# 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VOIP通话:STREAM_USAGE_VOICE_COMMUNICATION。 ```ts import { audio } from '@kit.AudioKit'; import { fileIo as fs } from '@kit.CoreFileKit'; import { BusinessError } from '@kit.BasicServicesKit'; 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 class Options { offset?: number; length?: number; } let bufferSize: number = 0; 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 = { // 需使用通话场景相应的参数 usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, // 音频流使用类型:VOIP通话 rendererFlags: 0 // 音频渲染器标志:默认为0即可 }; let audioRendererOptions: audio.AudioRendererOptions = { streamInfo: audioStreamInfo, rendererInfo: audioRendererInfo }; let path = getContext().cacheDir; // 确保该沙箱路径下存在该资源 let filePath = path + '/StarWars10s-2C-48000-4SW.wav'; let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY); let writeDataCallback = (buffer: ArrayBuffer) => { let options: Options = { offset: bufferSize, length: buffer.byteLength }; fs.readSync(file.fd, buffer, options); bufferSize += buffer.byteLength; }; // 初始化,创建实例,设置监听事件 audio.createAudioRenderer(audioRendererOptions, (err: BusinessError, renderer: audio.AudioRenderer) => { // 创建AudioRenderer实例 if (!err) { console.info(`${TAG}: creating AudioRenderer success`); renderModel = renderer; if (renderModel !== undefined) { renderModel.on('stateChange', (state: audio.AudioState) => { // 设置监听事件,当转换到指定的状态时触发回调 if (state == 1) { console.info('audio renderer state is: STATE_PREPARED'); } if (state == 2) { console.info('audio renderer state is: STATE_RUNNING'); } }); renderModel.on('markReach', 1000, (position: number) => { // 订阅markReach事件,当渲染的帧数达到1000帧时触发回调 if (position == 1000) { console.info('ON Triggered successfully'); } }); renderModel.on('writeData', writeDataCallback); } } else { console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`); } }); // 开始一次音频渲染 async function start() { if (renderModel !== undefined) { let stateGroup: number[] = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; if (stateGroup.indexOf(renderModel.state.valueOf()) === -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; } renderModel.start((err: BusinessError) => { if (err) { console.error('Renderer start failed.'); } else { console.info('Renderer start success.'); } }); } } // 暂停渲染 async function pause() { if (renderModel !== undefined) { // 只有渲染器状态为STATE_RUNNING的时候才能暂停 if (renderModel.state.valueOf() !== audio.AudioState.STATE_RUNNING) { console.info('Renderer is not running'); return; } await renderModel.pause(); // 暂停渲染 if (renderModel.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STATE_RUNNING或STATE_PAUSED的时候才可以停止 if (renderModel.state.valueOf() !== audio.AudioState.STATE_RUNNING && renderModel.state.valueOf() !== audio.AudioState.STATE_PAUSED) { console.info('Renderer is not running or paused.'); return; } await renderModel.stop(); // 停止渲染 if (renderModel.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STATE_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.'); } } } ``` ## 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。 所有录制均需要申请麦克风权限:ohos.permission.MICROPHONE,申请方式请参考[向用户申请授权](../../security/AccessToken/request-user-authorization.md)。 ```ts import { audio } from '@kit.AudioKit'; import { fileIo as fs } from '@kit.CoreFileKit'; import { BusinessError } from '@kit.BasicServicesKit'; const TAG = 'VoiceCallDemoForAudioCapturer'; class Options { offset?: number; length?: number; } // 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 let bufferSize: number = 0; let audioCapturer: audio.AudioCapturer | 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 audioCapturerInfo: audio.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 }; let audioCapturerOptions: audio.AudioCapturerOptions = { streamInfo: audioStreamInfo, capturerInfo: audioCapturerInfo }; let path = getContext().cacheDir; let filePath = path + '/StarWars10s-2C-48000-4SW.wav'; let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_WRITE | fs.OpenMode.CREATE); let readDataCallback = (buffer: ArrayBuffer) => { let options: Options = { offset: bufferSize, length: buffer.byteLength }; fs.writeSync(file.fd, buffer, options); bufferSize += buffer.byteLength; }; // 初始化,创建实例,设置监听事件 async function init() { audio.createAudioCapturer(audioCapturerOptions, (err: BusinessError, capturer: audio.AudioCapturer) => { // 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`); audioCapturer = capturer; if (audioCapturer !== undefined) { audioCapturer.on('markReach', 1000, (position: number) => { // 订阅markReach事件,当采集的帧数达到1000帧时触发回调 if (position === 1000) { console.info('ON Triggered successfully'); } }); audioCapturer.on('periodReach', 2000, (position: number) => { // 订阅periodReach事件,当采集的帧数每达到2000时触发回调 if (position === 2000) { console.info('ON Triggered successfully'); } }); audioCapturer.on('readData', readDataCallback); } }); } // 开始一次音频采集 async function start() { if (audioCapturer !== undefined) { let stateGroup: number[] = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; if (stateGroup.indexOf(audioCapturer.state.valueOf()) === -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; } audioCapturer.start((err: BusinessError) => { if (err) { console.error('Capturer start failed.'); } else { console.info('Capturer start success.'); } }); } } // 停止采集 async function stop() { if (audioCapturer !== undefined) { // 只有采集器状态为STATE_RUNNING或STATE_PAUSED的时候才可以停止 if (audioCapturer.state.valueOf() !== audio.AudioState.STATE_RUNNING && audioCapturer.state.valueOf() !== audio.AudioState.STATE_PAUSED) { console.info('Capturer is not running or paused'); return; } await audioCapturer.stop(); // 停止采集 if (audioCapturer.state.valueOf() === audio.AudioState.STATE_STOPPED) { console.info('Capturer stopped'); } else { console.error('Capturer stop failed'); } } } // 销毁实例,释放资源 async function release() { if (audioCapturer !== undefined) { // 采集器状态不是STATE_RELEASED或STATE_NEW状态,才能release if (audioCapturer.state.valueOf() === audio.AudioState.STATE_RELEASED || audioCapturer.state.valueOf() === audio.AudioState.STATE_NEW) { console.info('Capturer already released'); return; } await audioCapturer.release(); // 释放资源 if (audioCapturer.state.valueOf() === audio.AudioState.STATE_RELEASED) { console.info('Capturer released'); } else { console.error('Capturer release failed'); } } } ```