在下面的代码中,我创建了两个声音,sound1和sound2。每个声音都包含许多样本,可以同时播放相同的声音。问题是,如果我为每个创建看似多于6到8个AVAudioPlayerNode的AVAudioUnitTimePitch,那么音频就会完全混乱。当我将样本数量增加得太高时,我甚至无法播放单个声音。我不确定我的代码是错误的,还是AVAudioEngine的节点限制。
class AudioManager{
var audioEngine:AVAudioEngine!;
var mixer:AVAudioMixerNode!;
var sound1:Sound!;
var sound2:Sound!;
init(){
audioEngine = AVAudioEngine();
mixer = audioEngine.mainMixerNode; //automatically creates instance of mixer node, output node, and connects
do{
try audioEngine.start();
}catch let e as NSError{
print("Error Starting AudioEngine \(e)");
}
sound1 = Sound(aManager: self, path: "assets/sounds/waterRefill", ofType: "mp3", numOfSamples: 7);
sound2 = Sound(aManager: self, path: "assets/sounds/balloonCreate", ofType: "mp3", numOfSamples: 2);
}
func playSound(){
sound1.play(1.0, pitch: 1.0);
}
func playSound2(){
sound2.play(1.0, pitch: 1.0);
}
class Sound {
var audioManager:AudioManager!;
var audioFileBuffer:AVAudioPCMBuffer!;
var numSamples:Int = 1;
var audioIndex:Int = 0;
var sampleList:[Sample] = [Sample]();
init(aManager:AudioManager, path:String, ofType:String, numOfSamples:Int){
audioManager = aManager;
if(numOfSamples < 1){
numSamples = 1;
}else{
numSamples = numOfSamples;
}
audioFileBuffer = createAudioBuffer(path, ofType: ofType);
for (var i = 0; i < numSamples; i++){
sampleList.append(Sample(sound: self));
}
}
func createAudioBuffer(path:String, ofType:String)-> AVAudioPCMBuffer?{
let filePath: String = NSBundle.mainBundle().pathForResource(path, ofType: ofType)!
let fileURL: NSURL = NSURL(fileURLWithPath: filePath)
do{
let audioFile = try AVAudioFile(forReading: fileURL)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat, frameCapacity: audioFrameCount)
do{
try audioFile.readIntoBuffer(audioFileBuffer)
return audioFileBuffer;
}catch let e as NSError{
print("Error loading Audio Into Buffer: \(e)");
}
}catch let e as NSError{
print("Error loading Audio File: \(e)");
}
return nil;
}
private func runIndex(){
if(audioIndex < (numSamples-1)){
audioIndex++;
}else{
audioIndex = 0;
}
}
func play(volume:Float, pitch:Float){
var count:Int = 0;
while(count < numSamples){
if(numSamples > 1){
runIndex();
}
if (!sampleList[audioIndex].pitchPlayer.playing) {
sampleList[audioIndex].volume = volume;
sampleList[audioIndex].pitch = pitch;
sampleList[audioIndex].playSample();
break;
}
count++;
}
}
class Sample{
var parentSound:Sound!
var pitchPlayer:AVAudioPlayerNode!;
var timePitch:AVAudioUnitTimePitch!;
var volume:Float = 1.0
var pitch:Float = 1.0
init(sound:Sound){
parentSound = sound;
pitchPlayer = AVAudioPlayerNode();
timePitch = AVAudioUnitTimePitch();
parentSound.audioManager.audioEngine.attachNode(pitchPlayer);
parentSound.audioManager.audioEngine.attachNode(timePitch);
parentSound.audioManager.audioEngine.connect(pitchPlayer, to: timePitch, format: parentSound.audioFileBuffer.format);
parentSound.audioManager.audioEngine.connect(timePitch, to: parentSound.audioManager.mixer, format: parentSound.audioFileBuffer.format);
}
func playSample(){
pitchPlayer.volume = volume;
timePitch.pitch = pitch;
print("Sample Play");
pitchPlayer.play();
pitchPlayer.scheduleBuffer(parentSound.audioFileBuffer, atTime: nil, options:.Interrupts, completionHandler: {[unowned self]() in
print("Is Stopped: \(self.pitchPlayer.playing)");
self.pitchPlayer.stop();
print("Is Stopped: \(self.pitchPlayer.playing)");
});
}
}
}
}
答案 0 :(得分:1)
我从来没有听说过AVAudioEngine图中节点数量有任何限制,但是我在添加几百个节点后看到了一些非常糟糕的性能。我找到的解决方案是在完成播放后删除这些节点。
scheduleBuffer
的完成处理程序是一个很好的地方,但我会将删除包装在dispatch_async
- 主要队列调用中,因为音频引擎可能仍然是在调用完成处理程序时使用该节点。
另一种选择是在播放完样本后重复使用播放器节点,而不是为下一个样本创建一个新节点,但这种方法实现起来可能要复杂一些。