3D位置音频–沿Y和Z轴移动SCNAudioPlayer

时间:2019-08-03 04:14:38

标签: swift macos scenekit scnaudioplayer

使用SceneKit,我可以在x轴上从左向右移动audioNode,但是在y和z轴上移动时遇到问题。我戴着耳机,所以我可以听到双耳(3d音频)效果。我也在MacOS上运行它。

我的测试代码如下。有人可以让我知道我在想什么吗?我会很感激的!

import Cocoa
import SceneKit

class ViewController: NSViewController {

    @IBOutlet weak var sceneView: SCNView!

    override func viewDidLoad() {
        super.viewDidLoad()

        let path = Bundle.main.path(forResource: "Sounds/Test.mp3", 
                                         ofType: nil)

        let url = URL(fileURLWithPath: path!)
        let source = SCNAudioSource(url:url)!
        source.loops = true
        source.shouldStream = false
        source.isPositional = true
        source.load()

        let player = SCNAudioPlayer(source: source)
        let box = SCNBox(width: 100.0, 
                        height: 100.0, 
                        length: 100.0, 
                 chamferRadius: 100.0)
        let boxNode = SCNNode(geometry: box)
        let audioNode = SCNNode()
        boxNode.addChildNode(audioNode)

        let scene = SCNScene()
        scene.rootNode.addChildNode(boxNode)
        sceneView.scene = scene
        audioNode.addAudioPlayer(player)

        let avm = player.audioNode as! AVAudioMixing
        avm.volume = 1.0
        let up = SCNAction.moveBy(x: 0, y: 100, z: 0, duration: 5)
        let down = SCNAction.moveBy(x: 0, y: -100, z: 0, duration: 5)
        let sequence = SCNAction.sequence([up, down])
        let loop = SCNAction.repeatForever(sequence)
        boxNode.runAction(loop)

        // Do any additional setup after loading the view.
    }
}

2 个答案:

答案 0 :(得分:1)

已更新

您正在将player.audioNode转换为AVAudioMixing协议:

let avm = player.audioNode as! AVAudioMixing

但是要代替它,必须将其强制转换为类。代码如下:

let avm = player.audioNode as? AVAudioEnvironmentNode
  

在此环境中,任何符合AVAudioMixing协议的节点(例如AVAudioPlayerNode)都可以充当源。该环境具有隐式listener。通过控制听众的位置和方向,该应用程序可以控制用户体验虚拟世界的方式。该节点还定义了距离衰减和混响的属性,有助于表征环境。

And take into account

  

仅对环境节点具有单声道连接格式的输入进行空间化。 If the input is stereo, the audio is passed through without being spatialized 。不支持连接格式超过两个通道的输入。

当然,您需要实现AVAudio3DMixing协议

这是一个有效的代码:

import SceneKit
import AVFoundation

class ViewController: NSViewController, AVAudio3DMixing {

    // YOU NEED MONO AUDIO !!!

    var renderingAlgorithm = AVAudio3DMixingRenderingAlgorithm.sphericalHead
    var rate: Float = 0.0
    var reverbBlend: Float = 0.5
    var obstruction: Float = -100.0
    var occlusion: Float = -100.0
    var position: AVAudio3DPoint = AVAudio3DPoint(x: 0, y: 0, z: -100)

    override func viewDidLoad() {
        super.viewDidLoad()            
        let scene = SCNScene()

        let cameraNode = SCNNode()
        cameraNode.camera = SCNCamera()
        cameraNode.camera?.zFar = 200
        cameraNode.position = SCNVector3(x: 0, y: 0, z: 40)
        scene.rootNode.addChildNode(cameraNode)

        let sceneView = self.view as! SCNView
        sceneView.scene = scene
        sceneView.backgroundColor = NSColor.black
        sceneView.autoenablesDefaultLighting = true

        let path = Bundle.main.path(forResource: "Test_Mono", ofType: "mp3")
        let url = URL(fileURLWithPath: path!)
        let source = SCNAudioSource(url: url)!
        source.loops = true
        source.shouldStream = false  // MUST BE FALSE
        source.isPositional = true
        source.load()

        let player = SCNAudioPlayer(source: source)
        let audioNode = SCNNode()

        let box = SCNBox(width: 1, height: 1, length: 1, chamferRadius: 0.2)
        let boxNode = SCNNode(geometry: box)

        boxNode.addChildNode(audioNode)
        scene.rootNode.addChildNode(boxNode)

        audioNode.addAudioPlayer(player)
        let avm = player.audioNode as? AVAudioEnvironmentNode
        avm?.reverbBlend = reverbBlend
        avm?.renderingAlgorithm = renderingAlgorithm
        avm?.occlusion = occlusion
        avm?.obstruction = obstruction

        let up = SCNAction.moveBy(x: 0, y: 0, z: 70, duration: 5)
        let down = SCNAction.moveBy(x: 0, y: 0, z: -70 , duration: 5)
        let sequence = SCNAction.sequence([up, down])
        let loop = SCNAction.repeatForever(sequence)
        boxNode.runAction(loop)

        avm?.position = AVAudio3DPoint(
                 x: Float(boxNode.position.x),
                 y: Float(boxNode.position.y),
                 z: Float(boxNode.position.z))
    }
}

答案 1 :(得分:-1)

经过研究和试验,我终于找到了答案。我需要修复两件事。

  1. 我不得不将SCNAudioPlayer.AVAudioNode的默认renderingAlgorithm从equalPowerPanning更改为HRTF或HRTFHQ。但是,AVAudioNode不具有renderingAlgorithm属性。但是,我能够将SCNAudioPlayer.AVAudioNode强制转换为AVAudioPlayerNode,并且AVAudioPlayerNode确实具有renderingAlgorithm属性。这是相关的代码。
if let apn = player.audioNode as? AVAudioPlayerNode {
    apn.renderingAlgorithm = .HRTFHQ
}
  1. 我必须将SCNCamera的一个节点分配给SCNView的pointOfView。另外,我还必须更改相机节点的位置,使其远离audioNode。否则,我会听到一开始的剧烈运动。这是相关的代码。
let cameraNode = SCNNode(geometry: SCNBox(width:1, height:1, length:1, chamferRadius: 0.1))
cameraNode.camera = SCNCamera()
        cameraNode.position = SCNVector3(x: 0, y: 0, z: -10)
sceneView.pointOfView = cameraNode

我的scene.rootNode是尺寸为100x100x100的盒子几何。在scene.rootNode内部,我有一个50x5050尺寸的boxNode。然后在boxNode中,我让audioNode生成尺寸为1x1x1的声音以及cameraNode尺寸为1x1x1的声音。 AudioNode的起始位置是0,0,0,cameraNode的位置是0,0,-20。

最后是完整的工作代码。

进口可可 导入AVFoundation 导入SceneKit

ViewController类:NSViewController {

@IBOutlet weak var sceneView: SCNView!

override func viewDidLoad() {
    super.viewDidLoad()
    let path = Bundle.main.path(forResource: "Sounds/Test_mono.mp3", ofType: nil)
    let url = URL(fileURLWithPath: path!)
    let source = SCNAudioSource(url: url)!
    source.loops = true
    source.shouldStream = false
    source.isPositional = true
    source.load()
    let player = SCNAudioPlayer(source: source)
    if let apn = player.audioNode as? AVAudioPlayerNode {
        apn.renderingAlgorithm = .HRTFHQ
    }

    let audioNode = SCNNode(geometry: SCNBox(width:1, height:1, length:1, chamferRadius: 0.1))
    let cameraNode = SCNNode(geometry: SCNBox(width:1, height:1, length:1, chamferRadius: 0.1))

cameraNode.camera = SCNCamera()         let boxNode = SCNNode(几何:SCNBox(宽度:50,高度:50,长度:50,倒角半径:1))         boxNode.addChildNode(audioNode)         audioNode.position = SCNVector3(x:0,y:0,z:0)         boxNode.addChildNode(cameraNode)         cameraNode.position = SCNVector3(x:0,y:0,z:-10)

    let scene = SCNScene()
    scene.rootNode.geometry = SCNBox(width:100, height:100, length:100, chamferRadius: 0.1)
    scene.rootNode.addChildNode(boxNode)

boxNode.position = SCNVector3(x:0,y:0,z:0)

    sceneView.scene = scene
    sceneView.pointOfView = cameraNode
    sceneView.audioListener = cameraNode

    audioNode.addAudioPlayer(player)
    let move = SCNAction.moveBy(x:1, y:0, z:0, duration: 1)
    let sequence = SCNAction.sequence([move])
    let loop = SCNAction.repeatForever(sequence)
    audioNode.runAction(loop)

//加载视图后,请进行其他任何设置。     }

override var representedObject: Any? {
    didSet {
    // Update the view, if already loaded.
    }
}

}