音频波形 最近在项目中有个需求,公司有一个设备,能够获取音频,音频传输过来,解码后就播放了,需求就是播放时,根据声音进行添加波形动画,网上有一些资源,大多都是用AVAudioRecorder的averagePowerForChannel方法,获取麦上获取到的音量,然后动画显示,如果是一个PCM码流的话,需要自己获取对应的音量信息,而后显示在动画上了,后面我找了一些资料,把PCM的数据解析出音量信息,然后再显示,效果还可以,发出来参考一下。
先来点基础的知识,首先是采样频率,指每秒钟取得声音样本的次数,采样频率越高,包含的声音信息自然就越多,声音也就越好,频率越高,保存需要的空间也会高,所以不一定越高越好,看实际需求。 采样位宽,即采样值,一般分为8位和16位,可以表示的范围分别是2^8和2^16的区间,区间越大,分辨率也就越大,发出声音大能力也就越强,同样的,位宽越大,需要的空间也就越大。 声道数,分为单声道和双声道,双声道即立体声。
另外一些信息,需要一些理解能力,链接中有详细的过程 dB = 20×log(data^2),data是从PCM中获取到的对应位宽的数据,例如,如果是8位就是一个字节,如果是16位就是2个字节 Y = A×sin(2×M_PI×X+Phase),X是横坐标,phase是相位 Y = (cos(M_PI+2×M_PI×X)+1)/2,X是0~1之间的一个值
再来分析一下我需求中的一些信息,我的解码后获取到的PCM码流是位宽为16位,采样频率为16KHz的单声道数据,每秒钟的码流解码后的PCM数据会被分为5个包,通过计算,每个包的大小是(16×16000×1/8)/5 = 6400(字节),在程序中,我们使用的是CADisplayLink的定时刷新功能,以和屏幕一样的刷新频率刷新,也就是60Hz,也就是说,我们应该保持让屏幕每隔1/60秒就更新到一个新数据,所以,解码后,每秒的数据应该被分割成60个音量值,也就是说,五个包,每个包有6400个字节,一个包可以获取到12个音量值,大概每1600/3个字节就得取到一个音量平均值,这样就可以简单的实现在屏幕上显示一段音频波形动画了,不过,要注意的是,虽然每隔1/60秒刷新一个新的数据可以让你的波形得到接近表现真实的音频,但是会导致动画的效果会发生类似抖动的效果,因为,相邻的每个波形直接,音量差异可能比较大,从一个波形到另一个波形的跨度大的话,在切换过去的时候就会出现跳过去的感觉,也就是抖动,解决这种抖动现象需要用到插值,先把从PCM数据取音量的次数降下来,原来每个小包取6400个字节取12个音量值,你改为取4次,也就是,每6400/4=1600字节就取一个音量值,然后两个音量值之间再通过插值的方法,取2个值,我这边直接简单的用一次线性插值取值,这样可以使抖动不那么明显,甚至看不出来,如果还有明显的抖动,可以以此类推,再减少取值数量,增加插值数量。
/*音频解码成功后,在主线程中调用updateVolume方法,处理PCM数据获取音频波形需要的信息*/
-(void)OnDecodeAudio:(unsigned char*)data Length:(int)length
{
if (![_device SupportFunction:FUNCTION_VIDEO]) {
_isFramePreparedOK = YES;
}
if (_progressView.isProgressing) {
return;
}
//输出
if (_audioPlay) {
//
if (_isSpeaking || _isSilence) {
_audioPlay->Silence(true);
}
else{
_audioPlay->Silence(false);
}
//
if (![_device SupportFunction:FUNCTION_VIDEO]) {
/*data为PCM数据,长度为length个字节,保存到NSData中方便处理*/
_audioData = [NSData dataWithBytes:data length:length];
NSData* copyData = [_audioData copy];
[self performSelectorOnMainThread:@selector(updateVolume:) withObject:copyData waitUntilDone:NO];
}
//NSLog(@"OnDecodeAudio length(%d)",length);
if (!_audioPlay->Show((char*)data, length)) {
HHAudioPresent_Destroy(_audioPlay);
_audioPlay = NULL;
}
}
}
-(void)updateVolume:(NSData*)volumeData
{
if (![_device SupportFunction:FUNCTION_VIDEO]) {
/*获取PCM中的振幅系数信息*/
NSArray* ampValueArray = [self pcmToAverageAmplitude:volumeData];
/*添加到音频波形队列中,且在添加前,进行插值*/
for (NSInteger i = 0; i < ampValueArray.count; i++) {
[_voiceWaveView changeVolume:[ampValueArray[i] floatValue]];
}
}
}
/* 把获取到的PCM数据进行处理,得到音频振幅系数信息
* @param volumeData PCM数据
*/
-(NSArray*)pcmToAverageAmplitude:(NSData*)volumeData
{
NSMutableArray* array = [NSMutableArray array];
short bufferBytes[volumeData.length/2];
memcpy(bufferBytes, volumeData.bytes, volumeData.length);
NSInteger packets = 2;
// 将 buffer 内容取出,进行平方和运算
for (int i = 0; i < packets; i++)
{
long long pcmSum = 0;
NSUInteger size = volumeData.length/packets/2;
for (int j = 0; j < size; j++) {
pcmSum += bufferBytes[size*i+j]*bufferBytes[size*i+j];
}
double mean = pcmSum / size/2;
double volume = 10*log10(mean);
double maxVolume = 20*log10(pow(2, 16)-1);
[array addObject:[NSNumber numberWithDouble:volume/maxVolume]];
}
return [array copy];
}
某一个音量值上,我们使用贝塞尔曲线来画波形,用CAShapeLayer的遮盖,先在layer上加一条透明的贝塞尔曲线,这个曲线是一条正弦波,频率固定,再加一个相位,然后振幅的话,可以用整个view的高的一半作为最大振幅,把PCM的音量大小,作为最大振幅的百分比,这样,这样,音量变高的时候,出来的波峰波谷就会变大,反之变小,就能够画出想要的效果,最大振幅的百分比是通过以当前音量做分子,以系统可以表示的最大音量为分母得到的,比如,如果是16位位宽的PCM数据的话,最大的音量应该是20×log(1/(2^16-1)=-96.32dB,如果是普通室内的声音,大概在-35dB左右,那振幅百分比就是 36.4% ,表示在图形上,就是会出现一个波峰占了整个View高度36.4%的波形 ####MCVoiceWaveView.h
//
// MCVoiceWaveView.h
// MCVoiceWave
//
// Created by 朱进林 on 10/8/16.
// Copyright © 2016 Martin Choo. All rights reserved.
//
#import <UIKit/UIKit.h>
#pragma mark - HHVolumeQueue
@interface MCVolumeQueue : NSObject
-(void)pushVolume:(CGFloat)volume;
-(void)pushVolumeWithArray:(NSArray*)array;
-(CGFloat)popVolume;
-(void)cleanQueue;
@end
#pragma mark - HHVoiceWaveView
@interface MCVoiceWaveView : UIView
/**
* 添加并初始化波纹视图
* parentView:父视图
*/
-(void)showInParentView:(UIView*)parentView;
/**
* 开始声波动画
*/
-(void)startVoiceWave;
/**
* 改变音量来改变声波幅度
* volume:音量大小
*/
-(void)changeVolume:(CGFloat)volume;
/**
* 停止声波动画
*/
-(void)stopVoiceWave;
/**
* 移掉声波
*/
-(void)removeFromParent;
@end
####MCVoiceWaveView.m
//
// MCVoiceWaveView.m
// MCVoiceWave
//
// Created by 朱进林 on 10/8/16.
// Copyright © 2016 Martin Choo. All rights reserved.
//
#import "MCVoiceWaveView.h"
#define voiceWaveDisappearDuration 0.25
#define minVolume 0.05
static NSRunLoop* _voiceWaveRunLoop;
#pragma mark - MCVolumeQueue
@interface MCVolumeQueue()
@property (nonatomic, strong) NSMutableArray* volumeArray;
@end
@implementation MCVolumeQueue
-(instancetype)init
{
self = [super init];
if (self) {
self.volumeArray = [NSMutableArray array];
}
return self;
}
-(void)pushVolume:(CGFloat)volume
{
if (volume >= minVolume) {
[_volumeArray addObject:[NSNumber numberWithFloat:volume]];
}
}
-(void)pushVolumeWithArray:(NSArray *)array
{
if (array.count > 0) {
for (NSInteger i = 0; i < array.count; i++) {
CGFloat volume = [array[i] floatValue];
[self pushVolume:volume];
}
}
}
-(CGFloat)popVolume
{
CGFloat volume = -10;
if (_volumeArray.count > 0) {
volume = [[_volumeArray firstObject] floatValue];
[_volumeArray removeObjectAtIndex:0];
}
return volume;
}
-(void)cleanQueue
{
if (_volumeArray) {
[_volumeArray removeAllObjects];
}
}
@end
#pragma mark - MCVoiceWaveView
@interface MCVoiceWaveView(){
CGFloat _idleAmplitude;//最小振幅
CGFloat _amplitude;//振幅系数,表示音量在屏幕上高度的比例
CGFloat _density;//X轴粒度,粒度越小,线条越顺
CGFloat _waveHeight;//波形图所在view的高
CGFloat _waveWidth;//波形图所在view的宽
CGFloat _waveMid;//波形图所在view的中点
CGFloat _maxAmplitude;//最大振幅
//可以多画几根线,使声波波形看起来更复杂真实
CGFloat _phase;//初始相位位移
CGFloat _phaseShift;//_phase累进的相位位移量,造成向前推移的感觉
CGFloat _frequencyFirst;//firstLine在view上的频率
CGFloat _frequencySecond;//secondLine在view上的频率
//
CGFloat _currentVolume;//音量相关
CGFloat _lastVolume;
CGFloat _middleVolume;
//
CGFloat _maxWidth;//波纹显示最大宽度
CGFloat _beginX;//波纹开始坐标
CGFloat _stopAnimationRatio;//衰减系数,停止后避免音量过大,波纹振幅大,乘以衰减系数
BOOL _isStopAnimating;//正在进行消失动画
//
UIBezierPath* _firstLayerPath;
UIBezierPath* _secondLayerPath;
}
@property (nonatomic, strong) CADisplayLink* displayLink;
@property (nonatomic, strong) CAShapeLayer* firstShapeLayer;
@property (nonatomic, strong) CAShapeLayer* secondShapeLayer;
@property (nonatomic, strong) CAShapeLayer* fillShapeLayer;
//
@property (nonatomic, strong) UIImageView* firstLine;
@property (nonatomic, strong) UIImageView* secondLine;
@property (nonatomic, strong) UIImageView* fillLayerImage;
//
@property (nonatomic, strong) MCVolumeQueue* volumeQueue;
@end
@implementation MCVoiceWaveView
-(void)setup
{
_frequencyFirst = 2.0f;//2个周期
_frequencySecond = 1.8f;//1.6个周期,更平缓,有点周期差,使图像看起来更有错落感
_amplitude = 1.0f;
_idleAmplitude = 0.01f;
_phase = 0.0f;
_phaseShift = -0.22f;
_density = 1.f;
_waveHeight = CGRectGetHeight(self.bounds);
_waveWidth = CGRectGetWidth(self.bounds);
_waveMid = _waveWidth / 2.0f;
_maxAmplitude = _waveHeight * 0.5;
_maxWidth = _waveWidth + _density;
_beginX = 0.0;
_lastVolume = 0.0;
_currentVolume = 0.0;
_middleVolume = 0.01;
_stopAnimationRatio = 1.0;
[_volumeQueue cleanQueue];
}
-(instancetype)init
{
self = [super init];
if (self) {
[self startVoiceWaveThread];
}
return self;
}
-(void)dealloc
{
[_displayLink invalidate];
}
-(void)voiceWaveThreadEntryPoint:(id)__unused object
{
@autoreleasepool {
[[NSThread currentThread] setName:@"com.anxin-net.VoiceWave"];
_voiceWaveRunLoop = [NSRunLoop currentRunLoop];
[_voiceWaveRunLoop addPort:[NSMachPort port] forMode:NSDefaultRunLoopMode];
[_voiceWaveRunLoop run];
}
}
-(NSThread*)startVoiceWaveThread
{
static NSThread* _voiceWaveThread = nil;
static dispatch_once_t oncePredicate;
dispatch_once(&oncePredicate, ^{
_voiceWaveThread = [[NSThread alloc] initWithTarget:self selector:@selector(voiceWaveThreadEntryPoint:) object:nil];
[_voiceWaveThread start];
});
return _voiceWaveThread;
}
-(void)showInParentView:(UIView *)parentView
{
if (![self.superview isKindOfClass:[parentView class]] || !_isStopAnimating) {
[parentView addSubview:self];
}else {
[self.layer removeAllAnimations];
return;
}
//
self.frame =CGRectMake(0, 0, parentView.bounds.size.width, parentView.bounds.size.height);
[self setup];
//
[self addSubview:self.firstLine];
self.firstLine.frame = self.bounds;
CGFloat firstLineWidth = 5 / [UIScreen mainScreen].scale;
self.firstShapeLayer = [self generateShaperLayerWithLineWidth:firstLineWidth];
self.firstLine.layer.mask = self.firstShapeLayer;
//
[self addSubview:self.secondLine];
self.secondLine.frame = self.bounds;
CGFloat secondLineWidth = 4 / [UIScreen mainScreen].scale;
self.secondShapeLayer = [self generateShaperLayerWithLineWidth:secondLineWidth];
self.secondLine.layer.mask = self.secondShapeLayer;
//
[self addSubview:self.fillLayerImage];
_fillLayerImage.frame = self.bounds;
_fillLayerImage.layer.mask = self.fillShapeLayer;
//
[self updateMeters];
}
-(void)startVoiceWave
{
if (_isStopAnimating) {
return;
}
[self setup];
if (_voiceWaveRunLoop) {
[self.displayLink invalidate];
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(invokeWaveCallback)];
[self.displayLink addToRunLoop:_voiceWaveRunLoop forMode:NSRunLoopCommonModes];
}else {
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.3*NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
if (_voiceWaveRunLoop) {
[self.displayLink invalidate];
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(invokeWaveCallback)];
[self.displayLink addToRunLoop:_voiceWaveRunLoop forMode:NSRunLoopCommonModes];
}
});
}
}
-(void)stopVoiceWave
{
if (_isStopAnimating) {
return;
}
[self.layer removeAllAnimations];
_isStopAnimating = YES;
}
-(void)changeVolume:(CGFloat)volume
{
@synchronized (self) {
_lastVolume = _currentVolume;
_currentVolume = volume;
//
NSArray* volumeArray = [self generatePointsOfSize:6 withPowFactor:1 fromStartY:_lastVolume toEndY:_currentVolume];
[self.volumeQueue pushVolumeWithArray:volumeArray];
}
}
-(void)removeFromParent
{
[_displayLink invalidate];
[self removeFromSuperview];
}
-(void)invokeWaveCallback
{
[self updateMeters];
}
-(void)updateMeters
{
CGFloat volume = [self.volumeQueue popVolume];
if (volume > 0) {
_middleVolume = volume;
}else {
_middleVolume -= 0.01;
}
_phase += _phaseShift;
_amplitude = fmax(_middleVolume, _idleAmplitude);
if (_isStopAnimating) {
_stopAnimationRatio -=0.05;
_stopAnimationRatio = fmax(_stopAnimationRatio, 0.01);
if (_stopAnimationRatio == 0.01) {
[self animationStopped];
}
}
_firstLayerPath = nil;
_secondLayerPath = nil;
_firstLayerPath = [self generateBezierPathWithFrequency:_frequencyFirst maxAmplitude:_maxAmplitude phase:_phase];
_secondLayerPath = [self generateBezierPathWithFrequency:_frequencySecond maxAmplitude:_maxAmplitude * 0.8 phase:_phase+3];
//
NSDictionary* dic = @{@"firstPath":_firstLayerPath,@"secondPath":_secondLayerPath};
[self performSelectorOnMainThread:@selector(updateShapeLayerPath:) withObject:dic waitUntilDone:NO];
}
-(void)updateShapeLayerPath:(NSDictionary*)dic
{
UIBezierPath* firstPath = [dic objectForKey:@"firstPath"];
_firstShapeLayer.path = firstPath.CGPath;
UIBezierPath* secondPath = [dic objectForKey:@"secondPath"];
_secondShapeLayer.path = secondPath.CGPath;
if (firstPath && secondPath) {
UIBezierPath* fillPath = [UIBezierPath bezierPathWithCGPath:firstPath.CGPath];
[fillPath appendPath:secondPath];
[fillPath closePath];
_fillShapeLayer.path = fillPath.CGPath;
}
}
-(void)animationStopped
{
[self.displayLink invalidate];
_isStopAnimating = NO;
//
self.layer.mask = nil;
_lastVolume = 0.0;
_currentVolume = 0.0;
_middleVolume = 0.05;
[_volumeQueue cleanQueue];
}
#pragma mark - generate
-(CAShapeLayer*)generateShaperLayerWithLineWidth:(CGFloat)lineWidth
{
CAShapeLayer* waveLine = [CAShapeLayer layer];
waveLine.lineCap = kCALineCapButt;
waveLine.lineJoin = kCALineJoinRound;
waveLine.strokeColor = [UIColor redColor].CGColor;
waveLine.fillColor = [UIColor clearColor].CGColor;
waveLine.lineWidth = lineWidth;
waveLine.backgroundColor = [UIColor clearColor].CGColor;
return waveLine;
}
/** 根据频率,最大振幅,相位等信息,得到代表当前音量的波形
*/
-(UIBezierPath*)generateBezierPathWithFrequency:(CGFloat)frequency maxAmplitude:(CGFloat)maxAmplitude phase:(CGFloat)phase
{
UIBezierPath* waveLinePath = [UIBezierPath bezierPath];
CGFloat normedAmplitude = fmin(_amplitude, 1.0);//振幅百分比,最高只能是1
//按X轴粒度连接多个点,拼接在一起,形成类似曲线的波形
for (CGFloat x = _beginX; x < _maxWidth; x += _density) {
CGFloat scaling = (1+cosf(M_PI+(x/_maxWidth)*2*M_PI))/2;
CGFloat y = scaling * _maxAmplitude * normedAmplitude * _stopAnimationRatio * sinf(2 * M_PI * (x / _waveWidth) * frequency + phase) + (_waveHeight * 0.5);
if (_beginX == x) {
[waveLinePath moveToPoint:CGPointMake(x, y)];
}else {
[waveLinePath addLineToPoint:CGPointMake(x, y)];
}
}
return waveLinePath;
}
/**插值方法,在相邻的两个值中间,插入若干个值,使波形切换时过渡更平滑*/
-(NSArray*)generatePointsOfSize:(NSInteger)size withPowFactor:(CGFloat)factor fromStartY:(CGFloat)startY toEndY:(CGFloat)endY
{
BOOL factorValid = factor < 2 && factor > 0 && factor != 0;
BOOL startYValid = 0 <= startY && startY <= 1;
BOOL endYValid = 0 <= endY && endY <= 1;
if (!(factorValid && startYValid && endYValid)) {
return nil;
}
//
NSMutableArray* mArray = [NSMutableArray arrayWithCapacity:size];
CGFloat startX,endX;
startX = pow(startY, 1/factor);
endX = pow(endY, 1/factor);
//
CGFloat pieceOfX = (endX - startX) / size;
CGFloat x,y;
[mArray addObject:[NSNumber numberWithFloat:startY]];
for (int i = 1; i < size; ++i) {
x = startX + pieceOfX * i;
y = pow(x, factor);
[mArray addObject:[NSNumber numberWithFloat:y]];
}
return [mArray copy];
}
#pragma mark - getter
-(UIImageView*)firstLine
{
if (!_firstLine) {
self.firstLine = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"pic_firstLine.png"]];
_firstLine.layer.masksToBounds = YES;
}
return _firstLine;
}
-(UIImageView*)secondLine
{
if (!_secondLine) {
self.secondLine = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"pic_secondLine.png"]];
_secondLine.layer.masksToBounds = YES;
_secondLine.alpha = 0.6;
}
return _secondLine;
}
-(UIImageView*)fillLayerImage
{
if (!_fillLayerImage) {
self.fillLayerImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"pic_fill.png"]];
_fillLayerImage.layer.masksToBounds = YES;
_fillLayerImage.alpha = 0.2;
}
return _fillLayerImage;
}
-(CAShapeLayer*)fillShapeLayer
{
if (!_fillShapeLayer) {
self.fillShapeLayer = [CAShapeLayer layer];
_fillShapeLayer.lineCap = kCALineCapButt;
_fillShapeLayer.lineJoin = kCALineJoinRound;
_fillShapeLayer.strokeColor = [UIColor clearColor].CGColor;
_fillShapeLayer.fillColor = [UIColor redColor].CGColor;
_fillShapeLayer.fillRule = @"even-odd";
_fillShapeLayer.lineWidth = 2;
_fillShapeLayer.backgroundColor = [UIColor clearColor].CGColor;
}
return _fillShapeLayer;
}
-(MCVolumeQueue*)volumeQueue
{
if (!_volumeQueue) {
self.volumeQueue = [[MCVolumeQueue alloc] init];
}
return _volumeQueue;
}
@end
以上部分代码涉及公司机密,不方便把全部源码贴出,我在Github上贴出的是通过捕捉麦克风输入的音频的波形,如果有改进建议或者疑问的话,可以联系我,感谢分享! 效果图:
这是用AVAudioRecord获取麦克风的音频,获取PCM数据进行处理后,得到的效果图如下:
####参考资料链接 音量分贝计算:http://www.cnblogs.com/karlchen/archive/2007/04/10/707478.html 贝塞尔曲线:http://blog.csdn.net/likendsl/article/details/7852658 附上函数图像绘制工具