# 开发音频通话功能 在音频通话场景下,音频输出(播放对端声音)和音频输入(录制本端声音)会同时进行,应用可以通过使用AudioRenderer来实现音频输出,通过使用AudioCapturer来实现音频输入,同时使用AudioRenderer和AudioCapturer即可实现音频通话功能。 在音频通话开始和结束时,应用可以自行检查当前的[音频场景模式](audio-call-overview.md#音频场景模式)和[铃声模式](audio-call-overview.md#铃声模式),以便采取合适的音频管理及提示策略。 以下代码示范了同时使用AudioRenderer和AudioCapturer实现音频通话功能的基本过程,其中未包含音频通话数据的传输过程,实际开发中,需要将网络传输来的对端通话数据解码播放,此处仅以读取音频文件的数据代替;同时需要将本端录制的通话数据编码打包,通过网络发送给对端,此处仅以将数据写入音频文件代替。 ## 使用AudioRenderer播放对端的通话声音 该过程与[使用AudioRenderer开发音频播放功能](using-audiorenderer-for-playback.md)过程相似,关键区别在于audioRendererInfo参数和音频数据来源。audioRendererInfo参数中,音频内容类型需设置为语音,CONTENT_TYPE_SPEECH,音频流使用类型需设置为语音通信,STREAM_USAGE_VOICE_COMMUNICATION。 ```ts import audio from '@ohos.multimedia.audio'; import fs from '@ohos.file.fs'; const TAG = 'VoiceCallDemoForAudioRenderer'; // 与使用AudioRenderer开发音频播放功能过程相似,关键区别在于audioRendererInfo参数和音频数据来源 export default class VoiceCallDemoForAudioRenderer { private renderModel = undefined; private 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 } private audioRendererInfo = { // 需使用通话场景相应的参数 content: audio.ContentType.CONTENT_TYPE_SPEECH, // 音频内容类型:语音 usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, // 音频流使用类型:语音通信 rendererFlags: 0 // 音频渲染器标志:默认为0即可 } private audioRendererOptions = { streamInfo: this.audioStreamInfo, rendererInfo: this.audioRendererInfo } // 初始化,创建实例,设置监听事件 init() { audio.createAudioRenderer(this.audioRendererOptions, (err, renderer) => { // 创建AudioRenderer实例 if (!err) { console.info(`${TAG}: creating AudioRenderer success`); this.renderModel = renderer; this.renderModel.on('stateChange', (state) => { // 设置监听事件,当转换到指定的状态时触发回调 if (state == 1) { console.info('audio renderer state is: STATE_PREPARED'); } if (state == 2) { console.info('audio renderer state is: STATE_RUNNING'); } }); this.renderModel.on('markReach', 1000, (position) => { // 订阅markReach事件,当渲染的帧数达到1000帧时触发回调 if (position == 1000) { console.info('ON Triggered successfully'); } }); } else { console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`); } }); } // 开始一次音频渲染 async start() { let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; if (stateGroup.indexOf(this.renderModel.state) === -1) { // 当且仅当状态为STATE_PREPARED、STATE_PAUSED和STATE_STOPPED之一时才能启动渲染 console.error(TAG + 'start failed'); return; } await this.renderModel.start(); // 启动渲染 const bufferSize = await this.renderModel.getBufferSize(); // 此处仅以读取音频文件的数据举例,实际音频通话开发中,需要读取的是通话对端传输来的音频数据 let context = getContext(this); let path = context.filesDir; const filePath = path + '/voice_call_data.wav'; // 沙箱路径,实际路径为/data/storage/el2/base/haps/entry/files/voice_call_data.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); for (let i = 0; i < len; i++) { let 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 = await new Promise((resolve, reject) => { this.renderModel.write(buf, (err, writeSize) => { if (err) { reject(err); } else { resolve(writeSize); } }); }); if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { // 如果渲染器状态为STATE_RELEASED,停止渲染 fs.close(file); await this.renderModel.stop(); } if (this.renderModel.state === 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 this.renderModel.stop(); } } } } // 暂停渲染 async pause() { // 只有渲染器状态为STATE_RUNNING的时候才能暂停 if (this.renderModel.state !== audio.AudioState.STATE_RUNNING) { console.info('Renderer is not running'); return; } await this.renderModel.pause(); // 暂停渲染 if (this.renderModel.state === audio.AudioState.STATE_PAUSED) { console.info('Renderer is paused.'); } else { console.error('Pausing renderer failed.'); } } // 停止渲染 async stop() { // 只有渲染器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止 if (this.renderModel.state !== audio.AudioState.STATE_RUNNING && this.renderModel.state !== audio.AudioState.STATE_PAUSED) { console.info('Renderer is not running or paused.'); return; } await this.renderModel.stop(); // 停止渲染 if (this.renderModel.state === audio.AudioState.STATE_STOPPED) { console.info('Renderer stopped.'); } else { console.error('Stopping renderer failed.'); } } // 销毁实例,释放资源 async release() { // 渲染器状态不是STATE_RELEASED状态,才能release if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { console.info('Renderer already released'); return; } await this.renderModel.release(); // 释放资源 if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { console.info('Renderer released'); } else { console.error('Renderer release failed.'); } } } ``` ## 使用AudioCapturer录制本端的通话声音 该过程与[使用AudioCapturer开发音频录制功能](using-audiocapturer-for-recording.md)过程相似,关键区别在于audioCapturerInfo参数和音频数据流向。audioCapturerInfo参数中音源类型需设置为语音通话,SOURCE_TYPE_VOICE_COMMUNICATION。 ```ts import audio from '@ohos.multimedia.audio'; import fs from '@ohos.file.fs'; const TAG = 'VoiceCallDemoForAudioCapturer'; // 与使用AudioCapturer开发音频录制功能过程相似,关键区别在于audioCapturerInfo参数和音频数据流向 export default class VoiceCallDemoForAudioCapturer { private audioCapturer = undefined; private audioStreamInfo = { samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_44100, // 采样率 channels: audio.AudioChannel.CHANNEL_1, // 通道 sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // 采样格式 encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // 编码格式 } private audioCapturerInfo = { // 需使用通话场景相应的参数 source: audio.SourceType.SOURCE_TYPE_VOICE_COMMUNICATION, // 音源类型:语音通话 capturerFlags: 0 // 音频采集器标志:默认为0即可 } private audioCapturerOptions = { streamInfo: this.audioStreamInfo, capturerInfo: this.audioCapturerInfo } // 初始化,创建实例,设置监听事件 init() { audio.createAudioCapturer(this.audioCapturerOptions, (err, capturer) => { // 创建AudioCapturer实例 if (err) { console.error(`Invoke createAudioCapturer failed, code is ${err.code}, message is ${err.message}`); return; } console.info(`${TAG}: create AudioCapturer success`); this.audioCapturer = capturer; this.audioCapturer.on('markReach', 1000, (position) => { // 订阅markReach事件,当采集的帧数达到1000时触发回调 if (position === 1000) { console.info('ON Triggered successfully'); } }); this.audioCapturer.on('periodReach', 2000, (position) => { // 订阅periodReach事件,当采集的帧数达到2000时触发回调 if (position === 2000) { console.info('ON Triggered successfully'); } }); }); } // 开始一次音频采集 async start() { let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; if (stateGroup.indexOf(this.audioCapturer.state) === -1) { // 当且仅当状态为STATE_PREPARED、STATE_PAUSED和STATE_STOPPED之一时才能启动采集 console.error(`${TAG}: start failed`); return; } await this.audioCapturer.start(); // 启动采集 // 此处仅以将音频数据写入文件举例,实际音频通话开发中,需要将本端采集的音频数据编码打包,通过网络发送给通话对端 let context = getContext(this); const path = context.filesDir + '/voice_call_data.wav'; // 采集到的音频文件存储路径 let file = fs.openSync(path, 0o2 | 0o100); // 如果文件不存在则创建文件 let fd = file.fd; let numBuffersToCapture = 150; // 循环写入150次 let count = 0; while (numBuffersToCapture) { let bufferSize = await this.audioCapturer.getBufferSize(); let buffer = await this.audioCapturer.read(bufferSize, true); let options = { offset: count * bufferSize, length: bufferSize }; if (buffer === undefined) { console.error(`${TAG}: read buffer failed`); } else { let number = fs.writeSync(fd, buffer, options); console.info(`${TAG}: write date: ${number}`); } numBuffersToCapture--; count++; } } // 停止采集 async stop() { // 只有采集器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止 if (this.audioCapturer.state !== audio.AudioState.STATE_RUNNING && this.audioCapturer.state !== audio.AudioState.STATE_PAUSED) { console.info('Capturer is not running or paused'); return; } await this.audioCapturer.stop(); // 停止采集 if (this.audioCapturer.state === audio.AudioState.STATE_STOPPED) { console.info('Capturer stopped'); } else { console.error('Capturer stop failed'); } } // 销毁实例,释放资源 async release() { // 采集器状态不是STATE_RELEASED或STATE_NEW状态,才能release if (this.audioCapturer.state === audio.AudioState.STATE_RELEASED || this.audioCapturer.state === audio.AudioState.STATE_NEW) { console.info('Capturer already released'); return; } await this.audioCapturer.release(); // 释放资源 if (this.audioCapturer.state == audio.AudioState.STATE_RELEASED) { console.info('Capturer released'); } else { console.error('Capturer release failed'); } } } ``` ## 相关实例 针对音频通话开发,有以下相关实例可供参考: - [音频通话示例(ArkTS)(Full SDK)(API9)](https://gitee.com/openharmony/applications_app_samples/tree/master/code/BasicFeature/Media/VoiceCallDemo)