Xcode 8 Swift 3 变调声音

Mys*_*ake 3 audio xcode avfoundation pitch swift

所以,我之前在 Apple Developer Forums 上问过这个问题,但从来没有得到正确的答案,所以我想我会在这里问:

我正在尝试制作一个简单的游戏,当您击打某些东西时,该游戏的击打声会具有不同的音高。我认为这很简单,但最终得到了很多东西(其中大部分是我完全从别人那里复制的):

func hitSound(value: Float) {  

    let audioPlayerNode = AVAudioPlayerNode()  

     audioPlayerNode.stop()  
     engine.stop() // This is an AVAudioEngine defined previously  
     engine.reset()  

     engine.attach(audioPlayerNode)  

     let changeAudioUnitTime = AVAudioUnitTimePitch()  
     changeAudioUnitTime.pitch = value  

     engine.attach(changeAudioUnitTime)  
     engine.connect(audioPlayerNode, to: changeAudioUnitTime, format: nil)  
     engine.connect(changeAudioUnitTime, to: engine.outputNode, format: nil)  
     audioPlayerNode.scheduleFile(file, at: nil, completionHandler: nil) // File is an AVAudioFile defined previously  
     try? engine.start()  

     audioPlayerNode.play()  
 }  
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由于此代码似乎停止播放当前正在播放的任何声音以播放新声音,有没有办法可以改变这种行为,使其不停止播放任何东西?我尝试删除 engine.stop 和 engine.reset 位,但这只会使应用程序崩溃。此外,这段代码在频繁调用时非常慢。有什么我可以做的来加快速度吗?非常频繁地需要这种击打声。

Rhy*_*man 6

每次播放声音时,您都在重置引擎!并且您正在创建额外的播放器节点 - 如果您只想一次播放一个音高转换声音的实例,它实际上比这简单得多:

// instance variables
let engine = AVAudioEngine()
let audioPlayerNode = AVAudioPlayerNode()
let changeAudioUnitTime = AVAudioUnitTimePitch()
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调用setupAudioEngine()一次:

func setupAudioEngine() {
    engine.attach(self.audioPlayerNode)

    engine.attach(changeAudioUnitTime)
    engine.connect(audioPlayerNode, to: changeAudioUnitTime, format: nil)
    engine.connect(changeAudioUnitTime, to: engine.outputNode, format: nil)
    try? engine.start()
    audioPlayerNode.play()
}
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hitSound()根据需要多次调用:

func hitSound(value: Float) {
    changeAudioUnitTime.pitch = value

    audioPlayerNode.scheduleFile(file, at: nil, completionHandler: nil) // File is an AVAudioFile defined previously
}
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ps 音高可以向上或向下移动两个八度,范围为 4 个八度,其数值范围为 [-2400, 2400],单位为“分”。

ppsAVAudioUnitTimePitch是很酷的技术。当我还是个孩子的时候,我们绝对没有这样的东西。

更新

如果你想要多通道,你可以很容易地设置多个播放器和音高节点,但是你必须在启动引擎之前选择通道的数量。以下是您将如何执行两个操作(很容易扩展到 n 个实例,并且您可能想要选择自己的方法来选择在所有播放时中断哪个频道):

// instance variables
let engine = AVAudioEngine()
var nextPlayerIndex = 0
let audioPlayers = [AVAudioPlayerNode(), AVAudioPlayerNode()]
let pitchUnits = [AVAudioUnitTimePitch(), AVAudioUnitTimePitch()]

func setupAudioEngine() {
    var i = 0
    for playerNode in audioPlayers {
        let pitchUnit = pitchUnits[i]

        engine.attach(playerNode)
        engine.attach(pitchUnit)
        engine.connect(playerNode, to: pitchUnit, format: nil)
        engine.connect(pitchUnit, to:engine.mainMixerNode, format: nil)

        i += 1
    }

    try? engine.start()

    for playerNode in audioPlayers {
        playerNode.play()
    }
}

func hitSound(value: Float) {
    let playerNode = audioPlayers[nextPlayerIndex]
    let pitchUnit = pitchUnits[nextPlayerIndex]

    pitchUnit.pitch = value

    // interrupt playing sound if you have to
    if playerNode.isPlaying {
        playerNode.stop()
        playerNode.play()
    }

    playerNode.scheduleFile(file, at: nil, completionHandler: nil) // File is an AVAudioFile defined previously

    nextPlayerIndex = (nextPlayerIndex + 1) % audioPlayers.count
}
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