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- (void)playBeepAudio { | |
// Step 1: Dispose & Stop the last queue | |
if (_queue) { | |
[self stopAudio]; | |
[self disposeAudioQueue]; | |
_queue = nil; | |
} | |
// Step 2: Prepare the description of audio buffer | |
AudioStreamBasicDescription dataformat; | |
dataformat.mChannelsPerFrame = ...; // mono/ stereo | |
dataformat.mSampleRate = ...; // sample rate | |
dataformat.mFormatID = kAudioFormatLinearPCM; | |
dataformat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked; | |
dataformat.mBytesPerPacket = 2 * dataformat.mChannelsPerFrame; | |
dataformat.mFramesPerPacket = 1; | |
dataformat.mBytesPerFrame = dataformat.mBytesPerPacket; | |
dataformat.mBitsPerChannel = 16; | |
dataformat.mReserved = 0; | |
OSStatus status; | |
uint8 *audio = ...; // audio buffer | |
UInt32 bufferSize = ...; // audio buffer size | |
// Step 3: Set up the complete callback | |
status = AudioQueueNewOutput( | |
&dataformat, | |
BufferCallback, | |
(__bridge void * _Nullable)(self), | |
CFRunLoopGetCurrent(), | |
kCFRunLoopCommonModes, | |
0, | |
&_queue | |
); | |
if (status != noErr) NSLog(@"AudioQueueNewOutput bitrate failed %d", status); | |
// Step 4: Allocate the buffer | |
AudioQueueBufferRef buffer = NULL; | |
status = AudioQueueAllocateBuffer( | |
_queue, | |
bufferSize, | |
&buffer | |
); | |
if (status != noErr) NSLog(@"AudioQueueAllocateBuffer failed %d", status); | |
// Step 4.1: Set up the buffer data | |
memset(buffer->mAudioData, 0, bufferSize); | |
memcpy(buffer->mAudioData, audio, bufferSize); | |
buffer->mAudioDataByteSize = bufferSize; | |
// Step 5: Fill the queue buffer | |
status = AudioQueueEnqueueBuffer( | |
_queue, | |
buffer, | |
0, | |
nil | |
); | |
if (status != noErr) NSLog(@"AudioQueueEnqueueBuffer failed %d", status); | |
// Step 6: Start to play | |
status = AudioQueueStart(_queue, nil); | |
if (status != noErr) NSLog(@"AudioQueueStart failed %d", status); | |
} |
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