1# Developing Audio Call
2
3During an audio call, audio output (playing the peer voice) and audio input (recording the local voice) are carried out simultaneously. You can use the AudioRenderer to implement audio output and the AudioCapturer to implement audio input.
4
5Before starting or stopping using the audio call service, the application needs to check the [audio scene](audio-call-overview.md#audio-scene) and [ringer mode](audio-call-overview.md#ringer-mode) to adopt proper audio management and prompt policies.
6
7The sample code below demonstrates the basic process of using the AudioRenderer and AudioCapturer to implement the audio call service, without the process of call data transmission. In actual development, the peer call data transmitted over the network needs to be decoded and played, and the sample code uses the process of reading an audio file instead; the local call data needs to be encoded and packed and then sent to the peer over the network, and the sample code uses the process of writing an audio file instead.
8
9## Using AudioRenderer to Play the Peer Voice
10
11This process is similar to the process of [using AudioRenderer to develop audio playback](using-audiorenderer-for-playback.md). The key differences lie in the **audioRendererInfo** parameter and audio data source. In the **audioRendererInfo** parameter used for audio calling, **content** must be set to **CONTENT_TYPE_SPEECH**, and **usage** must be set to **STREAM_USAGE_VOICE_COMMUNICATION**.
12
13```ts
14import { audio } from '@kit.AudioKit';
15import { fileIo as fs } from '@kit.CoreFileKit';
16import { BusinessError } from '@kit.BasicServicesKit';
17
18const TAG = 'VoiceCallDemoForAudioRenderer';
19// The process is similar to the process of using AudioRenderer to develop audio playback. The key differences lie in the audioRendererInfo parameter and audio data source.
20class Options {
21  offset?: number;
22  length?: number;
23}
24
25let bufferSize: number = 0;
26let renderModel: audio.AudioRenderer | undefined = undefined;
27let audioStreamInfo: audio.AudioStreamInfo = {
28  samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate.
29  channels: audio.AudioChannel.CHANNEL_2, // Channel.
30  sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format.
31  encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format.
32};
33let audioRendererInfo: audio.AudioRendererInfo = {
34  // Set the parameters related to the call scenario.
35  usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, // Audio stream usage type: VoIP call.
36  rendererFlags: 0 // AudioRenderer flag. The default value is 0.
37};
38let audioRendererOptions: audio.AudioRendererOptions = {
39  streamInfo: audioStreamInfo,
40  rendererInfo: audioRendererInfo
41};
42let path = getContext().cacheDir;
43// Ensure that the resource exists in the sandbox path.
44let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
45let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_ONLY);
46let writeDataCallback = (buffer: ArrayBuffer) => {
47  let options: Options = {
48    offset: bufferSize,
49    length: buffer.byteLength
50  };
51  fs.readSync(file.fd, buffer, options);
52  bufferSize += buffer.byteLength;
53};
54
55// Create an AudioRenderer instance, and set the events to listen for.
56audio.createAudioRenderer(audioRendererOptions, (err: BusinessError, renderer: audio.AudioRenderer) => { // Create an AudioRenderer instance.
57  if (!err) {
58    console.info(`${TAG}: creating AudioRenderer success`);
59    renderModel = renderer;
60    if (renderModel !== undefined) {
61      renderModel.on('stateChange', (state: audio.AudioState) => { // Set the events to listen for. A callback is invoked when the AudioRenderer is switched to the specified state.
62        if (state == 1) {
63          console.info('audio renderer state is: STATE_PREPARED');
64        }
65        if (state == 2) {
66          console.info('audio renderer state is: STATE_RUNNING');
67        }
68      });
69      renderModel.on('markReach', 1000, (position: number) => { // Subscribe to the markReach event. A callback is triggered when the number of rendered frames reaches 1000.
70        if (position == 1000) {
71          console.info('ON Triggered successfully');
72        }
73      });
74      renderModel.on('writeData', writeDataCallback);
75    }
76  } else {
77    console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`);
78  }
79});
80
81// Start audio rendering.
82async function start() {
83  if (renderModel !== undefined) {
84    let stateGroup: number[] = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
85    if (stateGroup.indexOf(renderModel.state.valueOf()) === -1) { // Rendering can be started only when the AudioRenderer is in the STATE_PREPARED, STATE_PAUSED, or STATE_STOPPED state.
86      console.error(TAG + 'start failed');
87      return;
88    }
89    renderModel.start((err: BusinessError) => {
90      if (err) {
91        console.error('Renderer start failed.');
92      } else {
93        console.info('Renderer start success.');
94      }
95    });
96  }
97}
98
99// Pause the rendering.
100async function pause() {
101  if (renderModel !== undefined) {
102    // Rendering can be paused only when the AudioRenderer is in the STATE_RUNNING state.
103    if (renderModel.state.valueOf() !== audio.AudioState.STATE_RUNNING) {
104      console.info('Renderer is not running');
105      return;
106    }
107    await renderModel.pause(); // Pause rendering.
108    if (renderModel.state.valueOf() === audio.AudioState.STATE_PAUSED) {
109      console.info('Renderer is paused.');
110    } else {
111      console.error('Pausing renderer failed.');
112    }
113  }
114}
115
116// Stop rendering.
117async function stop() {
118  if (renderModel !== undefined) {
119    // The AudioRenderer can be stopped only when it is in the STATE_RUNNING or STATE_PAUSED state.
120    if (renderModel.state.valueOf() !== audio.AudioState.STATE_RUNNING && renderModel.state.valueOf() !== audio.AudioState.STATE_PAUSED) {
121      console.info('Renderer is not running or paused.');
122      return;
123    }
124    await renderModel.stop(); // Stop rendering.
125    if (renderModel.state.valueOf() === audio.AudioState.STATE_STOPPED) {
126      console.info('Renderer stopped.');
127    } else {
128      console.error('Stopping renderer failed.');
129    }
130  }
131}
132
133// Release the instance.
134async function release() {
135  if (renderModel !== undefined) {
136    // The AudioRenderer can be released only when it is not in the STATE_RELEASED state.
137    if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) {
138      console.info('Renderer already released');
139      return;
140    }
141    await renderModel.release(); // Release the instance.
142    if (renderModel.state.valueOf() === audio.AudioState.STATE_RELEASED) {
143      console.info('Renderer released');
144    } else {
145      console.error('Renderer release failed.');
146    }
147  }
148}
149```
150
151## Using AudioCapturer to Record the Local Voice
152
153This process is similar to the process of [using AudioCapturer to develop audio recording](using-audiocapturer-for-recording.md). The key differences lie in the **audioCapturerInfo** parameter and audio data stream direction. In the **audioCapturerInfo** parameter used for audio calling, **source** must be set to **SOURCE_TYPE_VOICE_COMMUNICATION**.
154
155You must request the **ohos.permission.MICROPHONE** permission for all recording tasks. For details, see [Requesting User Authorization](../../security/AccessToken/request-user-authorization.md).
156
157```ts
158import { audio } from '@kit.AudioKit';
159import { fileIo as fs } from '@kit.CoreFileKit';
160import { BusinessError } from '@kit.BasicServicesKit';
161
162const TAG = 'VoiceCallDemoForAudioCapturer';
163class Options {
164  offset?: number;
165  length?: number;
166}
167
168// The process is similar to the process of using AudioCapturer to develop audio recording. The key differences lie in the audioCapturerInfo parameter and audio data stream direction.
169let bufferSize: number = 0;
170let audioCapturer: audio.AudioCapturer | undefined = undefined;
171let audioStreamInfo: audio.AudioStreamInfo = {
172  samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate.
173  channels: audio.AudioChannel.CHANNEL_2, // Channel.
174  sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format.
175  encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format.
176};
177let audioCapturerInfo: audio.AudioCapturerInfo = {
178  // Set the parameters related to the call scenario.
179  source: audio.SourceType.SOURCE_TYPE_VOICE_COMMUNICATION, // Audio source type: voice communication.
180  capturerFlags: 0 // AudioCapturer flag. The default value is 0.
181};
182let audioCapturerOptions: audio.AudioCapturerOptions = {
183  streamInfo: audioStreamInfo,
184  capturerInfo: audioCapturerInfo
185};
186let path = getContext().cacheDir;
187let filePath = path + '/StarWars10s-2C-48000-4SW.wav';
188let file: fs.File = fs.openSync(filePath, fs.OpenMode.READ_WRITE | fs.OpenMode.CREATE);
189let readDataCallback = (buffer: ArrayBuffer) => {
190  let options: Options = {
191    offset: bufferSize,
192    length: buffer.byteLength
193  };
194  fs.writeSync(file.fd, buffer, options);
195  bufferSize += buffer.byteLength;
196};
197
198// Create an AudioRenderer instance, and set the events to listen for.
199async function init() {
200  audio.createAudioCapturer(audioCapturerOptions, (err: BusinessError, capturer: audio.AudioCapturer) => { // Create an AudioCapturer instance.
201    if (err) {
202      console.error(`Invoke createAudioCapturer failed, code is ${err.code}, message is ${err.message}`);
203      return;
204    }
205    console.info(`${TAG}: create AudioCapturer success`);
206    audioCapturer = capturer;
207    if (audioCapturer !== undefined) {
208      audioCapturer.on('markReach', 1000, (position: number) => { // Subscribe to the markReach event. A callback is triggered when the number of captured frames reaches 1000.
209        if (position === 1000) {
210          console.info('ON Triggered successfully');
211        }
212      });
213      audioCapturer.on('periodReach', 2000, (position: number) => { // Subscribe to the periodReach event. A callback is triggered each time when the number of captured frames reaches 2000.
214        if (position === 2000) {
215          console.info('ON Triggered successfully');
216        }
217      });
218      audioCapturer.on('readData', readDataCallback);
219    }
220  });
221}
222
223// Start audio recording.
224async function start() {
225  if (audioCapturer !== undefined) {
226    let stateGroup: number[] = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED];
227    if (stateGroup.indexOf(audioCapturer.state.valueOf()) === -1) { // Recording can be started only when the AudioCapturer is in the STATE_PREPARED, STATE_PAUSED, or STATE_STOPPED state.
228      console.error(`${TAG}: start failed`);
229      return;
230    }
231    audioCapturer.start((err: BusinessError) => {
232      if (err) {
233        console.error('Capturer start failed.');
234      } else {
235        console.info('Capturer start success.');
236      }
237    });
238  }
239}
240
241// Stop recording.
242async function stop() {
243  if (audioCapturer !== undefined) {
244    // The AudioCapturer can be stopped only when it is in STATE_RUNNING or STATE_PAUSED state.
245    if (audioCapturer.state.valueOf() !== audio.AudioState.STATE_RUNNING && audioCapturer.state.valueOf() !== audio.AudioState.STATE_PAUSED) {
246      console.info('Capturer is not running or paused');
247      return;
248    }
249    await audioCapturer.stop(); // Stop recording.
250    if (audioCapturer.state.valueOf() === audio.AudioState.STATE_STOPPED) {
251      console.info('Capturer stopped');
252    } else {
253      console.error('Capturer stop failed');
254    }
255  }
256}
257
258// Release the instance.
259async function release() {
260  if (audioCapturer !== undefined) {
261    // The AudioCapturer can be released only when it is not in the STATE_RELEASED or STATE_NEW state.
262    if (audioCapturer.state.valueOf() === audio.AudioState.STATE_RELEASED || audioCapturer.state.valueOf() === audio.AudioState.STATE_NEW) {
263      console.info('Capturer already released');
264      return;
265    }
266    await audioCapturer.release(); // Release the instance.
267    if (audioCapturer.state.valueOf() === audio.AudioState.STATE_RELEASED) {
268      console.info('Capturer released');
269    } else {
270      console.error('Capturer release failed');
271    }
272  }
273}
274```
275