objective-c - todos - lista ios
WaveForm en IOS (5)
Esta es mi respuesta, gracias a todo geek.
obj-c
Aquí está el código:
-(void) listenerData:(NSNotification *) notify
{
int resnum=112222;
unsigned int bitsum=0;
for(int i=0;i<4;i++)
{
bitsum+=(resnum>>(i*8))&0xff;
}
bitsum=bitsum&0xff;
NSString * check=[NSString stringWithFormat:@"%x %x",resnum,bitsum];
check=nil;
self.drawData=notify.object;``
[self setNeedsDisplay];
}
-(void)drawRect:(CGRect)rect
{
NSArray *data=self.drawData;
NSData *tdata=[data objectAtIndex:0];
double *srcdata=(double*)tdata.bytes;
int datacount=tdata.length/sizeof(double);
tdata=[data objectAtIndex:1];
double *coveddata=(double*)tdata.bytes;
CGContextRef context=UIGraphicsGetCurrentContext();
CGRect bounds=self.bounds;
CGContextClearRect(context, bounds);
CGFloat midpos=bounds.size.height/2;
CGContextBeginPath(context);
const double scale=1.0/100;
CGFloat step=bounds.size.width/(datacount-1);
CGContextMoveToPoint(context, 0, midpos);
CGFloat xpos=0;
for(int i=0;i<datacount;i++)
{
CGContextAddLineToPoint(context, xpos, midpos-srcdata[i]*scale);
xpos+=step;
}
CGContextAddLineToPoint(context, bounds.size.width, midpos);
CGContextClosePath(context);
CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 1.0);
CGContextFillPath(context);
CGContextBeginPath(context);
const double scale2=1.0/100;
CGContextMoveToPoint(context, 0, midpos);
xpos=0;
for(int i=0;i<datacount;i++)
{
CGContextAddLineToPoint(context, xpos, midpos+coveddata[i]*scale2);
xpos+=step;
}
CGContextAddLineToPoint(context, bounds.size.width, midpos);
CGContextClosePath(context);
CGContextSetRGBFillColor(context, 1.0, 0.0, 1.0, 1.0);
CGContextFillPath(context);
}
Estoy buscando cómo dibujar la amplitud del sonido.
Encontré http://supermegaultragroovy.com/2009/10/06/drawing-waveforms/ pero tengo algunos problemas. ¿Cómo obtener una lista de valores de punto flotante que representan el audio?
Este es el código que he usado para convertir mis datos de audio (archivo de audio) en una representación de punto flotante y guardarlos en una matriz.
-(void) PrintFloatDataFromAudioFile {
NSString * name = @"Filename"; //YOUR FILE NAME
NSString * source = [[NSBundle mainBundle] pathForResource:name ofType:@"m4a"]; // SPECIFY YOUR FILE FORMAT
const char *cString = [source cStringUsingEncoding:NSASCIIStringEncoding];
CFStringRef str = CFStringCreateWithCString(
NULL,
cString,
kCFStringEncodingMacRoman
);
CFURLRef inputFileURL = CFURLCreateWithFileSystemPath(
kCFAllocatorDefault,
str,
kCFURLPOSIXPathStyle,
false
);
ExtAudioFileRef fileRef;
ExtAudioFileOpenURL(inputFileURL, &fileRef);
AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100; // GIVE YOUR SAMPLING RATE
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kLinearPCMFormatFlagIsFloat;
audioFormat.mBitsPerChannel = sizeof(Float32) * 8;
audioFormat.mChannelsPerFrame = 1; // Mono
audioFormat.mBytesPerFrame = audioFormat.mChannelsPerFrame * sizeof(Float32); // == sizeof(Float32)
audioFormat.mFramesPerPacket = 1;
audioFormat.mBytesPerPacket = audioFormat.mFramesPerPacket * audioFormat.mBytesPerFrame; // = sizeof(Float32)
// 3) Apply audio format to the Extended Audio File
ExtAudioFileSetProperty(
fileRef,
kExtAudioFileProperty_ClientDataFormat,
sizeof (AudioStreamBasicDescription), //= audioFormat
&audioFormat);
int numSamples = 1024; //How many samples to read in at a time
UInt32 sizePerPacket = audioFormat.mBytesPerPacket; // = sizeof(Float32) = 32bytes
UInt32 packetsPerBuffer = numSamples;
UInt32 outputBufferSize = packetsPerBuffer * sizePerPacket;
// So the lvalue of outputBuffer is the memory location where we have reserved space
UInt8 *outputBuffer = (UInt8 *)malloc(sizeof(UInt8 *) * outputBufferSize);
AudioBufferList convertedData ;//= malloc(sizeof(convertedData));
convertedData.mNumberBuffers = 1; // Set this to 1 for mono
convertedData.mBuffers[0].mNumberChannels = audioFormat.mChannelsPerFrame; //also = 1
convertedData.mBuffers[0].mDataByteSize = outputBufferSize;
convertedData.mBuffers[0].mData = outputBuffer; //
UInt32 frameCount = numSamples;
float *samplesAsCArray;
int j =0;
double floatDataArray[882000] ; // SPECIFY YOUR DATA LIMIT MINE WAS 882000 , SHOULD BE EQUAL TO OR MORE THAN DATA LIMIT
while (frameCount > 0) {
ExtAudioFileRead(
fileRef,
&frameCount,
&convertedData
);
if (frameCount > 0) {
AudioBuffer audioBuffer = convertedData.mBuffers[0];
samplesAsCArray = (float *)audioBuffer.mData; // CAST YOUR mData INTO FLOAT
for (int i =0; i<1024 /*numSamples */; i++) { //YOU CAN PUT numSamples INTEAD OF 1024
floatDataArray[j] = (double)samplesAsCArray[i] ; //PUT YOUR DATA INTO FLOAT ARRAY
printf("/n%f",floatDataArray[j]); //PRINT YOUR ARRAY''S DATA IN FLOAT FORM RANGING -1 TO +1
j++;
}
}
}}
Gracias a todos.
Encontré este ejemplo aquí: dibujar formas de onda con AVAssetReader , cambiarlo y desarrollar una nueva clase basada en.
Esta clase devuelve UIImageView.
//.h file
#import <UIKit/UIKit.h>
@interface WaveformImageVew : UIImageView{
}
-(id)initWithUrl:(NSURL*)url;
- (NSData *) renderPNGAudioPictogramLogForAssett:(AVURLAsset *)songAsset;
@end
//.m file
#import "WaveformImageVew.h"
#define absX(x) (x<0?0-x:x)
#define minMaxX(x,mn,mx) (x<=mn?mn:(x>=mx?mx:x))
#define noiseFloor (-50.0)
#define decibel(amplitude) (20.0 * log10(absX(amplitude)/32767.0))
#define imgExt @"png"
#define imageToData(x) UIImagePNGRepresentation(x)
@implementation WaveformImageVew
-(id)initWithUrl:(NSURL*)url{
if(self = [super init]){
AVURLAsset * urlA = [AVURLAsset URLAssetWithURL:url options:nil];
[self setImage:[UIImage imageWithData:[self renderPNGAudioPictogramLogForAssett:urlA]]];
}
return self;
}
-(UIImage *) audioImageLogGraph:(Float32 *) samples
normalizeMax:(Float32) normalizeMax
sampleCount:(NSInteger) sampleCount
channelCount:(NSInteger) channelCount
imageHeight:(float) imageHeight {
CGSize imageSize = CGSizeMake(sampleCount, imageHeight);
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor blackColor].CGColor);
CGContextSetAlpha(context,1.0);
CGRect rect;
rect.size = imageSize;
rect.origin.x = 0;
rect.origin.y = 0;
CGColorRef leftcolor = [[UIColor whiteColor] CGColor];
CGColorRef rightcolor = [[UIColor redColor] CGColor];
CGContextFillRect(context, rect);
CGContextSetLineWidth(context, 1.0);
float halfGraphHeight = (imageHeight / 2) / (float) channelCount ;
float centerLeft = halfGraphHeight;
float centerRight = (halfGraphHeight*3) ;
float sampleAdjustmentFactor = (imageHeight/ (float) channelCount) / (normalizeMax - noiseFloor) / 2;
for (NSInteger intSample = 0 ; intSample < sampleCount ; intSample ++ ) {
Float32 left = *samples++;
float pixels = (left - noiseFloor) * sampleAdjustmentFactor;
CGContextMoveToPoint(context, intSample, centerLeft-pixels);
CGContextAddLineToPoint(context, intSample, centerLeft+pixels);
CGContextSetStrokeColorWithColor(context, leftcolor);
CGContextStrokePath(context);
if (channelCount==2) {
Float32 right = *samples++;
float pixels = (right - noiseFloor) * sampleAdjustmentFactor;
CGContextMoveToPoint(context, intSample, centerRight - pixels);
CGContextAddLineToPoint(context, intSample, centerRight + pixels);
CGContextSetStrokeColorWithColor(context, rightcolor);
CGContextStrokePath(context);
}
}
// Create new image
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// Tidy up
UIGraphicsEndImageContext();
return newImage;
}
- (NSData *) renderPNGAudioPictogramLogForAssett:(AVURLAsset *)songAsset {
NSError * error = nil;
AVAssetReader * reader = [[AVAssetReader alloc] initWithAsset:songAsset error:&error];
AVAssetTrack * songTrack = [songAsset.tracks objectAtIndex:0];
NSDictionary* outputSettingsDict = [[NSDictionary alloc] initWithObjectsAndKeys:
[NSNumber numberWithInt:kAudioFormatLinearPCM],AVFormatIDKey,
// [NSNumber numberWithInt:44100.0],AVSampleRateKey, /*Not Supported*/
// [NSNumber numberWithInt: 2],AVNumberOfChannelsKey, /*Not Supported*/
[NSNumber numberWithInt:16],AVLinearPCMBitDepthKey,
[NSNumber numberWithBool:NO],AVLinearPCMIsBigEndianKey,
[NSNumber numberWithBool:NO],AVLinearPCMIsFloatKey,
[NSNumber numberWithBool:NO],AVLinearPCMIsNonInterleaved,
nil];
AVAssetReaderTrackOutput* output = [[AVAssetReaderTrackOutput alloc] initWithTrack:songTrack outputSettings:outputSettingsDict];
[reader addOutput:output];
[output release];
UInt32 sampleRate,channelCount;
NSArray* formatDesc = songTrack.formatDescriptions;
for(unsigned int i = 0; i < [formatDesc count]; ++i) {
CMAudioFormatDescriptionRef item = (CMAudioFormatDescriptionRef)[formatDesc objectAtIndex:i];
const AudioStreamBasicDescription* fmtDesc = CMAudioFormatDescriptionGetStreamBasicDescription (item);
if(fmtDesc ) {
sampleRate = fmtDesc->mSampleRate;
channelCount = fmtDesc->mChannelsPerFrame;
// NSLog(@"channels:%u, bytes/packet: %u, sampleRate %f",fmtDesc->mChannelsPerFrame, fmtDesc->mBytesPerPacket,fmtDesc->mSampleRate);
}
}
UInt32 bytesPerSample = 2 * channelCount;
Float32 normalizeMax = noiseFloor;
NSLog(@"normalizeMax = %f",normalizeMax);
NSMutableData * fullSongData = [[NSMutableData alloc] init];
[reader startReading];
UInt64 totalBytes = 0;
Float64 totalLeft = 0;
Float64 totalRight = 0;
Float32 sampleTally = 0;
NSInteger samplesPerPixel = sampleRate / 50;
while (reader.status == AVAssetReaderStatusReading){
AVAssetReaderTrackOutput * trackOutput = (AVAssetReaderTrackOutput *)[reader.outputs objectAtIndex:0];
CMSampleBufferRef sampleBufferRef = [trackOutput copyNextSampleBuffer];
if (sampleBufferRef){
CMBlockBufferRef blockBufferRef = CMSampleBufferGetDataBuffer(sampleBufferRef);
size_t length = CMBlockBufferGetDataLength(blockBufferRef);
totalBytes += length;
NSAutoreleasePool *wader = [[NSAutoreleasePool alloc] init];
NSMutableData * data = [NSMutableData dataWithLength:length];
CMBlockBufferCopyDataBytes(blockBufferRef, 0, length, data.mutableBytes);
SInt16 * samples = (SInt16 *) data.mutableBytes;
int sampleCount = length / bytesPerSample;
for (int i = 0; i < sampleCount ; i ++) {
Float32 left = (Float32) *samples++;
left = decibel(left);
left = minMaxX(left,noiseFloor,0);
totalLeft += left;
Float32 right;
if (channelCount==2) {
right = (Float32) *samples++;
right = decibel(right);
right = minMaxX(right,noiseFloor,0);
totalRight += right;
}
sampleTally++;
if (sampleTally > samplesPerPixel) {
left = totalLeft / sampleTally;
if (left > normalizeMax) {
normalizeMax = left;
}
// NSLog(@"left average = %f, normalizeMax = %f",left,normalizeMax);
[fullSongData appendBytes:&left length:sizeof(left)];
if (channelCount==2) {
right = totalRight / sampleTally;
if (right > normalizeMax) {
normalizeMax = right;
}
[fullSongData appendBytes:&right length:sizeof(right)];
}
totalLeft = 0;
totalRight = 0;
sampleTally = 0;
}
}
[wader drain];
CMSampleBufferInvalidate(sampleBufferRef);
CFRelease(sampleBufferRef);
}
}
NSData * finalData = nil;
if (reader.status == AVAssetReaderStatusFailed || reader.status == AVAssetReaderStatusUnknown){
// Something went wrong. Handle it.
}
if (reader.status == AVAssetReaderStatusCompleted){
// You''re done. It worked.
NSLog(@"rendering output graphics using normalizeMax %f",normalizeMax);
UIImage *test = [self audioImageLogGraph:(Float32 *) fullSongData.bytes
normalizeMax:normalizeMax
sampleCount:fullSongData.length / (sizeof(Float32) * 2)
channelCount:2
imageHeight:100];
finalData = imageToData(test);
}
[fullSongData release];
[reader release];
return finalData;
}
@end
He estado leyendo tu pregunta y he creado un control para esto. Se ve como esto:
Código aquí:
github.com/fulldecent/FDWaveformView
Discusión aquí:
https://www.cocoacontrols.com/controls/fdwaveformview
ACTUALIZACIÓN 2015-01-29 : Este proyecto va fuerte y hace lanzamientos consistentes. Gracias por SO por toda la exposición!
Puedo darle una referencia de la que he implementado en mi aplicación. Era el ejemplo de Apple. Este es el ejemplo de AurioTouch
que analiza 3 tipos de audio sonoro. Apple aún no ha proporcionado para analizar directamente las ondas de audio ... por lo que este ejemplo también utiliza el micrófono para analizar el sonido ...
Entre los 3 solo he usado un osciloscopio para analizar el efecto de amplitud. Tengo que cambiar ese código drásticamente para que coincida con mi requisito, así que mucha suerte si va a usar ...
También puede ver un ejemplo más utilizando dicha amplitud: SpeakHere of Apple