使用 AVAudioEngine 重复播放音频文件
Playing an audio file repeatedly with AVAudioEngine
我正在使用 Swift 和 Xcode 开发一个 iOS 应用程序 6. 我想做的是使用 AVAudioEngine 播放音频文件,直到此时一切还好。但是我怎么能不停地播放,我的意思是,当它播放结束时,它会重新开始?
这是我的代码:
/*==================== CONFIGURATES THE AVAUDIOENGINE ===========*/
audioEngine.reset() //Resets any previous configuration on AudioEngine
let audioPlayerNode = AVAudioPlayerNode() //The node that will play the actual sound
audioEngine.attachNode(audioPlayerNode) //Attachs the node to the audioengine
audioEngine.connect(audioPlayerNode, to: audioEngine.outputNode, format: nil) //Connects the applause playback node to the sound output
audioPlayerNode.scheduleFile(applause.applauseFile, atTime: nil, completionHandler: nil)
audioEngine.startAndReturnError(nil)
audioPlayerNode.play() //Plays the sound
在说我应该为此使用 AVAudioPlayer 之前,我不能,因为稍后我将不得不使用一些效果并同时播放三个音频文件,而且还要重复。
我在另一个问题中找到了解决方案,由@CarveDrone 询问并自动回答,所以我只是复制了他使用的代码:
class aboutViewController: UIViewController {
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let filePath: String = NSBundle.mainBundle().pathForResource("chimes", ofType: "wav")!
println("\(filePath)")
let fileURL: NSURL = NSURL(fileURLWithPath: filePath)!
let audioFile = AVAudioFile(forReading: fileURL, error: nil)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat, frameCapacity: audioFrameCount)
audioFile.readIntoBuffer(audioFileBuffer, error: nil)
var mainMixer = audioEngine.mainMixerNode
audioEngine.attachNode(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
audioEngine.startAndReturnError(nil)
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, atTime: nil, options:.Loops, completionHandler: nil)
}
您唯一需要更改的是 filePath
常量。这是原始答案的 link:Having AVAudioEngine repeat a sound
Swift 5,感谢@Guillermo Barreiro
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super. viewDidLoad()
guard let filePath: String = Bundle.main.path(forResource: "chimes", ofType: "wav") else{ return }
print("\(filePath)")
let fileURL: URL = URL(fileURLWithPath: filePath)
guard let audioFile = try? AVAudioFile(forReading: fileURL) else{ return }
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
guard let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount) else{ return }
do{
try audioFile.read(into: audioFileBuffer)
} catch{
print("over")
}
let mainMixer = audioEngine.mainMixerNode
audioEngine.attach(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
try? audioEngine.start()
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, at: nil, options:AVAudioPlayerNodeBufferOptions.loops)
}
我正在使用 Swift 和 Xcode 开发一个 iOS 应用程序 6. 我想做的是使用 AVAudioEngine 播放音频文件,直到此时一切还好。但是我怎么能不停地播放,我的意思是,当它播放结束时,它会重新开始?
这是我的代码:
/*==================== CONFIGURATES THE AVAUDIOENGINE ===========*/
audioEngine.reset() //Resets any previous configuration on AudioEngine
let audioPlayerNode = AVAudioPlayerNode() //The node that will play the actual sound
audioEngine.attachNode(audioPlayerNode) //Attachs the node to the audioengine
audioEngine.connect(audioPlayerNode, to: audioEngine.outputNode, format: nil) //Connects the applause playback node to the sound output
audioPlayerNode.scheduleFile(applause.applauseFile, atTime: nil, completionHandler: nil)
audioEngine.startAndReturnError(nil)
audioPlayerNode.play() //Plays the sound
在说我应该为此使用 AVAudioPlayer 之前,我不能,因为稍后我将不得不使用一些效果并同时播放三个音频文件,而且还要重复。
我在另一个问题中找到了解决方案,由@CarveDrone 询问并自动回答,所以我只是复制了他使用的代码:
class aboutViewController: UIViewController {
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let filePath: String = NSBundle.mainBundle().pathForResource("chimes", ofType: "wav")!
println("\(filePath)")
let fileURL: NSURL = NSURL(fileURLWithPath: filePath)!
let audioFile = AVAudioFile(forReading: fileURL, error: nil)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat, frameCapacity: audioFrameCount)
audioFile.readIntoBuffer(audioFileBuffer, error: nil)
var mainMixer = audioEngine.mainMixerNode
audioEngine.attachNode(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
audioEngine.startAndReturnError(nil)
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, atTime: nil, options:.Loops, completionHandler: nil)
}
您唯一需要更改的是 filePath
常量。这是原始答案的 link:Having AVAudioEngine repeat a sound
Swift 5,感谢@Guillermo Barreiro
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super. viewDidLoad()
guard let filePath: String = Bundle.main.path(forResource: "chimes", ofType: "wav") else{ return }
print("\(filePath)")
let fileURL: URL = URL(fileURLWithPath: filePath)
guard let audioFile = try? AVAudioFile(forReading: fileURL) else{ return }
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
guard let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount) else{ return }
do{
try audioFile.read(into: audioFileBuffer)
} catch{
print("over")
}
let mainMixer = audioEngine.mainMixerNode
audioEngine.attach(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
try? audioEngine.start()
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, at: nil, options:AVAudioPlayerNodeBufferOptions.loops)
}