swift 中的音频播放器未获取音量和音调值
Audio Player in swift is not getting value of volume and pitch
我正在尝试在 SwiftUI 中制作一个音频播放器,音频播放器应该具有这些功能。
- Play/Stop 音频
- 循环播放
- 通过滑块改变音量
- 通过滑块更改音频音调。
我目前面临两个问题
- 音频播放器未使用音量和音调滑块值
- 当我停下来播放和更改时 volume/pitch 滑块应用程序崩溃并显示以下消息。
2020-10-14 17:34:08.957709+0530 SwiftUIAudioPlayer[1369:24886] [avae]
AVAEInternal.h:109 [AVAudioFile.mm:484:-[AVAudioFile
readIntoBuffer:frameCount:error:]:
(ExtAudioFileRead(_imp->_extAudioFile, &ioFrames,
buffer.mutableAudioBufferList)): error -50
这里是link投影。 https://github.com/varun-naharia/SwiftUIAudioPlayer
ContentView.swift
import Foundation
import SwiftUI
struct ContentView: View {
@State var volume:Double = 0.00
@State var pitch:Double = 0.0
@State var musicFiles:[SoundModel] = [SoundModel(file: "metro35", name: "Metronome", fileExtension: "wav"), SoundModel(file: "johnson_tone_down_5min", name: "Johnson", fileExtension: "wav"), SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")]
@State var selectedMusicFile:SoundModel = SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")
@State var showSoundPicker = false
@State var selectedGraph = "skin_conductance"
@State var iconSize:CGFloat = 0.124
@State var iconSpace:CGFloat = 0.015
@State var heart = false
init() {
Player.setPitch(pitch: Float(self.pitch))
Player.setVolume(volume: Float(self.volume))
}
var body: some View {
GeometryReader { geometry in
ZStack{
VStack(alignment: .leading) {
Button(action: {
self.heart = !self.heart
self.selectedGraph = "heart"
if(self.heart)
{
Player.playMusic(musicfile: self.selectedMusicFile.file, fileExtension: self.selectedMusicFile.fileExtension)
}
else
{
Player.stopMusic()
self.selectedGraph = ""
}
})
{
Image(self.selectedGraph == "heart" ? "heart" : "heart_disabled")
.resizable()
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
}
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
.padding(.bottom, geometry.size.height*(self.iconSpace/2))
Button(action: {
self.showSoundPicker = !self.showSoundPicker
})
{
Image("tone")
.resizable()
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
}
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
.padding(.bottom, geometry.size.height*(self.iconSpace/2))
HStack{
SwiftUISlider(
thumbColor: .green,
thumbImage: "musicNote 2",
value: self.$volume
).padding(.horizontal)
Button(action: {
})
{
Image("centerGraph")
.resizable()
.frame(width: geometry.size.width*0.05, height: geometry.size.width*0.05)
}
.frame(width: geometry.size.width*0.03, height: geometry.size.width*0.03)
SwiftUISlider(
thumbColor: .green,
thumbImage: "timerSlider 2",
minValue: 0,
maxValue: 20,
value: self.$pitch
)
.padding(.horizontal)
.frame(width: (geometry.size.width/2)-geometry.size.width*0.05, height: geometry.size.width*0.05)
}
.background(Color(UIColor.lightGray))
.frame(width: geometry.size.width, height: geometry.size.height*0.10)
if(self.showSoundPicker)
{
ChooseSoundView(
musicFiles: self.musicFiles,
selectedMusicFile: self.$selectedMusicFile ,
showSoundPicker: self.$showSoundPicker,
isPlaying: self.selectedGraph != ""
)
.frame(width: geometry.size.width*0.6, height: geometry.size.height*0.7, alignment: .center)
.background(Color.white)
}
}
.frame(maxWidth: geometry.size.width,
maxHeight: geometry.size.height)
.background(Color(UIColor.lightGray))
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct ChooseSoundView: View {
@State var musicFiles:[SoundModel]
@Binding var selectedMusicFile:SoundModel
@Binding var showSoundPicker:Bool
@State var isPlaying:Bool
var body: some View {
GeometryReader { geometry in
VStack(alignment: .leading)
{
List(self.musicFiles, id: \.name)
{ item in
Image(self.selectedMusicFile.file == item.file ? "radio-button_on" : "radio-button_off")
.resizable()
.frame(width: 15, height: 15)
Button(action: {
print(item.name)
self.selectedMusicFile = item
self.showSoundPicker = false
if(self.isPlaying)
{
// Player.stopMusic()
// Player.playMusic(musicfile: self.selectedMusicFile.file, fileExtension: self.selectedMusicFile.fileExtension)
}
}){
Text(item.name)
.frame(width: geometry.size.width*90,
height: 50.0,
alignment: .leading)
}
.frame(width: geometry.size.width*90, height: 50.0)
}
HStack{
Button(action: {
self.showSoundPicker = false
}){
Text("Done")
.frame(width: geometry.size.width*0.45,
height: 50.0,
alignment: .center)
}
.frame(width: geometry.size.width*0.45, height: 50.0)
Button(action: {
self.showSoundPicker = false
}){
Text("Cancel")
.frame(width: geometry.size.width*0.45,
height: 50.0,
alignment: .center)
}
.frame(width: geometry.size.width*0.45, height: 50.0)
}
.background(Color.white)
}
}
}
}
Player.swift
import Foundation
import AVFoundation
class Player {
private static var breathAudioPlayer:AVAudioPlayer?
private static var audioPlayerEngine = AVAudioEngine()
private static let speedControl = AVAudioUnitVarispeed()
private static var pitchControl = AVAudioUnitTimePitch()
private static var audioPlayerNode = AVAudioPlayerNode()
private static var volume:Float = 1.0
private static func playSounds(soundfile: String) {
if let path = Bundle.main.path(forResource: soundfile, ofType: "m4a"){
do{
breathAudioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
breathAudioPlayer?.volume = self.volume
breathAudioPlayer?.prepareToPlay()
breathAudioPlayer?.play()
}catch {
print("Error")
}
}
}
static func playMusic(musicfile: String, fileExtension:String) {
if let path = Bundle.main.path(forResource: musicfile, ofType: fileExtension){
do{
// 1: load the file
let audioPlayFile = try AVAudioFile(forReading: URL(fileURLWithPath: path))
let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioPlayFile.fileFormat, frameCapacity: AVAudioFrameCount(audioPlayFile.length))
try? audioPlayFile.read(into: audioFileBuffer!)
// 2: create the audio player
audioPlayerNode = AVAudioPlayerNode()
audioPlayerEngine = AVAudioEngine()
// you can replace mp3 with anything else you like, just make sure you load it from our project
// making sure to clean up the audio hardware to avoid any damage and bugs
audioPlayerNode.stop()
audioPlayerEngine.stop()
audioPlayerEngine.reset()
audioPlayerEngine.attach(audioPlayerNode)
let pitchControl = AVAudioUnitTimePitch()
// assign the speed and pitch
audioPlayerEngine.attach(pitchControl)
audioPlayerEngine.connect(audioPlayerNode, to: pitchControl, format: nil)
audioPlayerEngine.connect(pitchControl, to: audioPlayerEngine.outputNode, format: nil)
audioPlayerNode.scheduleFile(audioPlayFile, at: nil, completionHandler: nil)
// try to start playing the audio
audioPlayerNode.scheduleBuffer(audioFileBuffer!, at: nil, options: .loops, completionHandler: nil)
do {
try audioPlayerEngine.start()
} catch {
print(error)
}
// play the audio
audioPlayerNode.play()
}catch {
print("Error")
}
}
}
static func breathIn() {
// Player.playSounds(soundfile: "breathin")
}
static func breathOut() {
// Player.playSounds(soundfile: "breathout")
}
static func play(musicFile:String, fileExtension:String)
{
Player.playMusic(musicfile: musicFile,fileExtension: fileExtension)
}
static func stopMusic() {
audioPlayerNode.pause()
audioPlayerNode.stop()
}
static func setPitch(pitch:Float) {
pitchControl.pitch = pitch
}
static func setVolume(volume:Float) {
audioPlayerNode.volume = volume
}
}
SwiftUISlider.swift
import Foundation
import SwiftUI
struct SwiftUISlider: UIViewRepresentable {
var onChangeNotification:String = ""
final class Coordinator: NSObject {
// The class property value is a binding: It’s a reference to the SwiftUISlider
// value, which receives a reference to a @State variable value in ContentView.
var value: Binding<Double>
// Create the binding when you initialize the Coordinator
init(value: Binding<Double>) {
self.value = value
}
// Create a valueChanged(_:) action
@objc func valueChanged(_ sender: UISlider) {
self.value.wrappedValue = Double(sender.value)
}
}
var thumbColor: UIColor = .white
var minTrackColor: UIColor?
var maxTrackColor: UIColor?
var thumbImage:String?
var minValue:Float?
var maxValue:Float?
@Binding var value: Double
func makeUIView(context: Context) -> UISlider {
let slider = UISlider(frame: .zero)
slider.thumbTintColor = thumbColor
slider.minimumTrackTintColor = minTrackColor
slider.maximumTrackTintColor = maxTrackColor
slider.value = Float(value)
if(self.minValue != nil)
{
slider.minimumValue = self.minValue!
}
if(self.maxValue != nil)
{
slider.maximumValue = self.maxValue!
}
slider.setThumbImage(UIImage(named: self.thumbImage ?? ""), for: .normal)
slider.setThumbImage(UIImage(named: self.thumbImage ?? ""), for: .focused)
slider.setThumbImage(UIImage(named: self.thumbImage ?? ""), for: .highlighted)
slider.addTarget(
context.coordinator,
action: #selector(Coordinator.valueChanged(_:)),
for: .valueChanged
)
return slider
}
func onValueChange(_ sender: UISlider) {
}
func updateUIView(_ uiView: UISlider, context: Context) {
// Coordinating data between UIView and SwiftUI view
uiView.value = Float(self.value)
}
func makeCoordinator() -> SwiftUISlider.Coordinator {
Coordinator(value: $value)
}
}
SoundModel.swift
import Foundation
import Combine
class SoundModel:ObservableObject, Identifiable
{
@Published var file:String
@Published var name:String
@Published var fileExtension:String
init(file:String, name:String, fileExtension:String) {
self.file = file
self.name = name
self.fileExtension = fileExtension
}
}
您的第一个问题是您没有跟踪 volume/pitch 值的变化。为此,请将它们移动到 class:
class PlayerSetup: ObservableObject {
@Published var volume:Double = 0.00 {
didSet {
Player.setVolume(volume: Float(self.volume))
}
}
@Published var pitch:Double = 0.0{
didSet {
Player.setPitch(pitch: Float(self.pitch))
}
}
}
在视图中声明:
@ObservedObject var playerSetup = PlayerSetup()
并绑定您的观点:
SwiftUISlider(
thumbColor: .green,
thumbImage: "musicNote 2",
value: $playerSetup.volume
).padding(.horizontal)
SwiftUISlider(
thumbColor: .green,
thumbImage: "timerSlider 2",
minValue: 0,
maxValue: 20,
value: $playerSetup.pitch
)
播放完文件后崩溃,因为 try? audioPlayFile.read(into: audioFileBuffer!)
失败并且您的缓冲区在文件为空后安排。由于 scheduleFile
,它第一次播放该文件。如果您想循环播放单个文件,请尝试调用此函数:
static func scheduleNext(audioPlayFile: AVAudioFile) {
audioPlayerNode.scheduleFile(audioPlayFile, at: nil) {
DispatchQueue.main.async {
scheduleNext(audioPlayFile: audioPlayFile)
}
}
}
pitchControl 不起作用,因为您在开始播放时使用的是本地值,只需删除本地值声明即可。
关于音量。正如您在文档中看到的那样,This property is implemented only by the AVAudioEnvironmentNode and AVAudioMixerNode class mixers.
所以您不能将它用于播放器节点,您需要创建一个混合器节点,将其添加到节点链中,然后更改它的音量。
同样为了清理节点代码,我建议你使用下面的代码:
let nodes = [
audioPlayerNode,
pitchControl,
mixerNode,
]
nodes.forEach { node in
audioPlayerEngine.attach(node)
}
zip(nodes, (nodes.dropFirst() + [audioPlayerEngine.outputNode]))
.forEach { firstNode, secondNode in
audioPlayerEngine.connect(firstNode, to: secondNode, format: nil)
}
它将所有 nodes
一一连接起来。
https://github.com/PhilipDukhov/SwiftUIAudioPlayer/tree/fixes
您的代码的主要问题是它们之间存在混合视图和视图模型。很多现在必须在视图模型中的东西位于视图中。
查看:
struct ContentView: View {
@State var volume:Double = 0.00
@State var pitch:Double = 0.0
@State var musicFiles:[SoundModel] = [SoundModel(file: "metro35", name: "Metronome", fileExtension: "wav"), SoundModel(file: "johnson_tone_down_5min", name: "Johnson", fileExtension: "wav"), SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")]
@State var selectedMusicFile:SoundModel = SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")
@State var showSoundPicker = false
@State var selectedGraph = "skin_conductance"
@State var iconSize:CGFloat = 0.124
@State var iconSpace:CGFloat = 0.015
@State var heart = false
init() {
Player.setPitch(pitch: Float(self.pitch))
Player.setVolume(volume: Float(self.volume))
}
视图必须是:
struct PlayerView: View {
@ObservedObject var viewModel: PlayerViewModel
@State var iconSize:CGFloat = 0.124
@State var iconSpace:CGFloat = 0.015
init() {
// that was wrote here must be moved to init of playerViewModel
}
viewModel 你的:
import Foundation
import AVFoundation
class Player {
private static var breathAudioPlayer:AVAudioPlayer?
private static var audioPlayerEngine = AVAudioEngine()
private static let speedControl = AVAudioUnitVarispeed()
private static var pitchControl = AVAudioUnitTimePitch()
private static var audioPlayerNode = AVAudioPlayerNode()
private static var volume:Float = 1.0
private static func playSounds(soundfile: String) {
....
ViewModel 必须是:
import Foundation
import AVFoundation
class PlayerViewModel: ObservableObject {
@Published var volume:Double = 0.00
@Published var pitch:Double = 0.0
@Published var musicFiles:[SoundModel] = [SoundModel(file: "metro35", name: "Metronome", fileExtension: "wav"), SoundModel(file: "johnson_tone_down_5min", name: "Johnson", fileExtension: "wav"), SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")]
@Published var selectedMusicFile:SoundModel = SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")
@Published var showSoundPicker = false
@Published var selectedGraph = "skin_conductance"
//@Published var heart = false // SoundViewModel's property
private static var breathAudioPlayer:AVAudioPlayer?
private static var audioPlayerEngine = AVAudioEngine()
private static let speedControl = AVAudioUnitVarispeed()
private static var pitchControl = AVAudioUnitTimePitch()
private static var audioPlayerNode = AVAudioPlayerNode()
private static var volume:Float = 1.0
private static func playSounds(soundfile: String) {
如果您将所有这些移动到适当的位置,几乎可以肯定您的代码会更好地工作,并且您的问题可能会得到解决。
目前您需要手动跟踪任何更改。您的代码结构是造成这种情况的原因。您不需要手动跟踪它,因为这是额外的无用代码。
您需要修复代码结构而不是使用“didSet”
我正在尝试在 SwiftUI 中制作一个音频播放器,音频播放器应该具有这些功能。
- Play/Stop 音频
- 循环播放
- 通过滑块改变音量
- 通过滑块更改音频音调。
我目前面临两个问题
- 音频播放器未使用音量和音调滑块值
- 当我停下来播放和更改时 volume/pitch 滑块应用程序崩溃并显示以下消息。
2020-10-14 17:34:08.957709+0530 SwiftUIAudioPlayer[1369:24886] [avae] AVAEInternal.h:109 [AVAudioFile.mm:484:-[AVAudioFile readIntoBuffer:frameCount:error:]: (ExtAudioFileRead(_imp->_extAudioFile, &ioFrames, buffer.mutableAudioBufferList)): error -50
这里是link投影。 https://github.com/varun-naharia/SwiftUIAudioPlayer
ContentView.swift
import Foundation
import SwiftUI
struct ContentView: View {
@State var volume:Double = 0.00
@State var pitch:Double = 0.0
@State var musicFiles:[SoundModel] = [SoundModel(file: "metro35", name: "Metronome", fileExtension: "wav"), SoundModel(file: "johnson_tone_down_5min", name: "Johnson", fileExtension: "wav"), SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")]
@State var selectedMusicFile:SoundModel = SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")
@State var showSoundPicker = false
@State var selectedGraph = "skin_conductance"
@State var iconSize:CGFloat = 0.124
@State var iconSpace:CGFloat = 0.015
@State var heart = false
init() {
Player.setPitch(pitch: Float(self.pitch))
Player.setVolume(volume: Float(self.volume))
}
var body: some View {
GeometryReader { geometry in
ZStack{
VStack(alignment: .leading) {
Button(action: {
self.heart = !self.heart
self.selectedGraph = "heart"
if(self.heart)
{
Player.playMusic(musicfile: self.selectedMusicFile.file, fileExtension: self.selectedMusicFile.fileExtension)
}
else
{
Player.stopMusic()
self.selectedGraph = ""
}
})
{
Image(self.selectedGraph == "heart" ? "heart" : "heart_disabled")
.resizable()
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
}
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
.padding(.bottom, geometry.size.height*(self.iconSpace/2))
Button(action: {
self.showSoundPicker = !self.showSoundPicker
})
{
Image("tone")
.resizable()
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
}
.frame(width: geometry.size.height*self.iconSize, height: geometry.size.height*self.iconSize)
.padding(.bottom, geometry.size.height*(self.iconSpace/2))
HStack{
SwiftUISlider(
thumbColor: .green,
thumbImage: "musicNote 2",
value: self.$volume
).padding(.horizontal)
Button(action: {
})
{
Image("centerGraph")
.resizable()
.frame(width: geometry.size.width*0.05, height: geometry.size.width*0.05)
}
.frame(width: geometry.size.width*0.03, height: geometry.size.width*0.03)
SwiftUISlider(
thumbColor: .green,
thumbImage: "timerSlider 2",
minValue: 0,
maxValue: 20,
value: self.$pitch
)
.padding(.horizontal)
.frame(width: (geometry.size.width/2)-geometry.size.width*0.05, height: geometry.size.width*0.05)
}
.background(Color(UIColor.lightGray))
.frame(width: geometry.size.width, height: geometry.size.height*0.10)
if(self.showSoundPicker)
{
ChooseSoundView(
musicFiles: self.musicFiles,
selectedMusicFile: self.$selectedMusicFile ,
showSoundPicker: self.$showSoundPicker,
isPlaying: self.selectedGraph != ""
)
.frame(width: geometry.size.width*0.6, height: geometry.size.height*0.7, alignment: .center)
.background(Color.white)
}
}
.frame(maxWidth: geometry.size.width,
maxHeight: geometry.size.height)
.background(Color(UIColor.lightGray))
}
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct ChooseSoundView: View {
@State var musicFiles:[SoundModel]
@Binding var selectedMusicFile:SoundModel
@Binding var showSoundPicker:Bool
@State var isPlaying:Bool
var body: some View {
GeometryReader { geometry in
VStack(alignment: .leading)
{
List(self.musicFiles, id: \.name)
{ item in
Image(self.selectedMusicFile.file == item.file ? "radio-button_on" : "radio-button_off")
.resizable()
.frame(width: 15, height: 15)
Button(action: {
print(item.name)
self.selectedMusicFile = item
self.showSoundPicker = false
if(self.isPlaying)
{
// Player.stopMusic()
// Player.playMusic(musicfile: self.selectedMusicFile.file, fileExtension: self.selectedMusicFile.fileExtension)
}
}){
Text(item.name)
.frame(width: geometry.size.width*90,
height: 50.0,
alignment: .leading)
}
.frame(width: geometry.size.width*90, height: 50.0)
}
HStack{
Button(action: {
self.showSoundPicker = false
}){
Text("Done")
.frame(width: geometry.size.width*0.45,
height: 50.0,
alignment: .center)
}
.frame(width: geometry.size.width*0.45, height: 50.0)
Button(action: {
self.showSoundPicker = false
}){
Text("Cancel")
.frame(width: geometry.size.width*0.45,
height: 50.0,
alignment: .center)
}
.frame(width: geometry.size.width*0.45, height: 50.0)
}
.background(Color.white)
}
}
}
}
Player.swift
import Foundation
import AVFoundation
class Player {
private static var breathAudioPlayer:AVAudioPlayer?
private static var audioPlayerEngine = AVAudioEngine()
private static let speedControl = AVAudioUnitVarispeed()
private static var pitchControl = AVAudioUnitTimePitch()
private static var audioPlayerNode = AVAudioPlayerNode()
private static var volume:Float = 1.0
private static func playSounds(soundfile: String) {
if let path = Bundle.main.path(forResource: soundfile, ofType: "m4a"){
do{
breathAudioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path))
breathAudioPlayer?.volume = self.volume
breathAudioPlayer?.prepareToPlay()
breathAudioPlayer?.play()
}catch {
print("Error")
}
}
}
static func playMusic(musicfile: String, fileExtension:String) {
if let path = Bundle.main.path(forResource: musicfile, ofType: fileExtension){
do{
// 1: load the file
let audioPlayFile = try AVAudioFile(forReading: URL(fileURLWithPath: path))
let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioPlayFile.fileFormat, frameCapacity: AVAudioFrameCount(audioPlayFile.length))
try? audioPlayFile.read(into: audioFileBuffer!)
// 2: create the audio player
audioPlayerNode = AVAudioPlayerNode()
audioPlayerEngine = AVAudioEngine()
// you can replace mp3 with anything else you like, just make sure you load it from our project
// making sure to clean up the audio hardware to avoid any damage and bugs
audioPlayerNode.stop()
audioPlayerEngine.stop()
audioPlayerEngine.reset()
audioPlayerEngine.attach(audioPlayerNode)
let pitchControl = AVAudioUnitTimePitch()
// assign the speed and pitch
audioPlayerEngine.attach(pitchControl)
audioPlayerEngine.connect(audioPlayerNode, to: pitchControl, format: nil)
audioPlayerEngine.connect(pitchControl, to: audioPlayerEngine.outputNode, format: nil)
audioPlayerNode.scheduleFile(audioPlayFile, at: nil, completionHandler: nil)
// try to start playing the audio
audioPlayerNode.scheduleBuffer(audioFileBuffer!, at: nil, options: .loops, completionHandler: nil)
do {
try audioPlayerEngine.start()
} catch {
print(error)
}
// play the audio
audioPlayerNode.play()
}catch {
print("Error")
}
}
}
static func breathIn() {
// Player.playSounds(soundfile: "breathin")
}
static func breathOut() {
// Player.playSounds(soundfile: "breathout")
}
static func play(musicFile:String, fileExtension:String)
{
Player.playMusic(musicfile: musicFile,fileExtension: fileExtension)
}
static func stopMusic() {
audioPlayerNode.pause()
audioPlayerNode.stop()
}
static func setPitch(pitch:Float) {
pitchControl.pitch = pitch
}
static func setVolume(volume:Float) {
audioPlayerNode.volume = volume
}
}
SwiftUISlider.swift
import Foundation
import SwiftUI
struct SwiftUISlider: UIViewRepresentable {
var onChangeNotification:String = ""
final class Coordinator: NSObject {
// The class property value is a binding: It’s a reference to the SwiftUISlider
// value, which receives a reference to a @State variable value in ContentView.
var value: Binding<Double>
// Create the binding when you initialize the Coordinator
init(value: Binding<Double>) {
self.value = value
}
// Create a valueChanged(_:) action
@objc func valueChanged(_ sender: UISlider) {
self.value.wrappedValue = Double(sender.value)
}
}
var thumbColor: UIColor = .white
var minTrackColor: UIColor?
var maxTrackColor: UIColor?
var thumbImage:String?
var minValue:Float?
var maxValue:Float?
@Binding var value: Double
func makeUIView(context: Context) -> UISlider {
let slider = UISlider(frame: .zero)
slider.thumbTintColor = thumbColor
slider.minimumTrackTintColor = minTrackColor
slider.maximumTrackTintColor = maxTrackColor
slider.value = Float(value)
if(self.minValue != nil)
{
slider.minimumValue = self.minValue!
}
if(self.maxValue != nil)
{
slider.maximumValue = self.maxValue!
}
slider.setThumbImage(UIImage(named: self.thumbImage ?? ""), for: .normal)
slider.setThumbImage(UIImage(named: self.thumbImage ?? ""), for: .focused)
slider.setThumbImage(UIImage(named: self.thumbImage ?? ""), for: .highlighted)
slider.addTarget(
context.coordinator,
action: #selector(Coordinator.valueChanged(_:)),
for: .valueChanged
)
return slider
}
func onValueChange(_ sender: UISlider) {
}
func updateUIView(_ uiView: UISlider, context: Context) {
// Coordinating data between UIView and SwiftUI view
uiView.value = Float(self.value)
}
func makeCoordinator() -> SwiftUISlider.Coordinator {
Coordinator(value: $value)
}
}
SoundModel.swift
import Foundation
import Combine
class SoundModel:ObservableObject, Identifiable
{
@Published var file:String
@Published var name:String
@Published var fileExtension:String
init(file:String, name:String, fileExtension:String) {
self.file = file
self.name = name
self.fileExtension = fileExtension
}
}
您的第一个问题是您没有跟踪 volume/pitch 值的变化。为此,请将它们移动到 class:
class PlayerSetup: ObservableObject {
@Published var volume:Double = 0.00 {
didSet {
Player.setVolume(volume: Float(self.volume))
}
}
@Published var pitch:Double = 0.0{
didSet {
Player.setPitch(pitch: Float(self.pitch))
}
}
}
在视图中声明:
@ObservedObject var playerSetup = PlayerSetup()
并绑定您的观点:
SwiftUISlider(
thumbColor: .green,
thumbImage: "musicNote 2",
value: $playerSetup.volume
).padding(.horizontal)
SwiftUISlider(
thumbColor: .green,
thumbImage: "timerSlider 2",
minValue: 0,
maxValue: 20,
value: $playerSetup.pitch
)
播放完文件后崩溃,因为 try? audioPlayFile.read(into: audioFileBuffer!)
失败并且您的缓冲区在文件为空后安排。由于 scheduleFile
,它第一次播放该文件。如果您想循环播放单个文件,请尝试调用此函数:
static func scheduleNext(audioPlayFile: AVAudioFile) {
audioPlayerNode.scheduleFile(audioPlayFile, at: nil) {
DispatchQueue.main.async {
scheduleNext(audioPlayFile: audioPlayFile)
}
}
}
pitchControl 不起作用,因为您在开始播放时使用的是本地值,只需删除本地值声明即可。
关于音量。正如您在文档中看到的那样,This property is implemented only by the AVAudioEnvironmentNode and AVAudioMixerNode class mixers.
所以您不能将它用于播放器节点,您需要创建一个混合器节点,将其添加到节点链中,然后更改它的音量。
同样为了清理节点代码,我建议你使用下面的代码:
let nodes = [
audioPlayerNode,
pitchControl,
mixerNode,
]
nodes.forEach { node in
audioPlayerEngine.attach(node)
}
zip(nodes, (nodes.dropFirst() + [audioPlayerEngine.outputNode]))
.forEach { firstNode, secondNode in
audioPlayerEngine.connect(firstNode, to: secondNode, format: nil)
}
它将所有 nodes
一一连接起来。
https://github.com/PhilipDukhov/SwiftUIAudioPlayer/tree/fixes
您的代码的主要问题是它们之间存在混合视图和视图模型。很多现在必须在视图模型中的东西位于视图中。
查看:
struct ContentView: View {
@State var volume:Double = 0.00
@State var pitch:Double = 0.0
@State var musicFiles:[SoundModel] = [SoundModel(file: "metro35", name: "Metronome", fileExtension: "wav"), SoundModel(file: "johnson_tone_down_5min", name: "Johnson", fileExtension: "wav"), SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")]
@State var selectedMusicFile:SoundModel = SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")
@State var showSoundPicker = false
@State var selectedGraph = "skin_conductance"
@State var iconSize:CGFloat = 0.124
@State var iconSpace:CGFloat = 0.015
@State var heart = false
init() {
Player.setPitch(pitch: Float(self.pitch))
Player.setVolume(volume: Float(self.volume))
}
视图必须是:
struct PlayerView: View {
@ObservedObject var viewModel: PlayerViewModel
@State var iconSize:CGFloat = 0.124
@State var iconSpace:CGFloat = 0.015
init() {
// that was wrote here must be moved to init of playerViewModel
}
viewModel 你的:
import Foundation
import AVFoundation
class Player {
private static var breathAudioPlayer:AVAudioPlayer?
private static var audioPlayerEngine = AVAudioEngine()
private static let speedControl = AVAudioUnitVarispeed()
private static var pitchControl = AVAudioUnitTimePitch()
private static var audioPlayerNode = AVAudioPlayerNode()
private static var volume:Float = 1.0
private static func playSounds(soundfile: String) {
....
ViewModel 必须是:
import Foundation
import AVFoundation
class PlayerViewModel: ObservableObject {
@Published var volume:Double = 0.00
@Published var pitch:Double = 0.0
@Published var musicFiles:[SoundModel] = [SoundModel(file: "metro35", name: "Metronome", fileExtension: "wav"), SoundModel(file: "johnson_tone_down_5min", name: "Johnson", fileExtension: "wav"), SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")]
@Published var selectedMusicFile:SoundModel = SoundModel(file: "sine_140_6s_fade_ogg", name: "Sine wave", fileExtension: "wav")
@Published var showSoundPicker = false
@Published var selectedGraph = "skin_conductance"
//@Published var heart = false // SoundViewModel's property
private static var breathAudioPlayer:AVAudioPlayer?
private static var audioPlayerEngine = AVAudioEngine()
private static let speedControl = AVAudioUnitVarispeed()
private static var pitchControl = AVAudioUnitTimePitch()
private static var audioPlayerNode = AVAudioPlayerNode()
private static var volume:Float = 1.0
private static func playSounds(soundfile: String) {
如果您将所有这些移动到适当的位置,几乎可以肯定您的代码会更好地工作,并且您的问题可能会得到解决。
目前您需要手动跟踪任何更改。您的代码结构是造成这种情况的原因。您不需要手动跟踪它,因为这是额外的无用代码。 您需要修复代码结构而不是使用“didSet”