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 '@ohos.multimedia.audio'; 15import fs from '@ohos.file.fs'; 16const TAG = 'VoiceCallDemoForAudioRenderer'; 17// 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. 18export default class VoiceCallDemoForAudioRenderer { 19 private renderModel = undefined; 20 private audioStreamInfo = { 21 samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_48000, // Sampling rate. 22 channels: audio.AudioChannel.CHANNEL_2, // Channel. 23 sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format. 24 encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format. 25 } 26 private audioRendererInfo = { 27 // Parameters corresponding to the call scenario need to be used. 28 content: audio.ContentType.CONTENT_TYPE_SPEECH, // Audio content type: speech. 29 usage: audio.StreamUsage.STREAM_USAGE_VOICE_COMMUNICATION, // Audio stream usage type: voice communication. 30 rendererFlags: 0 // AudioRenderer flag. The default value is 0. 31 } 32 private audioRendererOptions = { 33 streamInfo: this.audioStreamInfo, 34 rendererInfo: this.audioRendererInfo 35 } 36 // Create an AudioRenderer instance, and set the events to listen for. 37 init() { 38 audio.createAudioRenderer(this.audioRendererOptions, (err, renderer) => { // Create an AudioRenderer instance. 39 if (!err) { 40 console.info(`${TAG}: creating AudioRenderer success`); 41 this.renderModel = renderer; 42 this.renderModel.on('stateChange', (state) => { // Set the events to listen for. A callback is invoked when the AudioRenderer is switched to the specified state. 43 if (state == 1) { 44 console.info('audio renderer state is: STATE_PREPARED'); 45 } 46 if (state == 2) { 47 console.info('audio renderer state is: STATE_RUNNING'); 48 } 49 }); 50 this.renderModel.on('markReach', 1000, (position) => { // Subscribe to the markReach event. A callback is triggered when the number of rendered frames reaches 1000. 51 if (position == 1000) { 52 console.info('ON Triggered successfully'); 53 } 54 }); 55 } else { 56 console.info(`${TAG}: creating AudioRenderer failed, error: ${err.message}`); 57 } 58 }); 59 } 60 // Start audio rendering. 61 async start() { 62 let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; 63 if (stateGroup.indexOf(this.renderModel.state) === -1) { // Rendering can be started only when the AudioRenderer is in the STATE_PREPARED, STATE_PAUSED, or STATE_STOPPED state. 64 console.error(TAG + 'start failed'); 65 return; 66 } 67 await this.renderModel.start(); // Start rendering. 68 const bufferSize = await this.renderModel.getBufferSize(); 69 // The process of reading audio file data is used as an example. In actual audio call development, audio data transmitted from the peer needs to be read. 70 let context = getContext(this); 71 let path = context.filesDir; 72 73 const filePath = path + '/voice_call_data.wav'; // Sandbox path. The actual path is /data/storage/el2/base/haps/entry/files/voice_call_data.wav. 74 let file = fs.openSync(filePath, fs.OpenMode.READ_ONLY); 75 let stat = await fs.stat(filePath); 76 let buf = new ArrayBuffer(bufferSize); 77 let len = stat.size % bufferSize === 0 ? Math.floor(stat.size / bufferSize) : Math.floor(stat.size / bufferSize + 1); 78 for (let i = 0; i < len; i++) { 79 let options = { 80 offset: i * bufferSize, 81 length: bufferSize 82 }; 83 let readsize = await fs.read(file.fd, buf, options); 84 // buf indicates the audio data to be written to the buffer. Before calling AudioRenderer.write(), you can preprocess the audio data for personalized playback. The AudioRenderer reads the audio data written to the buffer for rendering. 85 let writeSize = await new Promise((resolve, reject) => { 86 this.renderModel.write(buf, (err, writeSize) => { 87 if (err) { 88 reject(err); 89 } else { 90 resolve(writeSize); 91 } 92 }); 93 }); 94 if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { // The rendering stops if the AudioRenderer is in the STATE_RELEASED state. 95 fs.close(file); 96 await this.renderModel.stop(); 97 } 98 if (this.renderModel.state === audio.AudioState.STATE_RUNNING) { 99 if (i === len - 1) { // The rendering stops if the file finishes reading. 100 fs.close(file); 101 await this.renderModel.stop(); 102 } 103 } 104 } 105 } 106 // Pause the rendering. 107 async pause() { 108 // Rendering can be paused only when the AudioRenderer is in the STATE_RUNNING state. 109 if (this.renderModel.state !== audio.AudioState.STATE_RUNNING) { 110 console.info('Renderer is not running'); 111 return; 112 } 113 await this.renderModel.pause(); // Pause rendering. 114 if (this.renderModel.state === audio.AudioState.STATE_PAUSED) { 115 console.info('Renderer is paused.'); 116 } else { 117 console.error('Pausing renderer failed.'); 118 } 119 } 120 // Stop rendering. 121 async stop() { 122 // Rendering can be stopped only when the AudioRenderer is in the STATE_RUNNING or STATE_PAUSED state. 123 if (this.renderModel.state !== audio.AudioState.STATE_RUNNING && this.renderModel.state !== audio.AudioState.STATE_PAUSED) { 124 console.info('Renderer is not running or paused.'); 125 return; 126 } 127 await this.renderModel.stop(); // Stop rendering. 128 if (this.renderModel.state === audio.AudioState.STATE_STOPPED) { 129 console.info('Renderer stopped.'); 130 } else { 131 console.error('Stopping renderer failed.'); 132 } 133 } 134 // Release the instance. 135 async release() { 136 // The AudioRenderer can be released only when it is not in the STATE_RELEASED state. 137 if (this.renderModel.state === audio.AudioState.STATE_RELEASED) { 138 console.info('Renderer already released'); 139 return; 140 } 141 await this.renderModel.release(); // Release the instance. 142 if (this.renderModel.state === 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**. 154 155```ts 156import audio from '@ohos.multimedia.audio'; 157import fs from '@ohos.file.fs'; 158const TAG = 'VoiceCallDemoForAudioCapturer'; 159// 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. 160export default class VoiceCallDemoForAudioCapturer { 161 private audioCapturer = undefined; 162 private audioStreamInfo = { 163 samplingRate: audio.AudioSamplingRate.SAMPLE_RATE_44100, // Sampling rate. 164 channels: audio.AudioChannel.CHANNEL_1, // Channel. 165 sampleFormat: audio.AudioSampleFormat.SAMPLE_FORMAT_S16LE, // Sampling format. 166 encodingType: audio.AudioEncodingType.ENCODING_TYPE_RAW // Encoding format. 167 } 168 private audioCapturerInfo = { 169 // Parameters corresponding to the call scenario need to be used. 170 source: audio.SourceType.SOURCE_TYPE_VOICE_COMMUNICATION, // Audio source type: voice communication. 171 capturerFlags: 0 // AudioCapturer flag. The default value is 0. 172 } 173 private audioCapturerOptions = { 174 streamInfo: this.audioStreamInfo, 175 capturerInfo: this.audioCapturerInfo 176 } 177 // Create an AudioCapturer instance, and set the events to listen for. 178 init() { 179 audio.createAudioCapturer(this.audioCapturerOptions, (err, capturer) => { // Create an AudioCapturer instance. 180 if (err) { 181 console.error(`Invoke createAudioCapturer failed, code is ${err.code}, message is ${err.message}`); 182 return; 183 } 184 console.info(`${TAG}: create AudioCapturer success`); 185 this.audioCapturer = capturer; 186 this.audioCapturer.on('markReach', 1000, (position) => { // Subscribe to the markReach event. A callback is triggered when the number of captured frames reaches 1000. 187 if (position === 1000) { 188 console.info('ON Triggered successfully'); 189 } 190 }); 191 this.audioCapturer.on('periodReach', 2000, (position) => { // Subscribe to the periodReach event. A callback is triggered when the number of captured frames reaches 2000. 192 if (position === 2000) { 193 console.info('ON Triggered successfully'); 194 } 195 }); 196 }); 197 } 198 // Start audio recording. 199 async start() { 200 let stateGroup = [audio.AudioState.STATE_PREPARED, audio.AudioState.STATE_PAUSED, audio.AudioState.STATE_STOPPED]; 201 if (stateGroup.indexOf(this.audioCapturer.state) === -1) { // Recording can be started only when the AudioRenderer is in the STATE_PREPARED, STATE_PAUSED, or STATE_STOPPED state. 202 console.error(`${TAG}: start failed`); 203 return; 204 } 205 await this.audioCapturer.start(); // Start recording. 206 // The following describes how to write audio data to a file. In actual audio call development, the local audio data needs to be encoded and packed, and then sent to the peer through the network. 207 let context = getContext(this); 208 const path = context.filesDir + '/voice_call_data.wav'; // Path for storing the recorded audio file. 209 let file = fs.openSync(path, 0o2 | 0o100); // Create the file if it does not exist. 210 let fd = file.fd; 211 let numBuffersToCapture = 150; // Write data for 150 times. 212 let count = 0; 213 while (numBuffersToCapture) { 214 let bufferSize = await this.audioCapturer.getBufferSize(); 215 let buffer = await this.audioCapturer.read(bufferSize, true); 216 let options = { 217 offset: count * bufferSize, 218 length: bufferSize 219 }; 220 if (buffer === undefined) { 221 console.error(`${TAG}: read buffer failed`); 222 } else { 223 let number = fs.writeSync(fd, buffer, options); 224 console.info(`${TAG}: write date: ${number}`); 225 } 226 numBuffersToCapture--; 227 count++; 228 } 229 } 230 // Stop recording. 231 async stop() { 232 // The AudioCapturer can be stopped only when it is in STATE_RUNNING or STATE_PAUSED state. 233 if (this.audioCapturer.state !== audio.AudioState.STATE_RUNNING && this.audioCapturer.state !== audio.AudioState.STATE_PAUSED) { 234 console.info('Capturer is not running or paused'); 235 return; 236 } 237 await this.audioCapturer.stop(); // Stop recording. 238 if (this.audioCapturer.state === audio.AudioState.STATE_STOPPED) { 239 console.info('Capturer stopped'); 240 } else { 241 console.error('Capturer stop failed'); 242 } 243 } 244 // Release the instance. 245 async release() { 246 // The AudioCapturer can be released only when it is not in the STATE_RELEASED or STATE_NEW state. 247 if (this.audioCapturer.state === audio.AudioState.STATE_RELEASED || this.audioCapturer.state === audio.AudioState.STATE_NEW) { 248 console.info('Capturer already released'); 249 return; 250 } 251 await this.audioCapturer.release(); // Release the instance. 252 if (this.audioCapturer.state == audio.AudioState.STATE_RELEASED) { 253 console.info('Capturer released'); 254 } else { 255 console.error('Capturer release failed'); 256 } 257 } 258} 259``` 260