只有第一首曲目播放AVMutableComposition()

时间:2016-08-22 20:37:11

标签: swift avasset avmutablecomposition cgsize

新编辑

我已经引用了

AVMutableComposition - Only Playing First Track (Swift)

但它没有提供我正在寻找的答案。

我有AVMutableComposition()。我正在尝试在此单个合成中应用单个类型AVCompositionTrack的MULTIPLE AVMediaTypeVideo。这是因为我使用了2个不同的AVMediaTypeVideo来源,其中CGSizepreferredTransforms来自AVAsset。{/ p>

因此,应用指定preferredTransforms的唯一方法是在两个不同的轨道中提供它们。但是,无论出于何种原因,只有第一首曲目实际上会提供任何视频,几乎就像第二首曲目从未出现过一样。

所以,我试过了

1)使用AVMutableVideoCompositionLayerInstruction并应用AVVideoCompositionAVAssetExportSession,这可以正常工作,我仍然在进行转换,但是可行。但是视频的处理时间超过1分钟,这在我的情况下是不适用的。

2)使用多个曲目,不会显示AVAssetExportSession和第二个相同类型的曲目。现在,我可以将它全部放在一个轨道上,但所有视频的大小和首选视频都是相同的视频,我绝对不想要,因为它会在各个方向上延伸。

所以我的问题是,是否可能

1)在没有使用AVAssetExportSession的情况下将指令应用于轨道? //首选方式BY FAR。

2)减少出口时间? (我已尝试使用PresetPassthrough,但如果您的exporter.videoComposition是我的指示,则您不能使用它。这是我知道的唯一可以放置说明的地方,不知道我是否可以放置它们在其他地方。

以下是我的一些代码(没有导出器,因为我不需要在任何地方导出任何内容,只需在AVMutableComposition合并项目后执行操作。

func merge() {
    if let firstAsset = controller.firstAsset, secondAsset = self.asset {

        let mixComposition = AVMutableComposition()

        let firstTrack = mixComposition.addMutableTrackWithMediaType(AVMediaTypeVideo,
                                                                     preferredTrackID: Int32(kCMPersistentTrackID_Invalid))
        do {
            //Don't need now according to not being able to edit first 14seconds.

            if(CMTimeGetSeconds(startTime) == 0) {
                self.startTime = CMTime(seconds: 1/600, preferredTimescale: Int32(600))
            }
            try firstTrack.insertTimeRange(CMTimeRangeMake(kCMTimeZero, CMTime(seconds: CMTimeGetSeconds(startTime), preferredTimescale: 600)),
                                           ofTrack: firstAsset.tracksWithMediaType(AVMediaTypeVideo)[0],
                                           atTime: kCMTimeZero)
        } catch _ {
            print("Failed to load first track")
        }


        //This secondTrack never appears, doesn't matter what is inside of here, like it is blank space in the video from startTime to endTime (rangeTime of secondTrack)
        let secondTrack = mixComposition.addMutableTrackWithMediaType(AVMediaTypeVideo,
                                                                     preferredTrackID: Int32(kCMPersistentTrackID_Invalid))
//            secondTrack.preferredTransform = self.asset.preferredTransform
        do {
            try secondTrack.insertTimeRange(CMTimeRangeMake(kCMTimeZero, secondAsset.duration),
                                           ofTrack: secondAsset.tracksWithMediaType(AVMediaTypeVideo)[0],
                                           atTime: CMTime(seconds: CMTimeGetSeconds(startTime), preferredTimescale: 600))
        } catch _ {
            print("Failed to load second track")
        }

        //This part appears again, at endTime which is right after the 2nd track is suppose to end.
        do {
            try firstTrack.insertTimeRange(CMTimeRangeMake(CMTime(seconds: CMTimeGetSeconds(endTime), preferredTimescale: 600), firstAsset.duration-endTime),
                                           ofTrack: firstAsset.tracksWithMediaType(AVMediaTypeVideo)[0] ,
                                           atTime: CMTime(seconds: CMTimeGetSeconds(endTime), preferredTimescale: 600))
        } catch _ {
            print("failed")
        }
        if let loadedAudioAsset = controller.audioAsset {
            let audioTrack = mixComposition.addMutableTrackWithMediaType(AVMediaTypeAudio, preferredTrackID: 0)
            do {
                try audioTrack.insertTimeRange(CMTimeRangeMake(kCMTimeZero, firstAsset.duration),
                                               ofTrack: loadedAudioAsset.tracksWithMediaType(AVMediaTypeAudio)[0] ,
                                               atTime: kCMTimeZero)
            } catch _ {
                print("Failed to load Audio track")
            }
        }
    }
}

修改

Apple指出“通过实施AVVideoCompositionInstruction协议的类实例的NSArray表示视频合成的说明。        对于数组中的第一条指令,timeRange.start必须小于或等于将尝试播放或其他处理的最早时间        (请注意,这通常是kCMTimeZero)。对于后续指令,timeRange.start必须等于先前指令的结束时间。结束时间        最后一条指令必须大于或等于将尝试播放或其他处理的最新时间(请注意,这通常是        与AVVideoComposition实例相关联的资产的持续时间。“

这只是说明如果您决定使用任何指令(这是我理解的),整个组合必须在指令内分层。为什么是这样?如何在不应用更改音轨1或3的情况下应用指令来说明音轨2:

跟踪1从0到10秒,跟踪2从10 - 20秒,跟踪3从20 - 30秒。

对此的任何解释都可能回答我的问题(如果可行)。

2 个答案:

答案 0 :(得分:2)

好的,所以对于我的确切问题,我必须在Swift中应用特定的转换CGAffineTransform来获得我们想要的特定结果。我发布的当前版本适用于拍摄/获取的任何照片以及视频

//This method gets the orientation of the current transform. This method is used below to determine the orientation
func orientationFromTransform(_ transform: CGAffineTransform) -> (orientation: UIImageOrientation, isPortrait: Bool) {
    var assetOrientation = UIImageOrientation.up
    var isPortrait = false
    if transform.a == 0 && transform.b == 1.0 && transform.c == -1.0 && transform.d == 0 {
        assetOrientation = .right
        isPortrait = true
    } else if transform.a == 0 && transform.b == -1.0 && transform.c == 1.0 && transform.d == 0 {
        assetOrientation = .left
        isPortrait = true
    } else if transform.a == 1.0 && transform.b == 0 && transform.c == 0 && transform.d == 1.0 {
        assetOrientation = .up
    } else if transform.a == -1.0 && transform.b == 0 && transform.c == 0 && transform.d == -1.0 {
        assetOrientation = .down
    }

    //Returns the orientation as a variable
    return (assetOrientation, isPortrait)
}

//Method that lays out the instructions for each track I am editing and does the transformation on each individual track to get it lined up properly
func videoCompositionInstructionForTrack(_ track: AVCompositionTrack, _ asset: AVAsset) -> AVMutableVideoCompositionLayerInstruction {

    //This method Returns set of instructions from the initial track

    //Create inital instruction
    let instruction = AVMutableVideoCompositionLayerInstruction(assetTrack: track)

    //This is whatever asset you are about to apply instructions to.
    let assetTrack = asset.tracks(withMediaType: AVMediaTypeVideo)[0]

    //Get the original transform of the asset
    var transform = assetTrack.preferredTransform

    //Get the orientation of the asset and determine if it is in portrait or landscape - I forget which, but either if you take a picture or get in the camera roll it is ALWAYS determined as landscape at first, I don't recall which one. This method accounts for it.
    let assetInfo = orientationFromTransform(transform)

    //You need a little background to understand this part. 
    /* MyAsset is my original video. I need to combine a lot of other segments, according to the user, into this original video. So I have to make all the other videos fit this size. 
      This is the width and height ratios from the original video divided by the new asset 
    */
    let width = MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.width/assetTrack.naturalSize.width
    var height = MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.height/assetTrack.naturalSize.height

    //If it is in portrait
    if assetInfo.isPortrait {

        //We actually change the height variable to divide by the width of the old asset instead of the height. This is because of the flip since we determined it is portrait and not landscape. 
        height = MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.height/assetTrack.naturalSize.width

        //We apply the transform and scale the image appropriately.
        transform = transform.scaledBy(x: height, y: height)

        //We also have to move the image or video appropriately. Since we scaled it, it could be wayy off on the side, outside the bounds of the viewing.
        let movement = ((1/height)*assetTrack.naturalSize.height)-assetTrack.naturalSize.height

        //This lines it up dead center on the left side of the screen perfectly. Now we want to center it.
        transform = transform.translatedBy(x: 0, y: movement)

        //This calculates how much black there is. Cut it in half and there you go!
        let totalBlackDistance = MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.width-transform.tx
        transform = transform.translatedBy(x: 0, y: -(totalBlackDistance/2)*(1/height))

    } else {

        //Landscape! We don't need to change the variables, it is all defaulted that way (iOS prefers landscape items), so we scale it appropriately.
        transform = transform.scaledBy(x: width, y: height)

        //This is a little complicated haha. So because it is in landscape, the asset fits the height correctly, for me anyway; It was just extra long. Think of this as a ratio. I forgot exactly how I thought this through, but the end product looked like: Answer = ((Original height/current asset height)*(current asset width))/(Original width)
        let scale:CGFloat = ((MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.height/assetTrack.naturalSize.height)*(assetTrack.naturalSize.width))/MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.width
        transform = transform.scaledBy(x: scale, y: 1)

        //The asset can be way off the screen again, so we have to move it back. This time we can have it dead center in the middle, because it wasn't backwards because it wasn't flipped because it was landscape. Again, another long complicated algorithm I derived.
        let movement = ((MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.width-((MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.height/assetTrack.naturalSize.height)*(assetTrack.naturalSize.width)))/2)*(1/MyAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize.height/assetTrack.naturalSize.height)
        transform = transform.translatedBy(x: movement, y: 0)
    }

    //This creates the instruction and returns it so we can apply it to each individual track.
    instruction.setTransform(transform, at: kCMTimeZero)
    return instruction
}

现在我们已经拥有了这些方法,现在我们可以适当地将正确和适当的转换应用到我们的资产中,并使一切变得美观和干净。

func merge() {
if let firstAsset = MyAsset, let newAsset = newAsset {

        //This creates our overall composition, our new video framework
        let mixComposition = AVMutableComposition()

        //One by one you create tracks (could use loop, but I just had 3 cases)
        let firstTrack = mixComposition.addMutableTrack(withMediaType: AVMediaTypeVideo,
                                                                     preferredTrackID: Int32(kCMPersistentTrackID_Invalid))

        //You have to use a try, so need a do
        do {

            //Inserting a timerange into a track. I already calculated my time, I call it startTime. This is where you would put your time. The preferredTimeScale doesn't have to be 600000 haha, I was playing with those numbers. It just allows precision. At is not where it begins within this individual track, but where it starts as a whole. As you notice below my At times are different You also need to give it which track 
            try firstTrack.insertTimeRange(CMTimeRangeMake(kCMTimeZero, CMTime(seconds: CMTimeGetSeconds(startTime), preferredTimescale: 600000)),
                                           of: firstAsset.tracks(withMediaType: AVMediaTypeVideo)[0],
                                           at: kCMTimeZero)
        } catch _ {
            print("Failed to load first track")
        }

        //Create the 2nd track
        let secondTrack = mixComposition.addMutableTrack(withMediaType: AVMediaTypeVideo,
                                                                      preferredTrackID: Int32(kCMPersistentTrackID_Invalid))

        do {

            //Apply the 2nd timeRange you have. Also apply the correct track you want
            try secondTrack.insertTimeRange(CMTimeRangeMake(kCMTimeZero, self.endTime-self.startTime),
                                           of: newAsset.tracks(withMediaType: AVMediaTypeVideo)[0],
                                           at: CMTime(seconds: CMTimeGetSeconds(startTime), preferredTimescale: 600000))
            secondTrack.preferredTransform = newAsset.preferredTransform
        } catch _ {
            print("Failed to load second track")
        }

        //We are not sure we are going to use the third track in my case, because they can edit to the end of the original video, causing us not to use a third track. But if we do, it is the same as the others!
        var thirdTrack:AVMutableCompositionTrack!
        if(self.endTime != controller.realDuration) {
            thirdTrack = mixComposition.addMutableTrack(withMediaType: AVMediaTypeVideo,
                                                                      preferredTrackID: Int32(kCMPersistentTrackID_Invalid))

        //This part appears again, at endTime which is right after the 2nd track is suppose to end.
            do {
                try thirdTrack.insertTimeRange(CMTimeRangeMake(CMTime(seconds: CMTimeGetSeconds(endTime), preferredTimescale: 600000), self.controller.realDuration-endTime),
                                           of: firstAsset.tracks(withMediaType: AVMediaTypeVideo)[0] ,
                                           at: CMTime(seconds: CMTimeGetSeconds(endTime), preferredTimescale: 600000))
            } catch _ {
                print("failed")
            }
        }

        //Same thing with audio!
        if let loadedAudioAsset = controller.audioAsset {
            let audioTrack = mixComposition.addMutableTrack(withMediaType: AVMediaTypeAudio, preferredTrackID: 0)
            do {
                try audioTrack.insertTimeRange(CMTimeRangeMake(kCMTimeZero, self.controller.realDuration),
                                               of: loadedAudioAsset.tracks(withMediaType: AVMediaTypeAudio)[0] ,
                                               at: kCMTimeZero)
            } catch _ {
                print("Failed to load Audio track")
            }
        }

        //So, now that we have all of these tracks we need to apply those instructions! If we don't, then they could be different sizes. Say my newAsset is 720x1080 and MyAsset is 1440x900 (These are just examples haha), then it would look a tad funky and possibly not show our new asset at all.
        let mainInstruction = AVMutableVideoCompositionInstruction()

        //Make sure the overall time range matches that of the individual tracks, if not, it could cause errors. 
        mainInstruction.timeRange = CMTimeRangeMake(kCMTimeZero, self.controller.realDuration)

        //For each track we made, we need an instruction. Could set loop or do individually as such.
        let firstInstruction = videoCompositionInstructionForTrack(firstTrack, firstAsset)
        //You know, not 100% why this is here. This is 1 thing I did not look into well enough or understand enough to describe to you. 
        firstInstruction.setOpacity(0.0, at: startTime)

        //Next Instruction
        let secondInstruction = videoCompositionInstructionForTrack(secondTrack, self.asset)

        //Again, not sure we need 3rd one, but if we do.
        var thirdInstruction:AVMutableVideoCompositionLayerInstruction!
        if(self.endTime != self.controller.realDuration) {
            secondInstruction.setOpacity(0.0, at: endTime)
            thirdInstruction = videoCompositionInstructionForTrack(thirdTrack, firstAsset)
        }

        //Okay, now that we have all these instructions, we tie them into the main instruction we created above.
        mainInstruction.layerInstructions = [firstInstruction, secondInstruction]
        if(self.endTime != self.controller.realDuration) {
            mainInstruction.layerInstructions += [thirdInstruction]
        }

        //We create a video framework now, slightly different than the one above.
        let mainComposition = AVMutableVideoComposition()

        //We apply these instructions to the framework
        mainComposition.instructions = [mainInstruction]

        //How long are our frames, you can change this as necessary
        mainComposition.frameDuration = CMTimeMake(1, 30)

        //This is your render size of the video. 720p, 1080p etc. You set it!
        mainComposition.renderSize = firstAsset.tracks(withMediaType: AVMediaTypeVideo)[0].naturalSize

        //We create an export session (you can't use PresetPassthrough because we are manipulating the transforms of the videos and the quality, so I just set it to highest)
        guard let exporter = AVAssetExportSession(asset: mixComposition, presetName: AVAssetExportPresetHighestQuality) else { return }

        //Provide type of file, provide the url location you want exported to (I don't have mine posted in this example).
        exporter.outputFileType = AVFileTypeMPEG4
        exporter.outputURL = url

        //Then we tell the exporter to export the video according to our video framework, and it does the work!
        exporter.videoComposition = mainComposition

        //Asynchronous methods FTW!
        exporter.exportAsynchronously(completionHandler: {
            //Do whatever when it finishes!
        })
    }
}

这里有很多事情要发生,但是必须要做好,反正我的例子!对不起,发帖花了这么长时间,如果您有任何疑问,请告诉我。

答案 1 :(得分:1)

是的,您可以完全将单个变换应用于AVMutableComposition的每一层。

以下是对该过程的概述 - 我已经在Objective-C中亲自完成了这一点,但是我无法为您提供准确的快速代码,但我知道这些相同的函数在Swift中的工作方式相同。

  1. 创建AVMutableComposition。
  2. 创建AVMutableVideoComposition。
  3. 设置视频合成的渲染大小和帧持续时间。
  4. 现在为每个AVAsset:
    • 创建AVAssetTrack和AVAudioTrack。
    • 通过将每个AVMutableCompositionTrack添加到mutableComposition中,为每个(一个用于视频,一个用于音频)创建一个AVMutableCompositionTrack。
  5. 这里变得更复杂..(对不起AVFoundation并不容易!)

    1. 从AVAssetTrack创建一个AVMutableCompositionLayerInstruction,引用每个视频。对于每个AVMutableCompositionLayerInstruction,您可以在其上设置转换。您还可以执行设置裁剪矩形等操作。
    2. 将每个AVMutableCompositionLayerInstruction添加到layerinstructions数组中。创建所有AVMutableCompositionLayerInstructions后,将在AVMutableVideoComposition上设置数组。
    3. 最后..

      1. 最后,你将拥有一个AVPlayerItem用于播放它(在AVPlayer上)。使用AVMutableComposition创建AVPlayerItem,然后在AVPlayerItem本身上设置AVMutableVideoComposition(setVideoComposition ..)
      2. 简单吗?

        我花了几个星期的时间让这些东西运转良好。它是完全无情的,正如你所提到的,如果你做错了什么,它并没有告诉你你做错了什么 - 它只是没有出现。

        但是当你破解它时,它完全可以很快地运行。

        最后,我概述的所有内容都可以在AVFoundation文档中找到。它是一本冗长的书,但你需要知道它才能实现你想要的目标。

        祝你好运!