Core Audio AudioFIleReadPackets… looking for raw audio

陌路散爱 提交于 2019-12-04 19:42:57

I'm not sure exactly why you are getting UInt32 data back from this callback, though I suspect that it is actually two interlaced UInt16 packets, one per each channel. Anyways, if you want floating point data from the file, it needs to be converted, and I'm not convinced that the way @John Ballinger recommends is the correct way. My suggestion would be:

// Get buffer in render/read callback
SInt16 *frames = inBuffer->mAudioData;
for(int i = 0; i < inNumPackets; i++) {
  Float32 currentFrame = frames[i] / 32768.0f;
  // Do stuff with currentFrame (add it to your buffer, etc.)
}

You can't simply cast the frames to the format you want. If you need floating point data, you will need to divide by 32768, which is the maximum possible value for 16-bit samples. This will yield correct floating point data in the {-1.0 .. 1.0} range.

Have a look at this function... The data is SInt16.

static void recordingCallback (
    void                                *inUserData,
    AudioQueueRef                       inAudioQueue,
    AudioQueueBufferRef                 inBuffer,
    const AudioTimeStamp                *inStartTime,
    UInt32                              inNumPackets,
    const AudioStreamPacketDescription  *inPacketDesc
) {


    // This callback, being outside the implementation block, needs a reference to the AudioRecorder object
    AudioRecorder *recorder = (AudioRecorder *) inUserData;

    // if there is audio data, write it to the file
    if (inNumPackets > 0) {

        SInt16 *frameBuffer = inBuffer->mAudioData;
        //NSLog(@"byte size %i, number of packets %i, starging packetnumber %i", inBuffer->mAudioDataByteSize, inNumPackets,recorder.startingPacketNumber);

        //int totalSlices = 1;
        //int framesPerSlice = inNumPackets/totalSlices;
        float total = 0;
        for (UInt32 frame=0; frame<inNumPackets; frame+=20) {
            total += (float)abs((SInt16)frameBuffer[frame]) ; 
        }
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