ios - 混合midi文件,每个文件都有自己的声音字体

时间:2012-07-29 01:57:01

标签: ios audio core-audio midi coremidi

我正在寻找一种混合2个或更多midi文件的方法,每个文件都有自己的声音字体文件。我找到了一个文件的以下代码,并试图做多个音乐播放器,但我想这不应该是正确的方法。我每秒钟都会收到一些奇怪的流行音乐。

那么有没有其他方式,可能没有音乐播放器和音乐序列方法,只使用au单位?

这是我在另一个帖子中找到的代码:

-(void) playMusic:(NSString*) name
{
NSString *presetURLPath = [[NSBundle mainBundle] pathForResource:@"GortsMiniPianoJ1" ofType:@"SF2"];
NSURL * presetURL = [NSURL fileURLWithPath:presetURLPath]; 
[self loadFromDLSOrSoundFont: (NSURL *)presetURL withPatch: (int)3];

NSString *midiFilePath = [[NSBundle mainBundle] pathForResource:name ofType:@"mid"];
NSURL * midiFileURL = [NSURL fileURLWithPath:midiFilePath];

NewMusicPlayer(&musicPlayer);

if (NewMusicSequence(&musicSequence) != noErr) 
{
    [NSException raise:@"play" format:@"Can't create MusicSequence"];  
}

if(MusicSequenceFileLoad(musicSequence, (CFURLRef)midiFileURL, 0, 0 != noErr)) 
{
    [NSException raise:@"play" format:@"Can't load MusicSequence"];
}

MusicPlayerSetSequence(musicPlayer, musicSequence);
MusicSequenceSetAUGraph(musicSequence, _processingGraph);
MusicPlayerPreroll(musicPlayer);
MusicPlayerStart(musicPlayer);
}

3 个答案:

答案 0 :(得分:3)

多个MusicPlayer实例听起来有点尴尬(保持同步),我怀疑多个AUGraph会起作用。我自己没试过。

使用MusicPlayer的唯一实例的一种方法是将每个midi文件中的轨道加载到“主”序列中。您可以将AUSampler节点(具有唯一的soundFont)分配给每个轨道(MusicTrackSetDestNode),并通过AUMixer将它们全部连接起来。您需要管理每个midi文件中的节奏(使用MusicTrackNewExtendedTempoEvent)以将文件节奏分配给相关曲目。在轨道或调音台级别轻松处理音轨+音轨音量。

我想在很大程度上取决于您正在使用的midi文件的性质。 Fwiw - 我在iOS上对midi文件播放进行了大量研究,没有什么比MusicPlayer更容易使用。但是,Bass lib可能值得一看,看看MusicPlayer是否适合您。

指定调音台输入的数量:

// set the bus count
UInt32 numBuses = BUS_COUNT; // a constant defined elsewhere
result = AudioUnitSetProperty(mixerUnit, 
                              kAudioUnitProperty_ElementCount, 
                              kAudioUnitScope_Input, 
                              0, 
                              &numBuses, 
                              sizeof(numBuses));

if (noErr != result) {[self printErrorMessage: @"Error setting Bus Count" withStatus: result]; return;}

答案 1 :(得分:1)

我和你有完全相同的问题。所有曲目都使用第一个声音字体乐器。我按照你的解决方案,但一开始不起作用。最后,我解决了这个问题。正如您所提到的,调用函数的顺序确实很重要。是的。实际上,序列调用应该是这样的:

.....
MusicSequenceSetAUGraph(s, _processingGraph);
.......
MusicTrackSetDestNode(track[i], samplerNodes[i]);
......
[self loadFromDLSOrSoundFont];
......
MusicPlayerStart(p);

这适用于我的项目。

答案 2 :(得分:0)

所以我尝试为每个轨道设置节点,但这并没有改变任何东西。只为第一个samplerUnit设置了声音。 以下是我设置图表的方法:

AudioComponentDescription MixerUnitDescription;
MixerUnitDescription.componentType          = kAudioUnitType_Mixer;
MixerUnitDescription.componentSubType       = kAudioUnitSubType_MultiChannelMixer;
MixerUnitDescription.componentManufacturer  = kAudioUnitManufacturer_Apple;
MixerUnitDescription.componentFlags         = 0;
MixerUnitDescription.componentFlagsMask     = 0;

AudioComponentDescription cd = {};
cd.componentManufacturer     = kAudioUnitManufacturer_Apple;
cd.componentType = kAudioUnitType_MusicDevice; // type - music device
cd.componentSubType = kAudioUnitSubType_Sampler; // sub type - sampler to convert our MIDI

result = NewAUGraph (&_processingGraph);
result = AUGraphAddNode(self.processingGraph, &MixerUnitDescription, &mixerNode);

result = AUGraphAddNode (self.processingGraph, &cd, &samplerNode);

result = AUGraphAddNode (self.processingGraph, &cd, &samplerNode2);

cd.componentType = kAudioUnitType_Output;  // Output
cd.componentSubType = kAudioUnitSubType_RemoteIO;  // Output to speakers

result = AUGraphAddNode (self.processingGraph, &cd, &ioNode);
result = AUGraphOpen (self.processingGraph);

result = AUGraphConnectNodeInput (self.processingGraph, samplerNode, 0, mixerNode, 0);
result = AUGraphConnectNodeInput (self.processingGraph, samplerNode2, 0, mixerNode, 1);

result = AUGraphConnectNodeInput (self.processingGraph, mixerNode, 0, ioNode, 0);
result = AUGraphNodeInfo (self.processingGraph, samplerNode, 0, &_samplerUnit);
result = AUGraphNodeInfo (self.processingGraph, samplerNode2, 0, &_samplerUnit2);
result = AUGraphNodeInfo (self.processingGraph, ioNode, 0, &_ioUnit);

这是Apple Developer页面中的示例方法,我修改了该方法以将声音分配给特定的samplerUnit

-(OSStatus) loadFromDLSOrSoundFont: (NSURL *)bankURL withPatch: (int)presetNumber withAudioUnit:(AudioUnit)auUnit{

OSStatus result = noErr;

// fill out a bank preset data structure
AUSamplerBankPresetData bpdata;
bpdata.bankURL  = (__bridge CFURLRef) bankURL;
bpdata.bankMSB  = kAUSampler_DefaultMelodicBankMSB;
bpdata.bankLSB  = kAUSampler_DefaultBankLSB;
bpdata.presetID = (UInt8) presetNumber;

// set the kAUSamplerProperty_LoadPresetFromBank property
result = AudioUnitSetProperty(auUnit,
                          kAUSamplerProperty_LoadPresetFromBank,
                          kAudioUnitScope_Global,
                          0,
                          &bpdata,
                          sizeof(bpdata));

// check for errors
NSCAssert (result == noErr,
       @"Unable to set the preset property on the Sampler. Error code:%d '%.4s'",
       (int) result,
       (const char *)&result);

return result;
}

然后我做了两次以使每个曲目进入musicSequence

if(MusicSequenceFileLoad(tmpSequence, (__bridge CFURLRef)midiFileURL, 0, 0 != noErr)) 
{
    [NSException raise:@"play" format:@"Can't load MusicSequence"];
}


MusicSequenceGetIndTrack(tmpSequence, 0, &tmpTrack);
MusicSequenceNewTrack(musicSequence, &track);
MusicTimeStamp trackLen = 0;
UInt32 trackLenLen = sizeof(trackLen);
MusicTrackGetProperty(tmpTrack, kSequenceTrackProperty_TrackLength, &trackLen, &trackLenLen);
MusicTrackCopyInsert(tmpTrack, 0, trackLenLen, track, 0);

最后:

MusicTrackSetDestNode(track, samplerNode);
MusicTrackSetDestNode(track2, samplerNode2);

但是这不会将声音分配给samplerUnit2

[self loadFromDLSOrSoundFont: (NSURL *)presetURL2 withPatch: (int)0 withAudioUnit:self.samplerUnit2];

分配给samplerUnit可以正常工作。我在这里缺少什么想法?