NEED: I have an audio queue and two AudioQueueBuffer
. How can I play
NO.2 AudioQueueBuffer
immediately in the midst of NO.1 AudioQueueBuffer
playing.
I have tried AudioQueueStop
or AudioQueueReset
. it take a long time to process, NO.2 AudioQueueBuffer
playing too late.
-(void)playBuffer:(AudioBuffer *)buffer format:(const AudioStreamBasicDescription *)format
{
AudioQueueStop(_audioQueue, YES);//this line consuming too much time
AudioQueueDispose(_audioQueue, YES);
AudioQueueRef newAudioQueue;
AudioQueueBufferRef queueBuffer;
AudioQueueNewOutput(format, audioQueueOutputCallback, (__bridge void*)self,
nil, nil, 0, &newAudioQueue);
OSStatus status;
status = AudioQueueAllocateBuffer(newAudioQueue, buffer->mDataByteSize, &queueBuffer);
memcpy(queueBuffer->mAudioData, buffer->mData, buffer->mDataByteSize);
queueBuffer->mAudioDataByteSize=buffer->mDataByteSize;
status = AudioQueueEnqueueBuffer(newAudioQueue, queueBuffer, 0, NULL);
Float32 gain=1.0;
AudioQueueSetParameter(newAudioQueue, kAudioQueueParam_Volume, gain);
AudioQueueStart(newAudioQueue, nil);
AudioQueueFreeBuffer(newAudioQueue, queueBuffer);
_audioQueue = newAudioQueue;
}
so my question is:Is it possible audio queue
play next audio buffer immediately?Or Is audio queue
don't match this task And I need a alternative?
finally I just dispose audioQueue asynchronously. But I think AVAudioUint
maybe a better solution for my situation.
- (void)playBuffer:(AudioBuffer *)buffer format:(const AudioStreamBasicDescription *)format
{
oldAudioQueue = _audioQueue;
if (oldAudioQueue){
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
AudioQueuePause(oldAudioQueue);
//AudioQueueStop(oldAudioQueue, YES);//this line consuming too much time, will barries thread
AudioQueueDispose(oldAudioQueue, YES);
oldAudioQueue = nil;
});
}
AudioQueueRef newAudioQueue;
AudioQueueBufferRef queueBuffer;
AudioQueueNewOutput(format, audioQueueOutputCallback, (__bridge void*)self,
nil, nil, 0, &newAudioQueue);
OSStatus status;
status = AudioQueueAllocateBuffer(newAudioQueue, buffer->mDataByteSize, &queueBuffer);
memcpy(queueBuffer->mAudioData, buffer->mData, buffer->mDataByteSize);
queueBuffer->mAudioDataByteSize=buffer->mDataByteSize;
status = AudioQueueEnqueueBuffer(newAudioQueue, queueBuffer, 0, NULL);
Float32 gain=1.0;
AudioQueueSetParameter(newAudioQueue, kAudioQueueParam_Volume, gain);
AudioQueueStart(newAudioQueue, nil);
AudioQueueFreeBuffer(newAudioQueue, queueBuffer);
_audioQueue = newAudioQueue;
}