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.
}
}
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。
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。
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。
if let apn = player.audioNode as? AVAudioPlayerNode {
apn.renderingAlgorithm = .HRTFHQ
}
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.
}
}
}