快速错误自我。在super.init()调用之前使用

时间:2015-05-09 10:18:12

标签: ios swift

我在初始化对象之前尝试使用super.init,并尝试将self放在我的对象前面。谁能告诉我我做错了什么?

这是我目前的代码:

//
//  RecordController.swift
//  TuneUpV2
//
//  Created by Don Nijssen on 05-05-15.
//  Copyright (c) 2015 Don Nijssen. All rights reserved.
//

import UIKit
import AVFoundation

class RecordController: NSObject {

    var audioEngine: AVAudioEngine
    var audioInputNode : AVAudioInputNode
    var audioPlayerNode: AVAudioPlayerNode
    var audioMixerNode: AVAudioMixerNode
    var audioBuffer: AVAudioPCMBuffer

    override init(){

        audioEngine = AVAudioEngine()
        audioPlayerNode = AVAudioPlayerNode()
        audioInputNode = AVAudioInputNode()
        audioMixerNode = AVAudioMixerNode()
        audioBuffer = AVAudioPCMBuffer()


        audioMixerNode = audioEngine.mainMixerNode

        let frameLength = UInt32(256)
        audioBuffer = AVAudioPCMBuffer(PCMFormat: audioPlayerNode.outputFormatForBus(0), frameCapacity: frameLength)
        audioBuffer.frameLength = frameLength

        audioInputNode = audioEngine.inputNode

        audioInputNode.installTapOnBus(0, bufferSize:frameLength, format: audioInputNode.outputFormatForBus(0), block: {(buffer, time) in
            //let channels = UnsafeArray(start: buffer.floatChannelData, length: Int(buffer.format.channelCount))
            //let floats = UnsafeArray(start: channels[0], length: Int(buffer.frameLength))

            for var i = 0; i < Int(self.audioBuffer.frameLength); i+=Int(self.audioMixerNode.outputFormatForBus(0).channelCount)
            {
                // doing my real time stuff
                //self.audioBuffer.floatChannelData.memory[i] = floats[i];
                println(self.audioEngine.inputNode.rate);
            }
        })

        // setup audio engine
        audioEngine.attachNode(audioPlayerNode)
        audioEngine.connect(audioPlayerNode, to: audioMixerNode, format: audioPlayerNode.outputFormatForBus(0))

    }


    func start()
    {

        audioEngine.startAndReturnError(nil)

        // play player and buffer
        audioPlayerNode.play()
        audioPlayerNode.scheduleBuffer(audioBuffer, atTime: nil, options: .Loops, completionHandler: nil)
    }

    func stop()
    {
        audioEngine.stop();
        audioPlayerNode.stop();
    }

}

2 个答案:

答案 0 :(得分:2)

你究竟在哪里打Node? 这适用于我的操场:

super.init()

希望这有帮助

答案 1 :(得分:0)

如果您的类是子类并且您具有非可选属性,那么您必须为所有属性赋予初始值。由于它是NSObject的子类,并且您从其父类重写init方法,因此必须在初始化属性之前提供super.init()调用。

class RecordController: NSObject {

var audioEngine: AVAudioEngine
var audioInputNode : AVAudioInputNode
var audioPlayerNode: AVAudioPlayerNode
var audioMixerNode: AVAudioMixerNode
var audioBuffer: AVAudioPCMBuffer

override init(){
    super.init()
    self.audioEngine = AVAudioEngine()
    self.audioPlayerNode = AVAudioPlayerNode()
    self.audioInputNode = AVAudioInputNode()
    self.audioMixerNode = AVAudioMixerNode()
    self.audioBuffer = AVAudioPCMBuffer()


    audioMixerNode = audioEngine.mainMixerNode

    let frameLength = UInt32(256)
    audioBuffer = AVAudioPCMBuffer(PCMFormat: audioPlayerNode.outputFormatForBus(0), frameCapacity: frameLength)
    audioBuffer.frameLength = frameLength

    audioInputNode = audioEngine.inputNode

    audioInputNode.installTapOnBus(0, bufferSize:frameLength, format: audioInputNode.outputFormatForBus(0), block: {(buffer, time) in
        //let channels = UnsafeArray(start: buffer.floatChannelData, length: Int(buffer.format.channelCount))
        //let floats = UnsafeArray(start: channels[0], length: Int(buffer.frameLength))

        for var i = 0; i < Int(self.audioBuffer.frameLength); i+=Int(self.audioMixerNode.outputFormatForBus(0).channelCount)
        {
            // doing my real time stuff
            //self.audioBuffer.floatChannelData.memory[i] = floats[i];
            println(self.audioEngine.inputNode.rate);
        }
    })

    // setup audio engine
    audioEngine.attachNode(audioPlayerNode)
    audioEngine.connect(audioPlayerNode, to: audioMixerNode, format: audioPlayerNode.outputFormatForBus(0))

}


func start()
{

    audioEngine.startAndReturnError(nil)

    // play player and buffer
    audioPlayerNode.play()
    audioPlayerNode.scheduleBuffer(audioBuffer, atTime: nil, options: .Loops, completionHandler: nil)
}

func stop()
{
    audioEngine.stop();
    audioPlayerNode.stop();
}

}

根据Apple文档。