我有这个AUGraph配置

AudioUnitGraph 0x2505000:
  Member Nodes:
    node 1: 'aufx' 'ipeq' 'appl', instance 0x15599530 O
    node 2: 'aufx' 'rvb2' 'appl', instance 0x1566ffd0 O
    node 3: 'aufc' 'conv' 'appl', instance 0x15676900 O
    node 4: 'aumx' 'mcmx' 'appl', instance 0x15676a30 O
    node 5: 'aumx' 'mcmx' 'appl', instance 0x15677ac0 O
    node 6: 'aumx' 'mcmx' 'appl', instance 0x15678a40 O
    node 7: 'auou' 'rioc' 'appl', instance 0x15679a20 O
    node 8: 'augn' 'afpl' 'appl', instance 0x1558b710 O
  Connections:
    node   7 bus   1 => node   5 bus   0  [ 1 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved]
    node   5 bus   0 => node   3 bus   0  [ 2 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved]
    node   3 bus   0 => node   2 bus   0  [ 2 ch,  44100 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved]
    node   2 bus   0 => node   6 bus   0  [ 1 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved]
    node   8 bus   0 => node   4 bus   0  [ 1 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved]
    node   4 bus   0 => node   6 bus   1  [ 2 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved]
    node   6 bus   0 => node   1 bus   0  [ 2 ch,  44100 Hz, 'lpcm' (0x00000C2C) 8.24-bit little-endian signed integer, deinterleaved]
    node   1 bus   0 => node   7 bus   0  [ 2 ch,      0 Hz, 'lpcm' (0x00000029) 32-bit little-endian float, deinterleaved]
  CurrentState:
    mLastUpdateError=0, eventsToProcess=F, isInitialized=F, isRunning=F

和错误
AUGraphInitialize err = -10868

因为即使创建了转换器单元,我也已在两个混音器单元之间连接了混响单元:
OSStatus err  = noErr;

    UInt32 micBus               = 0;
    UInt32 filePlayerBus        = 1;

    //// ionode:1 ----> vfxNode:0 bus 0
    err =   AUGraphConnectNodeInput(processingGraph, ioNode, 1, vfxNode, 0);
    if (err) { NSLog(@"ioNode:1 ---> vfxNode:0 err = %ld", err); }

    //// vfxNode:0 ---> convertNode:0
    err = AUGraphConnectNodeInput(processingGraph, vfxNode, 0, convertNode, 0);

    //// convertNode:0 ---> vfxRevNode:0
    err = AUGraphConnectNodeInput(processingGraph, convertNode, 0, vfxRevNode, 0);

    //// vfxRevNode:0 ---> mixerNode:0
    err =   AUGraphConnectNodeInput(processingGraph, vfxRevNode, 0, mixerNode,  micBus );
    //if (err) { NSLog(@"vfxRevNode:0 ---> mixerNode:0 err = %ld", err); }

    //// vfxNode:0 ----> mixerNode:0
    //err = AUGraphConnectNodeInput(processingGraph, vfxNode, 0, mixerNode, micBus );
    if (err) { NSLog(@"vfxNode:0 ---> mixerNode:0 err = %ld", err); }

    //// audioPlayerNode:0 ----> fxNode:0
    err = AUGraphConnectNodeInput(processingGraph, audioPlayerNode, 0, fxNode, 0);
    if (err) { NSLog(@"audioPlayerNode:0 --->  fxNode:0 err = %ld", err); }

    //// fxNode:0 ----> mixerNode:1
    err = AUGraphConnectNodeInput(processingGraph, fxNode, 0, mixerNode, filePlayerBus);
    if (err) { NSLog(@"fxNode:0 ---> mixerNode:1 err = %ld", err); }

    ///// mixerNode:0 ----> eqNode:0
    err = AUGraphConnectNodeInput(processingGraph, mixerNode, 0, eqNode, 0);
    if (err) { NSLog(@"mixerNode:0 --->  eqNode:0 err = %ld", err); }

    //// eqNode:0 ----> ioNode:0
    err = AUGraphConnectNodeInput(processingGraph, eqNode, 0, ioNode, 0);
    if (err) { NSLog(@"eqNode:0 ---> ioNode:0 err = %ld", err); }

以下是节点:
    ////
//// EQ NODE
////
err = AUGraphAddNode(processingGraph, &EQUnitDescription, &eqNode);
if (err) { NSLog(@"eqNode err = %ld", err); }

////
//// REV NODE
////
err = AUGraphAddNode(processingGraph, &ReverbUnitDescription, &vfxRevNode);
if (err) { NSLog(@"vfxRevNode err = %ld", err); }

////
//// FORMAT CONVERTER NODE
////
err  = AUGraphAddNode (processingGraph, &convertUnitDescription, &convertNode);
if (err) { NSLog(@"convertNode err = %ld", err); }

////
//// FX NODE
////
err = AUGraphAddNode(processingGraph, &FXUnitDescription, &fxNode);
if (err) { NSLog(@"fxNode err = %ld", err); }

////
//// VFX NODE
////
err = AUGraphAddNode(processingGraph, &VFXUnitDescription, &vfxNode);
if (err) { NSLog(@"vfxNode err = %ld", err); }

///
/// MIXER NODE
///
err = AUGraphAddNode (processingGraph, &MixerUnitDescription, &mixerNode );
if (err) { NSLog(@"mixerNode err = %ld", err); }

///
/// OUTPUT NODE
///
err = AUGraphAddNode(processingGraph, &iOUnitDescription, &ioNode);
if (err) { NSLog(@"outputNode err = %ld", err); }

////
/// PLAYER NODE
///
err = AUGraphAddNode(processingGraph, &playerUnitDescription, &audioPlayerNode);
if (err) { NSLog(@"audioPlayerNode err = %ld", err); }

以及组件说明:
OSStatus err  = noErr;

    err = NewAUGraph(&processingGraph);

    // OUTPUT unit
    AudioComponentDescription iOUnitDescription;
    iOUnitDescription.componentType = kAudioUnitType_Output;
    iOUnitDescription.componentSubType = kAudioUnitSubType_RemoteIO;//kAudioUnitSubType_VoiceProcessingIO;//kAudioUnitSubType_RemoteIO;
    iOUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
    iOUnitDescription.componentFlags = 0;
    iOUnitDescription.componentFlagsMask = 0;

    // MIXER unit
    AudioComponentDescription MixerUnitDescription;
    MixerUnitDescription.componentType          = kAudioUnitType_Mixer;
    MixerUnitDescription.componentSubType       = kAudioUnitSubType_MultiChannelMixer;
    MixerUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
    MixerUnitDescription.componentFlags         = 0;
    MixerUnitDescription.componentFlagsMask     = 0;

    // PLAYER unit
    AudioComponentDescription playerUnitDescription;
    playerUnitDescription.componentType = kAudioUnitType_Generator;
    playerUnitDescription.componentSubType = kAudioUnitSubType_AudioFilePlayer;
    playerUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;

    // EQ unit
    AudioComponentDescription EQUnitDescription;
    EQUnitDescription.componentType          = kAudioUnitType_Effect;
    EQUnitDescription.componentSubType       = kAudioUnitSubType_AUiPodEQ;
    EQUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
    EQUnitDescription.componentFlags         = 0;
    EQUnitDescription.componentFlagsMask     = 0;

    // Reverb unit
    AudioComponentDescription ReverbUnitDescription;
    ReverbUnitDescription.componentType          = kAudioUnitType_Effect;
    ReverbUnitDescription.componentSubType       = kAudioUnitSubType_Reverb2;
    ReverbUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
    ReverbUnitDescription.componentFlags         = 0;
    ReverbUnitDescription.componentFlagsMask     = 0;

    // Format Converter between VFX and Reverb units
    AudioComponentDescription convertUnitDescription;
    convertUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
    convertUnitDescription.componentType          = kAudioUnitType_FormatConverter;
    convertUnitDescription.componentSubType       = kAudioUnitSubType_AUConverter;
    convertUnitDescription.componentFlags         = 0;
    convertUnitDescription.componentFlagsMask     = 0;

    // FX unit
    AudioComponentDescription FXUnitDescription;
    FXUnitDescription.componentType          = kAudioUnitType_Mixer;
    FXUnitDescription.componentSubType       = kAudioUnitSubType_MultiChannelMixer;
    FXUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
    FXUnitDescription.componentFlags         = 0;
    FXUnitDescription.componentFlagsMask     = 0;

    // VFX unit
    AudioComponentDescription VFXUnitDescription;
    VFXUnitDescription.componentType          = kAudioUnitType_Mixer;
    VFXUnitDescription.componentSubType       = kAudioUnitSubType_MultiChannelMixer;
    VFXUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
    VFXUnitDescription.componentFlags         = 0;
    VFXUnitDescription.componentFlagsMask     = 0;

我创建了转换器节点的设置,以将输入节点流格式(即混音器单元)和输出节点流格式作为输出格式(即混响)作为输入。
    OSStatus err = noErr;
err = AUGraphNodeInfo(processingGraph, convertNode, NULL, &convertUnit);
if (err) { NSLog(@"setupConverterUnit error = %ld", err); }

// set converter input format to vfxunit format

AudioStreamBasicDescription asbd = {0};
size_t bytesPerSample;
bytesPerSample = sizeof(SInt16);
asbd.mFormatID = kAudioFormatLinearPCM;
asbd.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
asbd.mBitsPerChannel = 8 * bytesPerSample;
asbd.mFramesPerPacket = 1;
asbd.mChannelsPerFrame = 1;
asbd.mBytesPerPacket = bytesPerSample * asbd.mFramesPerPacket;
asbd.mBytesPerFrame = bytesPerSample * asbd.mChannelsPerFrame;
asbd.mSampleRate = sampleRate;

err = AudioUnitSetProperty(convertUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &asbd, sizeof(asbd));
if (err) { NSLog(@"setupConverterUnit kAudioUnitProperty_StreamFormat error = %ld", err); }


// set converter output format to reverb format
UInt32 streamFormatSize = sizeof(monoStreamFormat);
err = AudioUnitSetProperty(convertUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, &monoStreamFormat, streamFormatSize);
if (err) { NSLog(@"setupConverterUnit kAudioUnitProperty_StreamFormat error = %ld", err); }

混响单元的配置如下:
    OSStatus err  = noErr;

err = AUGraphNodeInfo(processingGraph, vfxRevNode, NULL, &vfxRevUnit);
if (err) { NSLog(@"setupReverbUnit err = %ld", err); }

UInt32 size = sizeof(mReverbPresetArray);
err = AudioUnitGetProperty(vfxRevUnit, kAudioUnitProperty_FactoryPresets, kAudioUnitScope_Global, 0, &mReverbPresetArray, &size);

if (err) { NSLog(@"kAudioUnitProperty_FactoryPresets err = %ld", err); }

    printf("setupReverbUnit Preset List:\n");
    UInt8 count = CFArrayGetCount(mReverbPresetArray);
    for (int i = 0; i < count; ++i) {
        AUPreset *aPreset = (AUPreset*)CFArrayGetValueAtIndex(mReverbPresetArray, i);
        CFShow(aPreset->presetName);
    }

输入混音器单元为
    OSStatus err;
err = AUGraphNodeInfo(processingGraph, vfxNode, NULL, &vfxUnit);
if (err) { NSLog(@"setVFxUnit err = %ld", err); }

UInt32 busCount = 1;
err = AudioUnitSetProperty (
                            vfxUnit,
                            kAudioUnitProperty_ElementCount,
                            kAudioUnitScope_Input,
                            0,
                            &busCount,
                            sizeof (busCount)
                            );

AudioStreamBasicDescription asbd = {0};
size_t bytesPerSample;
bytesPerSample = sizeof(SInt16);
asbd.mFormatID = kAudioFormatLinearPCM;
asbd.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
asbd.mBitsPerChannel = 8 * bytesPerSample;
asbd.mFramesPerPacket = 1;
asbd.mChannelsPerFrame = 1;
asbd.mBytesPerPacket = bytesPerSample * asbd.mFramesPerPacket;
asbd.mBytesPerFrame = bytesPerSample * asbd.mChannelsPerFrame;
asbd.mSampleRate = sampleRate;

err = AudioUnitSetProperty (
                            vfxUnit,
                            kAudioUnitProperty_StreamFormat,
                            kAudioUnitScope_Input,
                            0,
                            &asbd,
                            sizeof (asbd)
                            );

到目前为止,尚无办法使其可行。我需要混响单元,因为仅在进入下一个混音器单元之前,才需要在麦克风输入上使用混响单元。

我在转换器上使用AudioStreamBasicDescription错在哪里?

编辑
发生的是没有声音。音频图未初始化,并且出现错误
AUGraphInitialize err = -10868

此处描述的图形可以通过这种方式描绘

连接到vfxNode的麦克风输入,以获取渲染回调。它连接到总线0上的混音器。一个歌曲播放器节点连接到另一个混音器,这里有第二个渲染回调,用于处理播放中的音频。它连接到链中最后一个混合器的总线1。 eq节点将混频器连接到输出ioNode。

在fx混音器(vfxNode)和混响之间使用转换器节点时,不再有声音:
//// vfxNode:0 ---> convertNode:0
err = AUGraphConnectNodeInput(processingGraph, vfxNode, 0, convertNode, 0);

//// convertNode:0 ---> vfxRevNode:0
err = AUGraphConnectNodeInput(processingGraph, convertNode, 0, vfxRevNode, 0);

//// vfxRevNode:0 ---> mixerNode:0
err =   AUGraphConnectNodeInput(processingGraph, vfxRevNode, 0, mixerNode,  micBus );
//if (err) { NSLog(@"vfxRevNode:0 ---> mixerNode:0 err = %ld", err); }

没有混响节点,因此没有转换器节点,一切工作正常:
//// ionode:1 ----> vfxNode:0 bus 0
err =   AUGraphConnectNodeInput(processingGraph, ioNode, 1, vfxNode, 0);
if (err) { NSLog(@"ioNode:1 ---> vfxNode:0 err = %ld", err); }

//// vfxNode:0 ----> mixerNode:0
err =   AUGraphConnectNodeInput(processingGraph, vfxNode, 0, mixerNode, micBus );
if (err) { NSLog(@"vfxNode:0 ---> mixerNode:0 err = %ld", err); }

最佳答案

您尚未说出问题所在(错误,无声音等),但我愿意猜测。这些效果器更喜欢是浮点PCM,并且通常会拒绝连接到非浮点的任何东西(非效果器通常会默认为ints或定点)。尝试启动图形时是否得到-50(paramErr)?

我发现使用效果单元所要做的就是读取效果单元默认的ASBD(在输入或输出范围内),然后在整个图形中进行设置(其他单元通常愿意接受浮点) ASBD)。请注意,这将是大约100行样板,您可以在其中从每个节点获取单位,从效果的输入或输出范围获得ASBD(不要紧要紧),然后将其设置为接收的格式或由图形中任何单位产生。祝好运。

关于ios - AudioUnit kAudioUnitSubType_Reverb2和kAudioUnitType_FormatConverter,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/19871535/

10-11 22:17