Kaa*_*rak 7 ios swift avaudioengine avaudioplayernode
我正在开发一个应用程序,以便人们可以通过应用程序记录和更改他们的声音并分享它.基本上我有很多东西,现在是时候请你帮忙了.这是我的播放功能,播放录制的音频文件并添加效果.
private func playAudio(pitch : Float, rate: Float, reverb: Float, echo: Float) {
// Initialize variables
audioEngine = AVAudioEngine()
audioPlayerNode = AVAudioPlayerNode()
audioEngine.attachNode(audioPlayerNode)
// Setting the pitch
let pitchEffect = AVAudioUnitTimePitch()
pitchEffect.pitch = pitch
audioEngine.attachNode(pitchEffect)
// Setting the platback-rate
let playbackRateEffect = AVAudioUnitVarispeed()
playbackRateEffect.rate = rate
audioEngine.attachNode(playbackRateEffect)
// Setting the reverb effect
let reverbEffect = AVAudioUnitReverb()
reverbEffect.loadFactoryPreset(AVAudioUnitReverbPreset.Cathedral)
reverbEffect.wetDryMix = reverb
audioEngine.attachNode(reverbEffect)
// Setting the echo effect on a specific interval
let echoEffect = AVAudioUnitDelay()
echoEffect.delayTime = NSTimeInterval(echo)
audioEngine.attachNode(echoEffect)
// Chain all these up, ending with the output
audioEngine.connect(audioPlayerNode, to: playbackRateEffect, format: nil)
audioEngine.connect(playbackRateEffect, to: pitchEffect, format: nil)
audioEngine.connect(pitchEffect, to: reverbEffect, format: nil)
audioEngine.connect(reverbEffect, to: echoEffect, format: nil)
audioEngine.connect(echoEffect, to: audioEngine.outputNode, format: nil)
audioPlayerNode.stop()
let length = 4000
let buffer = AVAudioPCMBuffer(PCMFormat: audioPlayerNode.outputFormatForBus(0),frameCapacity:AVAudioFrameCount(length))
buffer.frameLength = AVAudioFrameCount(length)
try! audioEngine.start()
let dirPaths: AnyObject = NSSearchPathForDirectoriesInDomains( NSSearchPathDirectory.DocumentDirectory, NSSearchPathDomainMask.UserDomainMask, true)[0]
let tmpFileUrl: NSURL = NSURL.fileURLWithPath(dirPaths.stringByAppendingPathComponent("effectedSound.m4a"))
do{
print(dirPaths)
let settings = [AVFormatIDKey: NSNumber(unsignedInt: kAudioFormatMPEG4AAC), AVSampleRateKey: NSNumber(integer: 44100), AVNumberOfChannelsKey: NSNumber(integer: 2)]
self.newAudio = try AVAudioFile(forWriting: tmpFileUrl, settings: settings)
audioEngine.outputNode.installTapOnBus(0, bufferSize: (AVAudioFrameCount(self.player!.duration)), format: self.audioPlayerNode.outputFormatForBus(0)){
(buffer: AVAudioPCMBuffer!, time: AVAudioTime!) in
print(self.newAudio.length)
print("=====================")
print(self.audioFile.length)
print("**************************")
if (self.newAudio.length) < (self.audioFile.length){
do{
//print(buffer)
try self.newAudio.writeFromBuffer(buffer)
}catch _{
print("Problem Writing Buffer")
}
}else{
self.audioPlayerNode.removeTapOnBus(0)
}
}
}catch _{
print("Problem")
}
audioPlayerNode.play()
}
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我想问题是我是installTapOnBus到audioPlayerNode但受影响的音频是在audioEngine.outputNode上.但是我试图将toTapOnBus安装到audioEngine.outputNode,但它给了我error.Also我试图将效果连接到audioEngine.mixerNode但它也不是解决方案.那么你有保存受影响音频文件的经验吗?我怎样才能获得这种受影响的音频?
任何帮助表示赞赏
谢谢
这是我的问题解决方案:
func playAndRecord(pitch : Float, rate: Float, reverb: Float, echo: Float) {
// Initialize variables
// These are global variables . if you want you can just (let audioEngine = etc ..) init here these variables
audioEngine = AVAudioEngine()
audioPlayerNode = AVAudioPlayerNode()
audioEngine.attachNode(audioPlayerNode)
playerB = AVAudioPlayerNode()
audioEngine.attachNode(playerB)
// Setting the pitch
let pitchEffect = AVAudioUnitTimePitch()
pitchEffect.pitch = pitch
audioEngine.attachNode(pitchEffect)
// Setting the platback-rate
let playbackRateEffect = AVAudioUnitVarispeed()
playbackRateEffect.rate = rate
audioEngine.attachNode(playbackRateEffect)
// Setting the reverb effect
let reverbEffect = AVAudioUnitReverb()
reverbEffect.loadFactoryPreset(AVAudioUnitReverbPreset.Cathedral)
reverbEffect.wetDryMix = reverb
audioEngine.attachNode(reverbEffect)
// Setting the echo effect on a specific interval
let echoEffect = AVAudioUnitDelay()
echoEffect.delayTime = NSTimeInterval(echo)
audioEngine.attachNode(echoEffect)
// Chain all these up, ending with the output
audioEngine.connect(audioPlayerNode, to: playbackRateEffect, format: nil)
audioEngine.connect(playbackRateEffect, to: pitchEffect, format: nil)
audioEngine.connect(pitchEffect, to: reverbEffect, format: nil)
audioEngine.connect(reverbEffect, to: echoEffect, format: nil)
audioEngine.connect(echoEffect, to: audioEngine.mainMixerNode, format: nil)
// Good practice to stop before starting
audioPlayerNode.stop()
// Play the audio file
// this player is also a global variable AvAudioPlayer
if(player != nil){
player?.stop()
}
// audioFile here is our original audio
audioPlayerNode.scheduleFile(audioFile, atTime: nil, completionHandler: {
print("Complete")
})
try! audioEngine.start()
let dirPaths: AnyObject = NSSearchPathForDirectoriesInDomains( NSSearchPathDirectory.DocumentDirectory, NSSearchPathDomainMask.UserDomainMask, true)[0]
let tmpFileUrl: NSURL = NSURL.fileURLWithPath(dirPaths.stringByAppendingPathComponent("effectedSound2.m4a"))
//Save the tmpFileUrl into global varibale to not lose it (not important if you want to do something else)
filteredOutputURL = tmpFileUrl
do{
print(dirPaths)
self.newAudio = try! AVAudioFile(forWriting: tmpFileUrl, settings: [
AVFormatIDKey: NSNumber(unsignedInt:kAudioFormatAppleLossless),
AVEncoderAudioQualityKey : AVAudioQuality.Low.rawValue,
AVEncoderBitRateKey : 320000,
AVNumberOfChannelsKey: 2,
AVSampleRateKey : 44100.0
])
let length = self.audioFile.length
audioEngine.mainMixerNode.installTapOnBus(0, bufferSize: 1024, format: self.audioEngine.mainMixerNode.inputFormatForBus(0)) {
(buffer: AVAudioPCMBuffer!, time: AVAudioTime!) -> Void in
print(self.newAudio.length)
print("=====================")
print(length)
print("**************************")
if (self.newAudio.length) < length {//Let us know when to stop saving the file, otherwise saving infinitely
do{
//print(buffer)
try self.newAudio.writeFromBuffer(buffer)
}catch _{
print("Problem Writing Buffer")
}
}else{
self.audioEngine.mainMixerNode.removeTapOnBus(0)//if we dont remove it, will keep on tapping infinitely
//DO WHAT YOU WANT TO DO HERE WITH EFFECTED AUDIO
}
}
}catch _{
print("Problem")
}
audioPlayerNode.play()
}
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