳音樂
    • 來電
    • 鬧鐘…
    Thursday, August 15,

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  12. 回到 Core Audio
    Thursday, August 15,

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  13. 說實在
    這種 code 寫過⼀一次
    不會想寫第⼆二次
    Thursday, August 15,

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  14. 請忘記 OO
    忘記Objective-C
    Audio 串流就是快速處理⼀一堆
    連續的 Binary 資料
    Thursday, August 15,

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  15. 基本觀念
    • Audio 資料是連續的 binary 資料
    • 資料中包含的是連續的sample/frame,⼀一
    秒鐘會有 44100 個 sample
    • MP3/AAC等⺫⽬目前通⽤用的壓縮⾳音檔格式,
    會將若干⼤大⼩小的frame變成⼀一個packet
    • 如果是VBR(變動碼率)的⾳音檔,每個
    packet裡頭的資料量不⼀一樣⼤大
    Thursday, August 15,

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  16. ⼀一些術語
    • Sample Rate:每秒鐘有多少 sample
    • Packet Size:每個 Packet 有多少 sample
    • Bit Rate:每秒鐘有多少 bit
    Thursday, August 15,

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  17. 完整流程
    • 建⽴立網路連線,從連線 callback 讀取資料
    • 解密,並將解密過的資料放⼊入記憶體
    • 建⽴立 Audio Queue 或是 Audio Unit
    Graph,收取系統通知需要下⼀一段資料的
    callback
    • 提供資料
    Thursday, August 15,

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  18. 我們專注在
    • 將資料讀⼊入記憶體
    • Parse 出 packet 並保存
    • 將資料餵給 Audio API
    • 註冊 callback
    • 在 callback 中回傳下⼀一段資料
    • 資料要轉換成 Linear PCM 格式
    Thursday, August 15,

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  19. Audio Unit 與 Audio
    Queue 兩組 API 的差別?
    • 在上⾴頁的流程中,最⼤大的差別在於Audio
    Queue API 不需要⼿手動將資料轉換成
    Linear PCM 格式
    • 不容易設定
    • 可以直接對Linear PCM資料做⼿手腳…
    • Audio Unit 中可以在 Audio Graph 中增加
    mixer 與 EQ effect node
    Thursday, August 15,

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  20. Packet
    ID3 data
    MP3 Header
    MP3 Data
    MP3 Header
    MP3 Data
    MP3 Header
    MP3 Data
    Packet
    Thursday, August 15,

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  21. 辨識 MP3 header
    • MP3 Header 共 4 個 bytes
    • 其中前11個bit是sync word(都是1),看
    到 sync word就可以知道是⼀一個packet的
    開頭
    • sync word之後描述這個packet的格式
    • http://www.mp3-tech.org/programmer/
    frame_header.html
    Thursday, August 15,

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  22. Sample Packet Parser
    def parse(content):

    i = 0

    while i + 2 < len(content):


    frameSync = (content[i] << 8) | (content[i + 1] & (0x80 | 0x40 | 0x20))


    if frameSync != 0xffe0:



    if foundFirstFrame: pass



    i += 1; continue


    if not foundFirstFrame: foundFirstFrame = True


    audioVersion = (content[i + 1] >> 3) & 0x03;


    layer = (content[i + 1] >> 1) & 0x03


    hasCRC = not(content[i + 1] & 0x01)


    bitrateIndex = content[i + 2] >> 4;


    sampleRateIndex = content[i + 2] >> 2 & 0x03;


    bitrate = [0, 32000, 40000, 48000, 56000, 64000, 80000, 96000, 112000,
    128000, 160000, 192000, 224000, 256000, 320000, 0][bitrateIndex];


    hasPadding = not(not((content[i + 2] >> 1) & 0x01))


    frameLength = 144 * bitrate / 44100 + \





    (1 if hasPadding else 0) + \





    (2 if hasCRC else 0)


    i += frameLength
    Thursday, August 15,

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  23. MPEG 4 Audio/Video
    MOOV
    MDAT
    Thursday, August 15,

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  24. CoreAudio 提供我們
    ⼀一組 Audio Parser
    • ⽤用途是找出 Packet,並分析出檔案格式
    • C API
    • iOS 2/Mac OS X 10.5
    • 本機檔案可以呼叫 AudioFileOpenURL
    • 串流資料可以呼叫AudioFileStreamOpen
    Thursday, August 15,

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  25. AudioFileStreamOpen
    • AudioFileStreamOpen(self,
    ZBAudioFileStreamPropertyListener,
    ZBAudioFileStreamPacketsCallback, kAudioFileMP3Type,
    &audioFileStreamID);
    • self :傳遞⼀一個callback可以使⽤用的物件
    • ZBAudioFileStreamPropertyListener 檔案格式 callback
    • ZBAudioFileStreamPacketsCallback parse 出 packet 的 callback
    • kAudioFileMP3Type 給 parser 的 hint
    • audioFileStreamID 產⽣生 audio file stream ID
    Thursday, August 15,

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  26. 在記憶體中保存
    packet?
    • 其實我們只要⽤用個簡單的 structure 就可以
    保存
    typedef struct {
    size_t length; // packet ⻑⾧長度
    void *data; // packet 資料的指標
    }
    Thursday, August 15,

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  27. 保存檔案格式
    void ZBAudioFileStreamPropertyListener(void * inClientData,
    AudioFileStreamID inAudioFileStream, AudioFileStreamPropertyID
    inPropertyID, UInt32 * ioFlags)
    {
    ZBSimplePlayer *self = (ZBSimplePlayer *)inClientData;
    if (inPropertyID == kAudioFileStreamProperty_DataFormat) {
    UInt32 dataSize
    = 0;
    OSStatus status = 0;
    AudioStreamBasicDescription audioStreamDescription;
    Boolean writable = false;
    status = AudioFileStreamGetPropertyInfo(inAudioFileStream,
    kAudioFileStreamProperty_DataFormat, &dataSize, &writable);
    status = AudioFileStreamGetProperty(inAudioFileStream,
    kAudioFileStreamProperty_DataFormat, &dataSize,
    &audioStreamDescription);
    // 然後把 audioStreamDescription 存起來
    }
    }
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  28. 保存 Packet
    static void ZBAudioQueueOutputCallback(void * inUserData,
    AudioQueueRef inAQ,AudioQueueBufferRef inBuffer)
    {
    ZBSimplePlayer *self = (ZBSimplePlayer *)inClientData;
    for (int i = 0; i < inNumberPackets; ++i) {
    SInt64 packetStart = inPacketDescriptions[i].mStartOffset;
    UInt32 packetSize = inPacketDescriptions[i].mDataByteSize;
    assert(packetSize > 0);
    self->packetData[self->packetCount].length =
    (size_t)packetSize;
    self->packetData[self->packetCount].data =
    malloc(packetSize);
    memcpy(packetData[self->packetCount].data, inInputData +
    packetStart, packetSize);
    self->packetCount++;
    }
    }
    Thursday, August 15,

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  29. 下⼀一步
    • 為了要播放順利,我們會在有⼀一定數量
    的 packet 之後,才會開始呼叫 Audio API
    開始播放。資料不夠會產⽣生爆⾳音
    • 等待 packet 的過程叫buffering…緩衝處理
    • 資料換算成時間的⽅方式:packet 數量 *
    frames per packet / sample rate
    • 100 * 1152 / 44100 = 2.61...
    Thursday, August 15,

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  30. 播放



    Callback
    Callback
    Thursday, August 15,

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  31. Audio Queue 的播放
    • 每次 callback,提供⼀一個新的buffer struct
    • buffer物件包含
    • packet 數量
    • 指向 packet 資料的指標
    • packet格式
    • 將 buffer 送⼊入 queue 中
    Thursday, August 15,

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  32. AudioUnit 的播放
    • Audio Unit API 會給你⼀一個 struct 的指,
    標,叫做IOData,並傳⼊入⼀一定⼤大⼩小的
    frame 數量
    • 對IOData指定所需要⼤大⼩小的Linear PCM
    資料
    Thursday, August 15,

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  33. iOS 上的 Audio Unit
    • ⼀一般模式與畫⾯面鎖定時,要求的frame數
    量不⼀一樣⼤大
    • 平時要求1024,但畫⾯面鎖定時要求4096
    • 主要考量是節電
    • 如果資料量不夠,會停⽌止播放
    Thursday, August 15,

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  34. Audio Queue
    Thursday, August 15,

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  35. 建⽴立 Audio Queue
    OSStatus status =
    AudioQueueNewOutput(audioStreamBasicDes
    cription, ZBAudioQueueOutputCallback, self,
    CFRunLoopGetCurrent(),
    kCFRunLoopCommonModes, 0,
    &outputQueue);
    assert(status == noErr);
    Thursday, August 15,

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  36. Enqueue Data

    AudioQueueBufferRef buffer;

    status = AudioQueueAllocateBuffer(outputQueue, totalSize, &buffer);

    assert(status == noErr);

    buffer->mAudioDataByteSize = totalSize;

    buffer->mUserData = self;

    AudioStreamPacketDescription *packetDescs = calloc(inPacketCount, sizeof(AudioStreamPacketDescription));

    totalSize = 0;

    for (index = 0 ; index < inPacketCount ; index++) {


    size_t readIndex = index + readHead;


    memcpy(buffer->mAudioData + totalSize, packetData[readIndex].data, packetData[readIndex].length);


    AudioStreamPacketDescription description;


    description.mStartOffset = totalSize;


    description.mDataByteSize = (UInt32)packetData[readIndex].length;


    description.mVariableFramesInPacket = 0;


    totalSize += packetData[readIndex].length;


    memcpy(&(packetDescs[index]), &description, sizeof(AudioStreamPacketDescription));

    }

    status = AudioQueueEnqueueBuffer(outputQueue, buffer, (UInt32)inPacketCount, packetDescs);

    free(packetDescs);
    Thursday, August 15,

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  37. Audio Unit
    Thursday, August 15,

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  38. Audio Unit
    Output Node
    Effect Node
    Mixer Node
    Render
    Callback
    Audio Unit Graph
    Mixer Unit
    Effect Unit
    Output Unit
    Get Info
    Get Info
    Get Info
    Thursday, August 15,

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  39. 建⽴立 audio converter
    AudioConverterRef converter;
    AudioStreamBasicDescription fromFormat=…⋯;

    AudioStreamBasicDescription destFormat=…⋯;

    AudioConverterNew(&fromFormat, &destFormat,
    &converter);
    Thursday, August 15,

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  40. 使⽤用 audio converter
    AudioBufferList *list;
    UInt32 packetSize = 1024;
    AudioConverterFillComplexBuffer(conve
    rter, ZBPlayerConverterFiller, self,
    &packetSize, list, NULL);
    Thursday, August 15,

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  41. audio converter
    callback
    OSStatus ZBPlayerConverterFiller (AudioConverterRef inAudioConverter,
    UInt32* ioNumberDataPackets, AudioBufferList* ioData,
    AudioStreamPacketDescription** outDataPacketDescription, void*
    inUserData) {
    ZBSimpleAUPlayer *self = (ZBSimpleAUPlayer *)inUserData;
    *ioNumberDataPackets = 1;
    static AudioStreamPacketDescription aspdesc;
    ioData->mNumberBuffers = 1;
    void *data = self->packetData[readHead].data;
    UInt32 length = self->packetData[readHead].length;
    ioData->mBuffers[0].mData = data;
    ioData->mBuffers[0].mDataByteSize = length;
    *outDataPacketDescription = &aspdesc;
    aspdesc.mDataByteSize = length;
    aspdesc.mStartOffset = 0;
    aspdesc.mVariableFramesInPacket = 1;
    readHead++;
    return noErr;
    }
    Thursday, August 15,

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  42. NewAUGraph(&audioGraph); // 建立 audio grapg
    AudioComponentDescription cdesc;
    bzero(&cdesc, sizeof(AudioComponentDescription));
    cdesc.componentType = kAudioUnitType_Output;
    cdesc.componentSubType = kAudioUnitSubType_DefaultOutput;
    cdesc.componentManufacturer = kAudioUnitManufacturer_Apple;
    cdesc.componentFlags = 0;
    cdesc.componentFlagsMask = 0;
    AUGraphAddNode(audioGraph, &cdesc, &outputNode); // 建立 output node
    AUGraphOpen(audioGraph);
    AUGraphNodeInfo(audioGraph, outputNode, &cdesc, &outputUnit); // 建立 output unit
    AudioStreamBasicDescription destFormat = LFPCMStreamDescription(); // 設定輸出格式
    AudioUnitSetProperty(outputUnit, kAudioUnitProperty_StreamFormat,
    kAudioUnitScope_Input, 0, &destFormat, sizeof(destFormat));
    AURenderCallbackStruct callbackStruct;
    callbackStruct.inputProc = ZBPlayerAURenderCallback;
    callbackStruct.inputProcRefCon = self;
    AudioUnitSetProperty(outputUnit, kAudioUnitProperty_SetRenderCallback,
    kAudioUnitScope_Input, 0, &callbackStruct, sizeof(callbackStruct)); // 建立 render
    callback
    AUGraphInitialize(audioGraph); // Init audio graph
    CAShow(audioGraph); // 開始 audio graph
    Thursday, August 15,

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  43. 播放
    • AUGraphStart(audioGraph);
    • AUGraphStop(audioGraph);
    Thursday, August 15,

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  44. Sample Code
    • https://github.com/zonble/ZBSimplePlayer
    Thursday, August 15,

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  45. 因為 Audio Unit API 需
    要直接使⽤用 Linear
    PCM 資料,我們也可
    以直接修改資料產⽣生
    效果
    Thursday, August 15,

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  46. Thanks!
    Thursday, August 15,

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