AFSoundManager

iOS audio playing (both local and streaming) and recording made easy through a complete and block-driven Objective-C class. AFSoundManager uses AudioToolbox and AVFoundation frameworks to serve the audio. You can pick a local file or you can use a URL to stream the audio, the choice is up to you.

这是一个用block方式编写的简单易用的iOS音频播放(支持本地与流媒体方式) 以及录制的类。AFSoundManager使用了AudioToolbox、AVFoundation框架来处理音频。你可以使用一个本地的文件,或者 是一个网络上的URL流媒体音频,怎么用取决于你呢。

Installation

AFSoundManager is available on CocoaPods so you can get it by adding this line to your Podfile:

AFSoundManager支持CocoaPods,你可以添加以下一句话到Podfile中来使用:

pod 'AFSoundManager'

If you don't use CocoaPods, you will have to import these files into your project:

如果你不想使用CocoaPods,你可以导入以下几个头文件即可:

AFSoundManager.h
AFSoundManager.m
AFAudioRouter.h
AFAudioRouter.m

Also, you need to import the AudioToolbox framework and te AudioFoundation framework.

当然,你需要引入AudioToolbox与AudioFoundation框架。

Usage

First of all, make sure that you have imported the main class into the class where you are going to play audio.

首先,确保在你要使用的地方引入了以下头文件:

#import "AFSoundManager.h"

Then, you only need to call one method to start playing your audio.

然后,你只需要调用一个方法就可以播放音频了。

Local playing

If you need to play a local file, call -startPlayingLocalFileWithName:atPath:withCompletionBlock:. If you want to use the default path, just set it as nil.

如果你想播放以下本地的文件,调用-startPlayingLocalFileWithName:atPath:withCompletionBlock:方法,如果你想使用默认的路径,只需要将path设置成nil即可。

Example:

例如:

[[AFSoundManager sharedManager] startPlayingLocalFileWithName:@"filename.mp3" atPath:nil withCompletionBlock:^(int percentage, CGFloat elapsedTime, CGFloat timeRemaining, NSError *error) {

    if (!error)
        //This block will be fired when the audio progress increases in 1%
    } else {
        //Handle the error
    }
}];

Audio streaming

For remote audio, call -startStreamingRemoteAudioFromURL:andBlock:

如果要播放流媒体,调用-startStreamingRemoteAudioFromURL:andBlock:

Example:

例子:

[[AFSoundManager sharedManager] startStreamingRemoteAudioFromURL:@"http://www.example.com/audio/file.mp3" andBlock:^(int percentage, CGFloat elapsedTime, CGFloat timeRemaining, NSError *error) {

    if (!error)
        //This block will be fired when the audio progress increases in 1%
    } else {
        //Handle the error
    }
}];

Control

If you need to pause, resume or stop the current playing, guess what, there's a method for that!

如果你想要暂停,恢复或者停止当前播放的音频,猜猜怎么弄?用以下方法即可!

[[AFSoundManager sharedManager]pause];
[[AFSoundManager sharedManager]resume];
[[AFSoundManager sharedManager]stop];
[[AFSoundManager sharedManager]restart];

For going back or forward, you have to specify the second where to continue playing the audio by calling -moveToSecond:

如果要快进或者倒退,你需要指定在什么地方来继续播放,调用方法-moveToSecond:

For example, if you need to move the audio to the second 288, call

例如,你需要将音频快进到288s,调用

[[AFSoundManager sharedManager]moveToSecond:288];

If you are using a UISlider, for example, and you need to work with values between 0.000000 and 1.000000, don't you worry, we got it:

如果你想用一个UISlider,其取值范围是介于0.00000与1.00000之间,不用急,你可以这么用:

[[AFSoundManager sharedManager]moveToSection:0.345680]; //That will move the audio to the 34.568% of its total progress

You can also change the speed rate of the playing.

你也可以修改播放的速度。

[[AFSoundManager sharedManager]changeSpeedToRate:2.0];

The normal rate would be 1.0, while the half-speed playback would be 0.5 and the double speed playback 2.0

默认的播放速度是1.0,你也可以让播放速度变快(设置成2.0)或者是播放速度变慢(设置成0.5)

In order to change the volume, call -changeVolumeToValue: by passing a decimal number between 0.000000 (mute) and 1.000000 (maximum volume). Example:

修改音量的话,调用-changeVolumeToValue:,你传入的值介于0.00000-1.00000即可:

[[AFSoundManager sharedManager] changeVolumeToValue:0.750000]; //This will put the volume at 75%

Playing status

In order to get noticed of the playing status changes, you need to implement theAFSoundManagerDelegate by adding it to your class, just like other delegates.

为了获取到播放状态的变更,你需要实现theAFSoundManagerDelegate代理,就像使用其他代理方法一样。

Then, just implement the currentPlayingStatusChanged: method in the class you want to get notified about the status changes in.

然后,你只需要实现以下的方法currentPlayingStatusChanged:,在这个方法里面,你可以获取到状态值的变化。

-(void)currentPlayingStatusChanged:(AFSoundManagerStatus)status {

    switch (status) {

        case AFSoundManagerStatusFinished:
            //Playing got finished
            break;

        case AFSoundManagerStatusPaused:
            //Playing was paused
            break;

        case AFSoundManagerStatusPlaying:
            //Playing got started or resumed
            break;

        case AFSoundManagerStatusRestarted:
            //Playing got restarted
            break;

        case AFSoundManagerStatusStopped:
            //Playing got stopped
            break;
    }
}

Handle the change in each case.

你可以在每种状态中获取到事件。

Background playing

If you want to enable background playing, make sure you have Background Modes enabled on your project, under the Capabilities section:

如果你想要支持后台播放,确保你已经开启了后台播放,请在Capabilities这个地方进行设置:

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Also, add this information to your info.plist file:

然后,在你的info.plist文件中进行对应的设置:

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Output manage

AFSoundManager also lets you choose which device do you want to use to play the audio. I mean, even if you have your headphones plugged in, you can force the audio to play on the built-in speakers or play it through the headphones.

AFSoundManager支持让你选择用什么设备来播放音频,我的意思是,即使你插入了耳机,你也可以强制用你的喇叭来播放音频:

If the headphones (or any external speaker) are plugged in and you want to play it on the built-in speakers, call:

如果耳机插入了(或者是其他外放设备),这时候你还是想用内置的喇叭,调用:

[[AFSoundManager sharedManager] forceOutputToBuiltInSpeakers];

If you want to play it through the default device (in this case the headphones or the external speaker) call

如果你想使用默认的设备(这种情况下的意思是外部设备),调用:

[[AFSoundManager sharedManager] forceOutputToDefaultDevice];

And if you want to check if the headphones, or a external speaker, are currently plugged in on the device, check it with -areHeadphonesConnected. Example:

如果你想检测一下这个当前外部设备时候已经插入进来,用这个方法来检测:

if ([[AFSoundManager sharedManager] areHeadphonesConnected]) {
    //Headphones connected
} else {
    //Headphones NOT connected
}

Recording audio

Start recording audio from the device's microphone is easy peasy!

从设备录音是非常简单的呢!

[[AFSoundManager sharedManager] startRecordingAudioWithFileName:@"recording" andExtension:@"mp3" shouldStopAtSecond:25];

If you don't want recording to stop automatically, set shouldStopAtSecond as 0 or nil.

如果你不想录音的时候自动停止,将shouldStopAtSecond设置成0或者nil。

Control the recording

AFSoundManager let's you perform several actions with your current recording:

AFSoundManager给你提供了几种方法来控制当前的音频录制:

AFSoundManager

[[AFSoundManager sharedManager] pauseRecording]; // Pauses the current recording
[[AFSoundManager sharedManager] resumeRecording]; // Resumes the current recording (if it's paused)
[[AFSoundManager sharedManager] stopAndSaveRecording]; // Stops the current recording and closes the file
[[AFSoundManager sharedManager] deleteRecording]; // Delete the current recording (perform this before stoping it)

Lastly, to get the current recording duration, call -timeRecorded which will return a NSTimeInterval object.

最后,如果要获取当前的录音的时间,调用-timeRecorded这个方法,他会给你返回NSTimeInterval的对象。

License

AFSoundManager is under MIT license so feel free to use it!

AFSoundManager支持MIT协议,所以,你可以免费的使用!

原文地址:https://www.cnblogs.com/Yishu/p/4868536.html