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网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。
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import fs from '@ohos.file.fs';
let context = getContext(this);
async function read() {
const bufferSize: number = await audioRenderer.getBufferSize();
let path = context.filesDir;
const filePath = path + '/voice_call_data.wav';
let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
let buf = new ArrayBuffer(bufferSize);
let readsize: number = await fs.read(file.fd, buf);
let writeSize: number = await audioRenderer.write(buf);
}
import { BusinessError } from '@ohos.base';
audioRenderer.stop((err: BusinessError) => {
if (err) {
console.error(`Renderer stop failed, code is ${err.code}, message is ${err.message}`);
} else {
console.info('Renderer stopped.');
}
});
import { BusinessError } from '@ohos.base';
audioRenderer.release((err: BusinessError) => {
if (err) {
console.error(`Renderer release failed, code is ${err.code}, message is ${err.message}`);
} else {
console.info('Renderer released.');
}
});
下面展示了使用AudioRenderer渲染音频文件的示例代码。
import audio from '@ohos.multimedia.audio'; import fs from '@ohos.file.fs'; const TAG = 'AudioRendererDemo'; let context = getContext(this); let renderModel: audio.AudioRenderer | undefined = undefined; let audioStreamInfo: audio.AudioStreamInfo = { samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // 采样率 channels: audio.AudioChannel.CHANNEL_2, // 通道 sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式 encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式 } let audioRendererInfo: audio.AudioRendererInfo = { usage: audio.StreamUsage.STREAM_USAGE_MUSIC, // 音频流使用类型 rendererFlags: 0 // 音频渲染器标志 } let audioRendererOptions: audio.AudioRendererOptions = { streamInfo: audioStreamInfo, rendererInfo: audioRendererInfo } // 初始化,创建实例,设置监听事件 async function init() { audio.createAudioRenderer(audioRendererOptions, (err, renderer) => { // 创建AudioRenderer实例 if (!err) { console.info(`${TAG}: creating AudioRenderer success`); renderModel = renderer; if (renderModel !== undefined) { (renderModel as audio.AudioRenderer).on('stateChange', (state: audio.AudioState) => { // 设置监听事件,当转换到指定的状态时触发回调 if (state == 2) { console.info('audio renderer state is: STATE_RUNNING'); } }); (renderModel as audio.AudioRenderer).on('markReach', 1000, (position: number) => { // 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 function start() { if (renderModel !== undefined) { let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; if (stateGroup.indexOf((renderModel as audio.AudioRenderer).state.valueOf()) === -1) { // 当且仅当状态为prepared、paused和stopped之一时才能启动渲染 console.error(TAG + 'start failed'); return; } await (renderModel as audio.AudioRenderer).start(); // 启动渲染 const bufferSize = await (renderModel as audio.AudioRenderer).getBufferSize(); let path = context.filesDir; const filePath = path + '/test.wav'; // 使用沙箱路径获取文件,实际路径为/data/storage/el2/base/haps/entry/files/test.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); class Options { offset: number = 0; length: number = 0 } for (let i = 0; i < len; i++) { let options: 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: number = await (renderModel as audio.AudioRenderer).write(buf); if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_RELEASED) { // 如果渲染器状态为released,关闭资源 fs.close(file); } if ((renderModel as audio.AudioRenderer).state.valueOf() === 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 (renderModel as audio.AudioRenderer).stop(); } } } } } // 暂停渲染 async function pause() { if (renderModel !== undefined) { // 只有渲染器状态为running的时候才能暂停 if ((renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_RUNNING) { console.info('Renderer is not running'); return; } await (renderModel as audio.AudioRenderer).pause(); // 暂停渲染 if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_PAUSED) { console.info('Renderer is paused.'); } else { console.error('Pausing renderer failed.'); } } } // 停止渲染 async function stop() { if (renderModel !== undefined) { // 只有渲染器状态为running或paused的时候才可以停止 if ((renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_RUNNING && (renderModel as audio.AudioRenderer).state.valueOf() !== audio.AudioState.STATE_PAUSED) { console.info('Renderer is not running or paused.'); return; } await (renderModel as audio.AudioRenderer).stop(); // 停止渲染 if ((renderModel as audio.AudioRenderer).state.valueOf() === audio.AudioState.STATE_STOPPED) { console.info('Renderer stopped.'); } else { console.error('Stopping renderer failed.'); } } } // 销毁实例,释放资源 async function release() { if (renderModel !== undefined) { // 渲染器状态不是released状态,才能release if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) { console.info('Renderer already released'); return; } await renderModel.release(); // 释放资源 if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) { console.info('Renderer released'); } else { console.error('Renderer release failed.'); } } }
当同优先级或高优先级音频流要使用输出设备时,当前音频流会被中断,应用可以自行响应中断事件并做出处理。具体的音频并发处理方式可参考多音频播放的并发策略。
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