我不熟悉 iPhone 音频 API,但它似乎与其他 API 类似,通常您会排队多个缓冲区,这样当系统处理完第一个缓冲区时,它可以立即开始处理下一个缓冲区(因为它已经排队)而第一个缓冲区上的完成回调正在执行。
就像是:
AudioQueueRef aq;
AudioQueueBufferRef aq_buffer[2];
AudioStreamBasicDescription asbd;
void aq_callback (void *aqData, AudioQueueRef inAQ, AudioQueueBufferRef inBuffer) {
// note that the callback tells us which buffer has been completed, so all
// we have to do is queue it back up
OSStatus s = AudioQueueEnqueueBuffer(aq, inBuffer, 0, NULL);
}
void aq_init(void) {
OSStatus s;
asbd.mSampleRate = AUDIO_SAMPLES_PER_S;
asbd.mFormatID = kAudioFormatLinearPCM;
asbd.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
asbd.mBytesPerPacket = 1;
asbd.mFramesPerPacket = 1;
asbd.mBytesPerFrame = 1;
asbd.mChannelsPerFrame = 1;
asbd.mBitsPerChannel = 8;
asbd.mReserved = 0;
int PPM_PACKETS_PER_SECOND = 50;
// one buffer is as long as one PPM frame
int BUFFER_SIZE_BYTES = asbd.mSampleRate/PPM_PACKETS_PER_SECOND*asbd.mBytesPerFrame;
s = AudioQueueNewOutput(&asbd, aq_callback, NULL, CFRunLoopGetCurrent(), kCFRunLoopCommonModes, 0, &aq);
s = AudioQueueAllocateBuffer(aq, BUFFER_SIZE_BYTES, &aq_buffer[0]);
s = AudioQueueAllocateBuffer(aq, BUFFER_SIZE_BYTES, &aq_buffer[1]);
// put samples in the buffer - fill both buffers
buffer_data(my_data, aq_buffer[0]);
buffer_data(my_data, aq_buffer[1]);
s = AudioQueueStart(aq, NULL);
s = AudioQueueEnqueueBuffer(aq, aq_buffer[0], 0, NULL);
s = AudioQueueEnqueueBuffer(aq, aq_buffer[1], 0, NULL);
}