I'm trying to develop an application which about VOIP,
is there any high level audio queue service library for iOS ?
because I'm not very good at for working on extension filename ".mm",
using an open source would be a better option.
or someone could give me some hints for how to fetch the buffer from AudioQueueBufferRef ?
the ideal way is like a delegate :
- (void)audioRecorderDidReceivedBuffer:(Buffer) {
do something for other operations
}
Update I found an article which about Using RemoteIO audio unit
maybe the input callback is what I need.
Overvier
- Identify the audio component (kAudioUnitType_Output/ kAudioUnitSubType_RemoteIO/ kAudioUnitManufacturerApple)
- Use AudioComponentFindNext(NULL, &descriptionOfAudioComponent) to obtain the AudioComponent, which is like the factory with which you obtain the audio unit
- Use AudioComponentInstanceNew(ourComponent, &audioUnit) to make an instance of the audio unit
- Enable IO for recording and possibly playback with AudioUnitSetProperty
- Describe the audio format in an AudioStreamBasicDescription structure, and apply the format using AudioUnitSetProperty
- Provide a callback for recording, and possibly playback, again using AudioUnitSetProperty
- Allocate some buffers
- Initialise the audio unit
- Start the audio unit
- Rejoice
// Enable IO for recording
UInt32 flag = 1;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag));
// Set input callback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct));
//recordingCallback
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
// TODO: Use inRefCon to access our interface object to do stuff
// Then, use inNumberFrames to figure out how much data is available, and make
// that much space available in buffers in an AudioBufferList.
AudioBufferList *bufferList; // <- Fill this up with buffers (you will want to malloc it, as it's a dynamic-length list)
// Then:
// Obtain recorded samples
OSStatus status;
status = AudioUnitRender([audioInterface audioUnit],
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
bufferList);
checkStatus(status);
// Now, we have the samples we just read sitting in buffers in bufferList
DoStuffWithTheRecordedAudio(bufferList);
return noErr;
}