所以,I asked this question before on the Apple Developer Forums但从来没有得到正确答案,所以我想我会在这里问:
我正在尝试制作一个简单的游戏,每当你点击某个东西时,它的音高会有不同的音高。我认为它很简单,但它最终带来了很多东西(其中大部分都是我完全从别人那里复制过来的):
func hitSound(value: Float) {
let audioPlayerNode = AVAudioPlayerNode()
audioPlayerNode.stop()
engine.stop() // This is an AVAudioEngine defined previously
engine.reset()
engine.attach(audioPlayerNode)
let changeAudioUnitTime = AVAudioUnitTimePitch()
changeAudioUnitTime.pitch = value
engine.attach(changeAudioUnitTime)
engine.connect(audioPlayerNode, to: changeAudioUnitTime, format: nil)
engine.connect(changeAudioUnitTime, to: engine.outputNode, format: nil)
audioPlayerNode.scheduleFile(file, at: nil, completionHandler: nil) // File is an AVAudioFile defined previously
try? engine.start()
audioPlayerNode.play()
}
由于此代码似乎停止播放当前播放的任何声音以播放新声音,是否有一种方法可以改变此行为,因此它不会停止播放任何内容?我尝试删除engine.stop和engine.reset位,但这只会使应用程序崩溃。此外,经常调用时,此代码非常慢。我有什么办法可以加快速度吗?很频繁地需要这种命中声音。
答案 0 :(得分:3)
每次播放声音时,您都会重置引擎!并且您正在创建额外的播放器节点 - 如果您只想要一次播放音高转换声音的一个实例,那么它实际上要简单得多:
// instance variables
let engine = AVAudioEngine()
let audioPlayerNode = AVAudioPlayerNode()
let changeAudioUnitTime = AVAudioUnitTimePitch()
拨打setupAudioEngine()
一次:
func setupAudioEngine() {
engine.attach(self.audioPlayerNode)
engine.attach(changeAudioUnitTime)
engine.connect(audioPlayerNode, to: changeAudioUnitTime, format: nil)
engine.connect(changeAudioUnitTime, to: engine.outputNode, format: nil)
try? engine.start()
audioPlayerNode.play()
}
并根据需要多次拨打hitSound()
:
func hitSound(value: Float) {
changeAudioUnitTime.pitch = value
audioPlayerNode.scheduleFile(file, at: nil, completionHandler: nil) // File is an AVAudioFile defined previously
}
P.S。音高可以向上或向下移动两个八度,对于4个八度音程的范围,并且位于[-2400,2400]的数值范围内,具有单位"分数"。
p.p.s AVAudioUnitTimePitch
是非常酷的技术。当我还是个孩子的时候,我们肯定没有这样的东西。
<强>更新强>
如果您想要多通道,您可以轻松设置多个播放器和音高节点,然而您必须在启动引擎之前选择通道数。以下是你如何做两个(它很容易扩展到n个实例,你可能想要选择自己的方法来选择在所有播放时中断哪个频道) :
// instance variables
let engine = AVAudioEngine()
var nextPlayerIndex = 0
let audioPlayers = [AVAudioPlayerNode(), AVAudioPlayerNode()]
let pitchUnits = [AVAudioUnitTimePitch(), AVAudioUnitTimePitch()]
func setupAudioEngine() {
var i = 0
for playerNode in audioPlayers {
let pitchUnit = pitchUnits[i]
engine.attach(playerNode)
engine.attach(pitchUnit)
engine.connect(playerNode, to: pitchUnit, format: nil)
engine.connect(pitchUnit, to:engine.mainMixerNode, format: nil)
i += 1
}
try? engine.start()
for playerNode in audioPlayers {
playerNode.play()
}
}
func hitSound(value: Float) {
let playerNode = audioPlayers[nextPlayerIndex]
let pitchUnit = pitchUnits[nextPlayerIndex]
pitchUnit.pitch = value
// interrupt playing sound if you have to
if playerNode.isPlaying {
playerNode.stop()
playerNode.play()
}
playerNode.scheduleFile(file, at: nil, completionHandler: nil) // File is an AVAudioFile defined previously
nextPlayerIndex = (nextPlayerIndex + 1) % audioPlayers.count
}