Ste*_* D. 6 ios swift audiokit
如何在 AudioKit iOS 中将输入节点动态连接到活动链中的混音器?
环境:AudioKit 4.3、Swift 4.1、Xcode 9.4.1、iOS 11.4。
问题
我正在构建一个应用程序,其中包含由 AKNode 对象链组成的动态模块。这些模块根据请求动态连接到正在运行的 AudioKit 引擎的专用 AKMixer 节点或从其分离。这很有效,除非尝试连接任何包含输入节点(例如 AKMicrophone 或 AKStereoInput)的模块,否则会导致崩溃:
2018-06-14 10:13:33.696384-0700 MyApp[3440:2578936] [mcmx] 338: 输入总线 0 采样率为 0 2018-06-14 10:13:33.6967049:MyApp3[0704e] [mcmx] ] AVAEInternal.h:103:_AVAE_CheckNoErr: [AVAudioEngineGraph.mm:3632:UpdateGraphAfterReconfig: (AUGraphParser::InitializeActiveNodesInOutputChain(ThisGraph, kOutputChainFullTraversal, *conn.srcNode, isChainActive)): 错误 -10875-13070:10875-1307 -0700 DynamicMic[3440:2578936] *** 由于未捕获的异常“com.apple.coreaudio.avfaudio”而终止应用程序,原因:“错误 -10875”
或者,调用AudioKit.stop(),然后执行有问题的连接,然后调用AudioKit.start()无法启动 AudioKit,但它避免了崩溃:
AKMicrophone.swift:init():45:Mixer 输入 8 2018-06-14 10:16:09.532277-0700 MyApp[3443:2580588] [mcmx] 338:输入总线 0 采样率为 0 2018-06-1 16:09.532603-0700 MyApp[3443:2580588] [avae] AVAEInternal.h:103:_AVAE_CheckNoErr: [AVAudioEngineGraph.mm:1265:Initialize: (err = AUGraphParser::InitializeActiveNodesInOutputChain),GraphActiveNodesInOutputChain() ): 错误 -10875 2018-06-14 10:16:09.532654-0700 MyApp[3443:2580588] [avae] AVAudioEngine.mm:149:-[AVAudioEngine prepare]: Engine@0x1c0008010, 错误 =10010: 无法初始化2018-06-14 10:16:09.651495-0700 MyApp[3443:2580588] [mcmx] 338: 输入总线 0 采样率为 0 2018-06-14 10:16:09.6515049:MyApp25048e[0378e] ] AVAEInternal.h:103:_AVAE_CheckNoErr: [AVAudioEngineGraph.mm:1265:Initialize:(err = AUGraphParser::InitializeActiveNodesInOutputChain(ThisGraph, kOutputChainOptimizedTraversal, *GetOutputNode(), isOutputChainActive)): 错误 -10875
唯一有效的方法是以静态方式制作整个音频节点图,包括 AKMicrophone 节点,设置输出节点,然后只启动一次 AudioKit。但是,这种方法无法满足我的应用程序所需的动态音频节点图的要求。
代码
这是托管 AudioKit 类的精简版。理想情况下AudioEngine.start(),在 AppDelegatedidFinishLaunchingWithOptions方法等入口点调用。
import Foundation
import AudioKit
class AudioEngine {
private static var _mainMixer: AKMixer = AKMixer()
// Connected main mixer input nodes.
private static var _mainMixerNodes = [AKNode]()
private static var _isInited = false
private static var _isStarted = false
static func start() {
if !_isInited {
// Clean tempFiles !
AKAudioFile.cleanTempDirectory()
// Session settings
AKSettings.bufferLength = .medium
do {
try AKSettings.setSession(category: .playAndRecord, with: .allowBluetoothA2DP)
} catch {
AKLog("Could not set session category.")
}
AKSettings.defaultToSpeaker = true
_isInited = true
}
if !_isStarted {
AudioKit.output = _mainMixer
print("AudioEngine start: just set output to global mixer")
do {
try AudioKit.start()
AKLog("AudioEngine: AudioKit started")
_isStarted = true
} catch {
AKLog("AudioEngine: AudioKit could not start")
}
}
}
static func stop() {
if _isStarted {
AudioKit.output = nil
do {
try AudioKit.stop()
AKLog("AudioEngine: AudioKit stopped")
_isStarted = false
} catch {
AKLog("AudioEngine: AudioKit could not stop")
}
}
}
static func connect(_ node: AKNode) {
if !_mainMixerNodes.contains(node) {
_mainMixer.connect(input: node)
_mainMixerNodes.append(node)
}
}
static func disconnect(_ node: AKNode) {
if let nodeIndex = _mainMixerNodes.index(of: node) {
node.detach()
_mainMixerNodes.remove(at: nodeIndex)
}
}
}
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稍后在应用程序流程中,将打开一个自定义视图,该视图通过输入节点 (AKMicrophone) 使用麦克风。这就是问题发生的地方。这是一个精简版:
import UIKit
import AudioKit
class MicViewController: UIViewController {
let mic = AKMicrophone()
override func viewDidLoad() {
super.viewDidLoad()
// Approach 1: Causes a crash.
AudioEngine.connect(mic)
// Approach 2: Stop engine, connect, start engine again. Does not work.
// AudioEngine.stop()
// AudioEngine.connect(mic)
// AudioEngine.start()
}
}
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In disconnect, detach will detach the node from the underlying AVAudioEngine. AKMicrophone's underlying node it's a property of AVAudioEngine, so it's probably better to just disconnect it.
let disconnect = node is AKMicrophone ? disconnectOutput : detach
node.disconnect()
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But muting it is easier.
mic.volume = 0
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