动态重新连接 AVAudioEngine 节点而不停止声音
Dynamically reconnecting AVAudioEngine nodes without stopping sound
我正在尝试动态修改附加到 AVAudioEngine
的节点图,但该图在每次重新连接后输出静默。
在下面的示例中,我想将 player
动态连接到 engine.mainMixerNode
,但每当我调用 toggleBypass
时,我都会保持沉默。
是否可以在不暂停 AVAudioPlayerNode
播放的情况下执行此重新布线?
class Sample: UIViewController {
let engine = AVAudioEngine()
let player = AVAudioPlayerNode()
let effectNode = AVAudioUnitDelay()
@objc func toggleBypass() {
if effectNode.numberOfInputs == 0 {
engine.connect(player, to: effectNode, format: file.processingFormat)
engine.connect(effectNode, to: engine.mainMixerNode, format: file.processingFormat)
} else {
engine.connect(player, to: engine.mainMixerNode, format: file.processingFormat)
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .red
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(toggleBypass)))
try! AVAudioSession.sharedInstance().setCategory(.playback)
try! AVAudioSession.sharedInstance().setPreferredIOBufferDuration(0.005)
try! AVAudioSession.sharedInstance().setActive(true, options: [])
do {
engine.attach(player)
engine.attach(effectNode)
engine.connect(player, to: effectNode, format: file.processingFormat)
engine.connect(effectNode, to: engine.mainMixerNode, format: file.processingFormat)
player.scheduleBuffer(buffer, at: nil, options: .loops, completionHandler: nil)
engine.prepare()
try engine.start()
player.play()
} catch {
assertionFailure(String(describing: error))
}
}
lazy var file: AVAudioFile = {
let fileURL = Bundle.main.url(forResource: "beber", withExtension: "mp3")!
return try! AVAudioFile(forReading: fileURL)
}()
lazy var buffer: AVAudioPCMBuffer = {
let buffer = AVAudioPCMBuffer(pcmFormat: file.processingFormat, frameCapacity: UInt32(file.length))!
try! file.read(into: buffer)
return buffer
}()
}
(是的,我知道我可以更新效果的 bypass
属性,但我很想知道动态重新连接图形的步骤是什么)
经过进一步研究,我意识到(从 iOS 13 开始)如果不暂停 AVAudioPlayerNode
.
的播放就无法执行此重新布线
重新连接播放器节点使用connect(_:to:fromBus:toBus:format:)
方法,该方法首先断开该节点与之前连接的节点的连接,从而停止播放。
但是,您可以使用不同的连接方法(connect(_:to:fromBus:format:)
将播放器连接到多种效果器以及通过以下方式播放的混音器:
let engine = AVAudioEngine()
let player = AVAudioPlayerNode()
let effectOne = AVAudioUnitTimePitch()
let effectTwo = AVAudioUnitReverb()
let mixerThru = AVAudioMixerNode()
let mixerOne = AVAudioMixerNode()
let mixerTwo = AVAudioMixerNode()
engine.attach(player)
engine.attach(effectOne)
engine.attach(effectTwo)
engine.attach(mixerThru)
engine.attach(mixerOne)
engine.attach(mixerTwo)
player.scheduleBuffer(buffer, at: nil, options: .loops, completionHandler: nil)
let effectThruConnectionPoint = AVAudioConnectionPoint(node: mixerThru, bus: 0)
let effectOneConnectionPoint = AVAudioConnectionPoint(node: effectOne, bus: 0)
let effectTwoConnectionPoint = AVAudioConnectionPoint(node: effectTwo, bus: 0)
engine.connect(player, to: [effectThruConnectionPoint, effectOneConnectionPoint, effectTwoConnectionPoint], fromBus: 0, format: nil)
engine.connect(effectOne, to: mixerOne, format: file.processingFormat)
engine.connect(effectTwo, to: mixerTwo, format: file.processingFormat)
engine.connect(mixerThru, to: engine.mainMixerNode, format: file.processingFormat)
engine.connect(mixerOne, to: engine.mainMixerNode, format: file.processingFormat)
engine.connect(mixerTwo, to: engine.mainMixerNode, format: file.processingFormat)
mixerTwo.outputVolume = 0
mixerThru.outputVolume = 0
(对 RH 的想法和代码的支持)
我正在尝试动态修改附加到 AVAudioEngine
的节点图,但该图在每次重新连接后输出静默。
在下面的示例中,我想将 player
动态连接到 engine.mainMixerNode
,但每当我调用 toggleBypass
时,我都会保持沉默。
是否可以在不暂停 AVAudioPlayerNode
播放的情况下执行此重新布线?
class Sample: UIViewController {
let engine = AVAudioEngine()
let player = AVAudioPlayerNode()
let effectNode = AVAudioUnitDelay()
@objc func toggleBypass() {
if effectNode.numberOfInputs == 0 {
engine.connect(player, to: effectNode, format: file.processingFormat)
engine.connect(effectNode, to: engine.mainMixerNode, format: file.processingFormat)
} else {
engine.connect(player, to: engine.mainMixerNode, format: file.processingFormat)
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .red
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(toggleBypass)))
try! AVAudioSession.sharedInstance().setCategory(.playback)
try! AVAudioSession.sharedInstance().setPreferredIOBufferDuration(0.005)
try! AVAudioSession.sharedInstance().setActive(true, options: [])
do {
engine.attach(player)
engine.attach(effectNode)
engine.connect(player, to: effectNode, format: file.processingFormat)
engine.connect(effectNode, to: engine.mainMixerNode, format: file.processingFormat)
player.scheduleBuffer(buffer, at: nil, options: .loops, completionHandler: nil)
engine.prepare()
try engine.start()
player.play()
} catch {
assertionFailure(String(describing: error))
}
}
lazy var file: AVAudioFile = {
let fileURL = Bundle.main.url(forResource: "beber", withExtension: "mp3")!
return try! AVAudioFile(forReading: fileURL)
}()
lazy var buffer: AVAudioPCMBuffer = {
let buffer = AVAudioPCMBuffer(pcmFormat: file.processingFormat, frameCapacity: UInt32(file.length))!
try! file.read(into: buffer)
return buffer
}()
}
(是的,我知道我可以更新效果的 bypass
属性,但我很想知道动态重新连接图形的步骤是什么)
经过进一步研究,我意识到(从 iOS 13 开始)如果不暂停 AVAudioPlayerNode
.
重新连接播放器节点使用connect(_:to:fromBus:toBus:format:)
方法,该方法首先断开该节点与之前连接的节点的连接,从而停止播放。
但是,您可以使用不同的连接方法(connect(_:to:fromBus:format:)
将播放器连接到多种效果器以及通过以下方式播放的混音器:
let engine = AVAudioEngine()
let player = AVAudioPlayerNode()
let effectOne = AVAudioUnitTimePitch()
let effectTwo = AVAudioUnitReverb()
let mixerThru = AVAudioMixerNode()
let mixerOne = AVAudioMixerNode()
let mixerTwo = AVAudioMixerNode()
engine.attach(player)
engine.attach(effectOne)
engine.attach(effectTwo)
engine.attach(mixerThru)
engine.attach(mixerOne)
engine.attach(mixerTwo)
player.scheduleBuffer(buffer, at: nil, options: .loops, completionHandler: nil)
let effectThruConnectionPoint = AVAudioConnectionPoint(node: mixerThru, bus: 0)
let effectOneConnectionPoint = AVAudioConnectionPoint(node: effectOne, bus: 0)
let effectTwoConnectionPoint = AVAudioConnectionPoint(node: effectTwo, bus: 0)
engine.connect(player, to: [effectThruConnectionPoint, effectOneConnectionPoint, effectTwoConnectionPoint], fromBus: 0, format: nil)
engine.connect(effectOne, to: mixerOne, format: file.processingFormat)
engine.connect(effectTwo, to: mixerTwo, format: file.processingFormat)
engine.connect(mixerThru, to: engine.mainMixerNode, format: file.processingFormat)
engine.connect(mixerOne, to: engine.mainMixerNode, format: file.processingFormat)
engine.connect(mixerTwo, to: engine.mainMixerNode, format: file.processingFormat)
mixerTwo.outputVolume = 0
mixerThru.outputVolume = 0
(对 RH 的想法和代码的支持)