|
最近在做iOS音頻相關(guān)的App,在做之前選擇了三種解決方案。第一種方案是使用蘋(píng)果自帶的音頻解析類AVPlayer,雖然AVPlayer也可以播放音頻。但是要做類似于QQ音樂(lè)這樣的App,使用AVPlayer就顯得無(wú)能為力了。第二種解決方案使用第三方音頻解析框架AudioStreamer,這是一個(gè)老外寫(xiě)的音頻解析框架。其中包括本地和網(wǎng)絡(luò)的音頻數(shù)據(jù)解析。核心文件 AudioPlayer.h 和 AudioPlayer.m。這套框架使用的是CFNetwork和CoreAudio封裝的。其集成了進(jìn)度拖動(dòng),斷點(diǎn)續(xù)傳等功能。使用這個(gè)框架做類似于QQ音樂(lè),酷狗音樂(lè)等音頻類App完全可以勝任。第三種解決方案使用第三方音頻解析框架FreeStream,這個(gè)也是老外寫(xiě)的一個(gè)音頻解析框架。對(duì)于這個(gè)框架而言,它是使用C++進(jìn)行音頻的解析。雖然是C++的Objc調(diào)用,卻沒(méi)有額外的性能消耗。這款音頻解析框架主要特點(diǎn)是性能優(yōu)越,內(nèi)存占用小,是一個(gè)不錯(cuò)的選擇。但由于這個(gè)框架要想做更多功能就要開(kāi)發(fā)者自己去修改這個(gè)框架來(lái)滿足自己的項(xiàng)目需求。
所以我綜上對(duì)比選擇了第二種解決方案,使用了AudioStreamer。AudioStreamer雖然作者自己把網(wǎng)絡(luò)數(shù)據(jù)解析和本地?cái)?shù)據(jù)解析封裝好了,但我們實(shí)際上并不需要。我們可以根據(jù)自己的需求寫(xiě)自己的網(wǎng)絡(luò)數(shù)據(jù)解析。關(guān)于AudioStream源碼的分析,由于個(gè)人能力有限,并不能完全看懂。有興趣的讀者可以去研究一下源碼。
下面根據(jù)我自己的經(jīng)驗(yàn)說(shuō)一下這個(gè)框架在項(xiàng)目中該如何使用。也許我們并非一開(kāi)始就去研究框架源碼。這樣是不明智的,就這個(gè)框架來(lái)說(shuō),它涉及到了CoreAudio的知識(shí)。首先你要非常了解蘋(píng)果的音頻隊(duì)列服務(wù),對(duì)CFNetwork也要很了解。
一般來(lái)說(shuō)我們使用第三方框架都會(huì)看.h中給我們所提供的接口。能滿足需求就無(wú)需修改,不能滿足則在進(jìn)行擴(kuò)展。下面我們一起看看AudioPlayer.h中給我們提供了哪些接口。
AudioPlayer.h
1.緩沖設(shè)置
緩沖數(shù)據(jù)的大小設(shè)置 此處設(shè)置的是2M,在iPhone4上測(cè)試會(huì)發(fā)出內(nèi)存溢出的警告, 故這個(gè)值不宜設(shè)置的太大,一般是1 * 1024 或者 2 * 1024。設(shè)置這個(gè)緩沖大小,可以實(shí)現(xiàn)音頻的斷點(diǎn)續(xù)傳的功能。
#define AudioPlayerDefaultNumberOfAudioQueueBuffers (2 * 1024)
2.播放網(wǎng)絡(luò)狀態(tài)
typedef enum
{
AudioPlayerInternalStateInitialised = 0,
AudioPlayerInternalStateRunning = 1,
AudioPlayerInternalStatePlaying = (1 << 1) | AudioPlayerInternalStateRunning, // 數(shù)據(jù)加載成功,進(jìn)入音頻播放狀態(tài)
AudioPlayerInternalStateStartingThread = (1 << 2) | AudioPlayerInternalStateRunning, // 開(kāi)始進(jìn)行音頻的播放
AudioPlayerInternalStateWaitingForData = (1 << 3) | AudioPlayerInternalStateRunning, // 等待數(shù)據(jù)的加載,緩沖數(shù)據(jù)中
AudioPlayerInternalStateWaitingForQueueToStart = (1 << 4) | AudioPlayerInternalStateRunning, // 等待音頻隊(duì)列開(kāi)始播放
AudioPlayerInternalStatePaused = (1 << 5) | AudioPlayerInternalStateRunning, // 暫停音頻的播放,數(shù)據(jù)停止加載
AudioPlayerInternalStateRebuffering = (1 << 6) | AudioPlayerInternalStateRunning, // 開(kāi)始數(shù)據(jù)的重新加載
AudioPlayerInternalStateStopping = (1 << 7), // 一個(gè)音頻數(shù)據(jù)加載完畢,停止播放。
AudioPlayerInternalStateStopped = (1 << 8), // 數(shù)據(jù)加載完成,播放狀態(tài)為停止?fàn)顟B(tài)
AudioPlayerInternalStateDisposed = (1 << 9), // 數(shù)據(jù)加載失敗,一般是無(wú)效數(shù)據(jù)
AudioPlayerInternalStateError = (1 << 10) // 數(shù)據(jù)加載出錯(cuò),一般是網(wǎng)絡(luò)錯(cuò)誤。
}
AudioPlayerInternalState;
3. 播放器的播放狀態(tài)
typedef enum
{
AudioPlayerStateReady, // 播放器已經(jīng)準(zhǔn)備好
AudioPlayerStateRunning = 1, // 播放器正在運(yùn)行中
AudioPlayerStatePlaying = (1 << 1) | AudioPlayerStateRunning, // 播放器開(kāi)始播放音頻
AudioPlayerStatePaused = (1 << 2) | AudioPlayerStateRunning,
AudioPlayerStateStopped = (1 << 3), // 暫停播放和停止播放
AudioPlayerStateError = (1 << 4), // 播放音頻錯(cuò)誤,一般是網(wǎng)絡(luò)數(shù)據(jù)錯(cuò)誤
AudioPlayerStateDisposed = (1 << 5) // 播放錯(cuò)誤,一般是由無(wú)效數(shù)據(jù)導(dǎo)致的錯(cuò)誤
}
AudioPlayerState;
4. 監(jiān)聽(tīng)播放器播放停止的原因
typedef enum
{
AudioPlayerStopReasonNoStop = 0, // 未知原因停止
AudioPlayerStopReasonEof, // 播放到文件末尾導(dǎo)致的停止
AudioPlayerStopReasonUserAction,// 用戶操作導(dǎo)致的停止
AudioPlayerStopReasonUserActionFlushStop // 用戶刷新播放導(dǎo)致的停止
}
AudioPlayerStopReason;
5. 播放狀態(tài)碼
typedef enum
{
AudioPlayerErrorNone = 0, // 一般錯(cuò)誤
AudioPlayerErrorDataSource, // 數(shù)據(jù)錯(cuò)誤
AudioPlayerErrorStreamParseBytesFailed, // 解析數(shù)據(jù)流失敗
AudioPlayerErrorDataNotFound, // 數(shù)據(jù)沒(méi)有找到
AudioPlayerErrorQueueStartFailed, // 音頻隊(duì)列準(zhǔn)備失敗
AudioPlayerErrorQueuePauseFailed, // 音頻隊(duì)列暫停失敗
AudioPlayerErrorUnknownBuffer, // 不知名的數(shù)據(jù)緩沖
AudioPlayerErrorQueueStopFailed, // 音頻隊(duì)列停止失敗
AudioPlayerErrorOther // 其他錯(cuò)誤
}
AudioPlayerErrorCode;
@class AudioPlayer;
// 播放代理
@protocol AudioPlayerDelegate <NSObject>
// 播放狀態(tài)f發(fā)生變化的調(diào)用
-(void) audioPlayer:(AudioPlayer*)audioPlayer stateChanged:(AudioPlayerState)state;
// 播放出錯(cuò)的調(diào)用
-(void) audioPlayer:(AudioPlayer*)audioPlayer didEncounterError:(AudioPlayerErrorCode)errorCode;
// 開(kāi)始播放 得到itemId
-(void) audioPlayer:(AudioPlayer*)audioPlayer didStartPlayingQueueItemId:(NSObject*)queueItemId;
// 緩沖完成的調(diào)用
-(void) audioPlayer:(AudioPlayer*)audioPlayer didFinishBufferingSourceWithQueueItemId:(NSObject*)queueItemId;
// 已經(jīng)播放結(jié)束的回調(diào)
-(void) audioPlayer:(AudioPlayer*)audioPlayer didFinishPlayingQueueItemId:(NSObject*)queueItemId withReason:(AudioPlayerStopReason)stopReason andProgress:(double)progress andDuration:(double)duration;
@optional
-(void) audioPlayer:(AudioPlayer*)audioPlayer logInfo:(NSString*)line;
// 播放網(wǎng)絡(luò)變化的回調(diào)
-(void) audioPlayer:(AudioPlayer*)audioPlayer internalStateChanged:(AudioPlayerInternalState)state;
// 取消播放
-(void) audioPlayer:(AudioPlayer*)audioPlayer didCancelQueuedItems:(NSArray*)queuedItems;
@end
@class QueueEntry;
typedef struct
{
AudioQueueBufferRef ref; // 音頻隊(duì)列緩沖引用
int bufferIndex;
}
AudioQueueBufferRefLookupEntry;
@interface AudioPlayer : NSObject<DataSourceDelegate>
{
@private
UInt8* readBuffer;
int readBufferSize;
NSOperationQueue* fastApiQueue;
QueueEntry* currentlyPlayingEntry;
QueueEntry* currentlyReadingEntry;
NSMutableArray* upcomingQueue;
NSMutableArray* bufferingQueue;
AudioQueueBufferRef* audioQueueBuffer;
AudioQueueBufferRefLookupEntry* audioQueueBufferLookup;
unsigned int audioQueueBufferRefLookupCount;
unsigned int audioQueueBufferCount;
AudioStreamPacketDescription* packetDescs;
bool* bufferUsed;
int numberOfBuffersUsed;
AudioQueueRef audioQueue;
AudioStreamBasicDescription currentAudioStreamBasicDescription;
NSThread* playbackThread;
NSRunLoop* playbackThreadRunLoop;
NSConditionLock* threadFinishedCondLock;
AudioFileStreamID audioFileStream;
BOOL discontinuous;
int bytesFilled;
int packetsFilled;
int fillBufferIndex;
UIBackgroundTaskIdentifier backgroundTaskId;
AudioPlayerErrorCode errorCode;
AudioPlayerStopReason stopReason;
int currentlyPlayingLock;
pthread_mutex_t playerMutex;
pthread_mutex_t queueBuffersMutex;
pthread_cond_t queueBufferReadyCondition;
volatile BOOL waiting;
volatile BOOL disposeWasRequested;
volatile BOOL seekToTimeWasRequested;
volatile BOOL newFileToPlay;
volatile double requestedSeekTime;
volatile BOOL audioQueueFlushing;
volatile SInt64 audioPacketsReadCount;
volatile SInt64 audioPacketsPlayedCount;
BOOL meteringEnabled;
AudioQueueLevelMeterState* levelMeterState;
NSInteger numberOfChannels;
}
// 音頻的總時(shí)間 這個(gè)時(shí)間是由播放器自己計(jì)算出來(lái)的。
@property (readonly) double duration;
// 音頻當(dāng)前播放的進(jìn)度
@property (readonly) double progress;
// 播放器的狀態(tài)
@property (readwrite) AudioPlayerState state;
// 停止播放時(shí)的原因
@property (readonly) AudioPlayerStopReason stopReason;
@property (readwrite, unsafe_unretained) id<AudioPlayerDelegate> delegate;
@property (readwrite) BOOL meteringEnabled;
// 對(duì)外接口
-(id) init;
-(id) initWithNumberOfAudioQueueBuffers:(int)numberOfAudioQueueBuffers andReadBufferSize:(int)readBufferSizeIn;
// 從URL地址獲取數(shù)據(jù)源
-(DataSource*) dataSourceFromURL:(NSURL*)url;
// 播放指定URL的資源
-(void) play:(NSURL*)url;
-(void) queueDataSource:(DataSource*)dataSource withQueueItemId:(NSObject*)queueItemId;
// 設(shè)置數(shù)據(jù)源
-(void) setDataSource:(DataSource*)dataSourceIn withQueueItemId:(NSObject*)queueItemId;
// 設(shè)置播放進(jìn)度
-(void) seekToTime:(double)value;
// 暫停播放
-(void) pause;
// 喚醒播放
-(void) resume;
// 停止播放
-(void) stop;
// 刷新停止
-(void) flushStop;
-(void) mute;
-(void) unmute;
-(void) dispose;
// 得到當(dāng)前播放id
-(NSObject*) currentlyPlayingQueueItemId;
// 刷新
-(void) updateMeters;
-(float) peakPowerInDecibelsForChannel:(NSUInteger)channelNumber;
-(float) averagePowerInDecibelsForChannel:(NSUInteger)channelNumber;
@end
今天先寫(xiě)到這,以后有時(shí)間可以研究一下AudioPlayer.m中的具體實(shí)現(xiàn)。
|
|