开发音频通话功能
在音频通话场景下,音频输出(播放对端声音)和音频输入(录制本端声音)会同时进行,应用可以通过使用AudioRenderer来实现音频输出,通过使用AudioCapturer来实现音频输入,同时使用AudioRenderer和AudioCapturer即可实现音频通话功能。
在音频通话开始和结束时,应用可以自行检查当前的音频场景模式和铃声模式,以便采取合适的音频管理及提示策略。
以下代码示范了同时使用AudioRenderer和AudioCapturer实现音频通话功能的基本过程,其中未包含音频通话数据的传输过程,实际开发中,需要将网络传输来的对端通话数据解码播放,此处仅以读取音频文件的数据代替;同时需要将本端录制的通话数据编码打包,通过网络发送给对端,此处仅以将数据写入音频文件代替。
使用AudioRenderer播放对端的通话声音
该过程与使用AudioRenderer开发音频播放功能过程相似,关键区别在于audioRendererInfo参数和音频数据来源。audioRendererInfo参数中,音频内容类型需设置为语音,CONTENT_TYPE_SPEECH,音频流使用类型需设置为语音通信,STREAM_USAGE_VOICE_COMMUNICATION。
import audio from '@ohos.multimedia.audio';
import fs from '@ohos.file.fs';
const TAG = 'VoiceCallDemoForAudioRenderer';
// 与使用AudioRenderer开发音频播放功能过程相似,关键区别在于audioRendererInfo参数和音频数据来源
export default class VoiceCallDemoForAudioRenderer {
private renderModel = undefined;
private audioStreamInfo = {
samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // 采样率
channels: audio.AudioChannel.CHANNEL_2, // 通道
sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式
encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式
}
private audioRendererInfo = {
// 需使用通话场景相应的参数
content: audio.ContentType.CONTENT_TYPE_SPEECH, // 音频内容类型:语音
usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, // 音频流使用类型:语音通信
rendererFlags: 0 // 音频渲染器标志:默认为0即可
}
private audioRendererOptions = {
streamInfo: this.audioStreamInfo,
rendererInfo: this.audioRendererInfo
}
// 初始化,创建实例,设置监听事件
init() {
audio.createAudioRenderer(this.audioRendererOptions, (err, renderer) => { // 创建AudioRenderer实例
if (!err) {
console.info(`${TAG}: creating AudioRenderer success`);
this.renderModel = renderer;
this.renderModel.on('stateChange', (state) => { // 设置监听事件,当转换到指定的状态时触发回调
if (state == 1) {
console.info('audio renderer state is: STATE_PREPARED');
}
if (state == 2) {
console.info('audio renderer state is: STATE_RUNNING');
}
});
this.renderModel.on('markReach', 1000, (position) => { // 订阅markReach事件,当渲染的帧数达到1000帧时触发回调
if (position == 1000) {
console.info('ON Triggered successfully');
}
});
} else {
console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`);
}
});
}
// 开始一次音频渲染
async start() {
let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
if (stateGroup.indexOf(this.renderModel.state) === -1) { // 当且仅当状态为STATE_PREPARED、STATE_PAUSED和STATE_STOPPED之一时才能启动渲染
console.error(TAG + 'start failed');
return;
}
await this.renderModel.start(); // 启动渲染
const bufferSize = await this.renderModel.getBufferSize();
// 此处仅以读取音频文件的数据举例,实际音频通话开发中,需要读取的是通话对端传输来的音频数据
let context = getContext(this);
let path = context.filesDir;
const filePath = path + '/voice_call_data.wav'; // 沙箱路径,实际路径为/data/storage/el2/base/haps/entry/files/voice_call_data.wav
let file = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
let stat = await fs.stat(filePath);
let buf = new ArrayBuffer(bufferSize);
let len = stat.size % bufferSize === 0 ? Math.floor(stat.size / bufferSize) : Math.floor(stat.size / bufferSize + 1);
for (let i = 0; i < len; i++) {
let options = {
offset: i * bufferSize,
length: bufferSize
};
let readsize = await fs.read(file.fd, buf, options);
// buf是要写入缓冲区的音频数据,在调用AudioRenderer.write()方法前可以进行音频数据的预处理,实现个性化的音频播放功能,AudioRenderer会读出写入缓冲区的音频数据进行渲染
let writeSize = await new Promise((resolve, reject) => {
this.renderModel.write(buf, (err, writeSize) => {
if (err) {
reject(err);
} else {
resolve(writeSize);
}
});
});
if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { // 如果渲染器状态为STATE_RELEASED,停止渲染
fs.close(file);
await this.renderModel.stop();
}
if (this.renderModel.state === audio.AudioState.STATE_RUNNING) {
if (i === len - 1) { // 如果音频文件已经被读取完,停止渲染
fs.close(file);
await this.renderModel.stop();
}
}
}
}
// 暂停渲染
async pause() {
// 只有渲染器状态为STATE_RUNNING的时候才能暂停
if (this.renderModel.state !== audio.AudioState.STATE_RUNNING) {
console.info('Renderer is not running');
return;
}
await this.renderModel.pause(); // 暂停渲染
if (this.renderModel.state === audio.AudioState.STATE_PAUSED) {
console.info('Renderer is paused.');
} else {
console.error('Pausing renderer failed.');
}
}
// 停止渲染
async stop() {
// 只有渲染器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止
if (this.renderModel.state !== audio.AudioState.STATE_RUNNING && this.renderModel.state !== audio.AudioState.STATE_PAUSED) {
console.info('Renderer is not running or paused.');
return;
}
await this.renderModel.stop(); // 停止渲染
if (this.renderModel.state === audio.AudioState.STATE_STOPPED) {
console.info('Renderer stopped.');
} else {
console.error('Stopping renderer failed.');
}
}
// 销毁实例,释放资源
async release() {
// 渲染器状态不是STATE_RELEASED状态,才能release
if (this.renderModel.state === audio.AudioState.STATE_RELEASED) {
console.info('Renderer already released');
return;
}
await this.renderModel.release(); // 释放资源
if (this.renderModel.state === audio.AudioState.STATE_RELEASED) {
console.info('Renderer released');
} else {
console.error('Renderer release failed.');
}
}
}
使用AudioCapturer录制本端的通话声音
该过程与使用AudioCapturer开发音频录制功能过程相似,关键区别在于audioCapturerInfo参数和音频数据流向。audioCapturerInfo参数中音源类型需设置为语音通话,SOURCE_TYPE_VOICE_COMMUNICATION。
import audio from '@ohos.multimedia.audio';
import fs from '@ohos.file.fs';
const TAG = 'VoiceCallDemoForAudioCapturer';
// 与使用AudioCapturer开发音频录制功能过程相似,关键区别在于audioCapturerInfo参数和音频数据流向
export default class VoiceCallDemoForAudioCapturer {
private audioCapturer = undefined;
private audioStreamInfo = {
samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_44100, // 采样率
channels: audio.AudioChannel.CHANNEL_1, // 通道
sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式
encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式
}
private audioCapturerInfo = {
// 需使用通话场景相应的参数
source: audio.SourceType.SOURCE_TYPE_VOICE_COMMUNICATION, // 音源类型:语音通话
capturerFlags: 0 // 音频采集器标志:默认为0即可
}
private audioCapturerOptions = {
streamInfo: this.audioStreamInfo,
capturerInfo: this.audioCapturerInfo
}
// 初始化,创建实例,设置监听事件
init() {
audio.createAudioCapturer(this.audioCapturerOptions, (err, capturer) => { // 创建AudioCapturer实例
if (err) {
console.error(`Invoke createAudioCapturer failed, code is ${err.code}, message is ${err.message}`);
return;
}
console.info(`${TAG}: create AudioCapturer success`);
this.audioCapturer = capturer;
this.audioCapturer.on('markReach', 1000, (position) => { // 订阅markReach事件,当采集的帧数达到1000时触发回调
if (position === 1000) {
console.info('ON Triggered successfully');
}
});
this.audioCapturer.on('periodReach', 2000, (position) => { // 订阅periodReach事件,当采集的帧数达到2000时触发回调
if (position === 2000) {
console.info('ON Triggered successfully');
}
});
});
}
// 开始一次音频采集
async start() {
let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
if (stateGroup.indexOf(this.audioCapturer.state) === -1) { // 当且仅当状态为STATE_PREPARED、STATE_PAUSED和STATE_STOPPED之一时才能启动采集
console.error(`${TAG}: start failed`);
return;
}
await this.audioCapturer.start(); // 启动采集
// 此处仅以将音频数据写入文件举例,实际音频通话开发中,需要将本端采集的音频数据编码打包,通过网络发送给通话对端
let context = getContext(this);
const path = context.filesDir + '/voice_call_data.wav'; // 采集到的音频文件存储路径
let file = fs.openSync(path, 0o2 | 0o100); // 如果文件不存在则创建文件
let fd = file.fd;
let numBuffersToCapture = 150; // 循环写入150次
let count = 0;
while (numBuffersToCapture) {
let bufferSize = await this.audioCapturer.getBufferSize();
let buffer = await this.audioCapturer.read(bufferSize, true);
let options = {
offset: count * bufferSize,
length: bufferSize
};
if (buffer === undefined) {
console.error(`${TAG}: read buffer failed`);
} else {
let number = fs.writeSync(fd, buffer, options);
console.info(`${TAG}: write date: ${number}`);
}
numBuffersToCapture--;
count++;
}
}
// 停止采集
async stop() {
// 只有采集器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止
if (this.audioCapturer.state !== audio.AudioState.STATE_RUNNING && this.audioCapturer.state !== audio.AudioState.STATE_PAUSED) {
console.info('Capturer is not running or paused');
return;
}
await this.audioCapturer.stop(); // 停止采集
if (this.audioCapturer.state === audio.AudioState.STATE_STOPPED) {
console.info('Capturer stopped');
} else {
console.error('Capturer stop failed');
}
}
// 销毁实例,释放资源
async release() {
// 采集器状态不是STATE_RELEASED或STATE_NEW状态,才能release
if (this.audioCapturer.state === audio.AudioState.STATE_RELEASED || this.audioCapturer.state === audio.AudioState.STATE_NEW) {
console.info('Capturer already released');
return;
}
await this.audioCapturer.release(); // 释放资源
if (this.audioCapturer.state == audio.AudioState.STATE_RELEASED) {
console.info('Capturer released');
} else {
console.error('Capturer release failed');
}
}
}