我一直在努力抓住AUAudioUnits背后的想法,并在Apple的WWDC 2016 presentation video中给出了Xcode中的示例代码,并介绍了该主题。事实证明,这段代码是为Swift 2编写的,Swift 3引入了一种新的指针方式(如here和here所示)。现在我对使用Swift进行编程并且不熟悉它的一些概念是相当新的,我无法弄清楚如何手动执行从Swift 2到Swift 3的转换。甚至使用构建设置
使用Legacy Swift语言版本=是
我无法让它运行。
以下是Swift 2的代码,它正是视频中的代码:
import Foundation
import AVFoundation
class SquareWaveGenerator {
let sampleRate: Double
let frequency: Double
let amplitude: Float
var counter: Double = 0.0
init(sampleRate: Double, frequency: Double, amplitude: Float) {
self.sampleRate = sampleRate
self.frequency = frequency
self.amplitude = amplitude
}
func render(buffer: AudioBuffer) {
let nframes = Int(buffer.mDataByteSize) / sizeof(Float)
var ptr = UnsafeMutablePointer<Float>(buffer.mData)
var j = self.counter
let cycleLength = self.sampleRate / self.frequency
let halfCycleLength = cycleLength / 2
let amp = self.amplitude, minusAmp = -amp
for _ in 0..<nframes {
if j < halfCycleLength {
ptr.pointee = amp
} else {
ptr.pointee = minusAmp
}
ptr = ptr.successor()
j += 1.0
if (j > cycleLength) {
j -= cycleLength
}
}
self.counter = j
}
}
func main() {
//Create an AudioComponentDescription for the input/output unit we want to use.
#if os(iOS)
let kOutputUnitSubType = kAudioUnitSubType_RemoteIO
#else
let kOutputUnitSubType = kAudioUnitSubType_HALOutput
#endif
let ioUnitDesc = AudioComponentDescription(
componentType: kAudioUnitType_Output,
componentSubType: kOutputUnitSubType,
componentManufacturer: kAudioUnitManufacturer_Apple,
componentFlags: 0,
componentFlagsMask: 0)
let ioUnit = try! AUAudioUnit(componentDescription: ioUnitDesc, options: AudioComponentInstantiationOptions())
/*
Set things up to render at the same sample rate as the hardware,
up to 2 channels. Note that the hardware format may not be a standard
format, so we make a separate render format with the same sample rate
and the desired channel count.
*/
let hardwareFormat = ioUnit.outputBusses[0].format
let renderFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareFormat.sampleRate, channels: min(2,hardwareFormat.channelCount))
try! ioUnit.inputBusses[0].setFormat(renderFormat)
// Create square wave generators.
let generatorLeft = SquareWaveGenerator(sampleRate: renderFormat.sampleRate, frequency: 440.0, amplitude: 0.1)
let generatorRight = SquareWaveGenerator(sampleRate: renderFormat.sampleRate, frequency: 440.0, amplitude: 0.1)
// Install a block which will be called to render.
ioUnit.outputProvider = { (actionFlags: UnsafeMutablePointer<AudioUnitRenderActionFlags>, timestamp: UnsafePointer<AudioTimeStamp>, frameCount: AUAudioFrameCount, busIndex: Int, rawBufferList: UnsafeMutablePointer<AudioBufferList>) -> AUAudioUnitStatus in
let bufferList = UnsafeMutableAudioBufferListPointer(rawBufferList)
if bufferList.count > 0 {
generatorLeft.render(bufferList[0])
if bufferList.count > 1 {
generatorRight.render(bufferList[1])
}
}
return noErr
}
// Allocate render resources, then start the audio hardware.
try! ioUnit.allocateRenderResources()
try! ioUnit.startHardware()
sleep(3)
ioUnit.stopHardware()
}
main()
此代码:
ptr.pointee = amp
[...]
ptr.pointee = minusAmp
引发以下错误:
'UnsafeMutablePointer'类型的值没有成员'pointee'
由于我无法手动解决此问题,我尝试手动将代码转换为Swift 3,希望问题能够得到解决。这是:
import Foundation
import AVFoundation
class SquareWaveGenerator {
let sampleRate: Double
let frequency: Double
let amplitude: Float
var counter: Double = 0.0
init(sampleRate: Double, frequency: Double, amplitude: Float) {
self.sampleRate = sampleRate
self.frequency = frequency
self.amplitude = amplitude
}
func render(buffer: AudioBuffer) {
let nframes = Int(buffer.mDataByteSize) / MemoryLayout<Float>.size
var ptr = buffer.mData
var j = self.counter
let cycleLength = self.sampleRate / self.frequency
let halfCycleLength = cycleLength / 2
let amp = self.amplitude, minusAmp = -amp
for _ in 0..<nframes {
if j < halfCycleLength {
ptr?.pointee = amp
} else {
ptr?.pointee = minusAmp
}
ptr = ptr?.advanced(by: 1)
j += 1.0
if (j > cycleLength) {
j -= cycleLength
}
}
self.counter = j
}
}
func main() {
//Create an AudioComponentDescription for the input/output unit we want to use.
#if os(iOS)
let kOutputUnitSubType = kAudioUnitSubType_RemoteIO
#else
let kOutputUnitSubType = kAudioUnitSubType_HALOutput
#endif
let ioUnitDesc = AudioComponentDescription(
componentType: kAudioUnitType_Output,
componentSubType: kOutputUnitSubType,
componentManufacturer: kAudioUnitManufacturer_Apple,
componentFlags: 0,
componentFlagsMask: 0)
let ioUnit = try! AUAudioUnit(componentDescription: ioUnitDesc, options: AudioComponentInstantiationOptions())
/*
Set things up to render at the same sample rate as the hardware,
up to 2 channels. Note that the hardware format may not be a standard
format, so we make a separate render format with the same sample rate
and the desired channel count.
*/
let hardwareFormat = ioUnit.outputBusses[0].format
let renderFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareFormat.sampleRate, channels: min(2,hardwareFormat.channelCount))
try! ioUnit.inputBusses[0].setFormat(renderFormat)
// Create square wave generators.
let generatorLeft = SquareWaveGenerator(sampleRate: renderFormat.sampleRate, frequency: 440.0, amplitude: 0.1)
let generatorRight = SquareWaveGenerator(sampleRate: renderFormat.sampleRate, frequency: 440.0, amplitude: 0.1)
// Install a block which will be called to render.
ioUnit.outputProvider = { (actionFlags: UnsafeMutablePointer<AudioUnitRenderActionFlags>, timestamp: UnsafePointer<AudioTimeStamp>, frameCount: AUAudioFrameCount, busIndex: Int, rawBufferList: UnsafeMutablePointer<AudioBufferList>) -> AUAudioUnitStatus in
let bufferList = UnsafeMutableAudioBufferListPointer(rawBufferList)
if bufferList.count > 0 {
generatorLeft.render(buffer: bufferList[0])
if bufferList.count > 1 {
generatorRight.render(buffer: bufferList[1])
}
}
return noErr
}
// Allocate render resources, then start the audio hardware.
try! ioUnit.allocateRenderResources()
try! ioUnit.startHardware()
sleep(3)
ioUnit.stopHardware()
}
main()
我再次遇到上述错误
'UnsafeMutablePointer'类型的值没有成员'pointee'
最后,我认为像
这样的东西ptr?.storeBytes(of: T, as: T.Type)
应该能够取代“pointee”构造。如果我理解正确,“T”是我想要存储在指针位置的值。在我的情况下,那将是“放大器”。 “amp”的类型为Float。
但无论我做了什么,我都无法运行代码。它只是不接受像
这样的东西ptr?.storeBytes(of: amp, as: Float())
投掷
无法将'Float'类型的值转换为预期的参数类型'T.Type'
或
ptr?.storeBytes(of: amp, as: Float.self)
不再立即抛出错误并正确编译,但在运行时,收到lldb错误消息
致命错误:storeBytes未对齐原始指针
从本质上讲,我不知道我在做什么,在这种情况下不理解'T.Type'的概念,而且我被困住了。所以我有两个问题:
1)如何解决此问题并使代码运行?
2)我在哪里可以了解更多关于这些类型的建筑的类型,这将有助于我了解它们是什么以及它们的意思?
答案 0 :(得分:4)
您在此处遇到的问题是,虽然AudioBuffer.mData
曾经是UnsafeMutablePointer
,但它现在是UnsafeMutableRawPointer
,这是Swift 3中的新功能。要按照以前的方式处理该数据,可以将引用的内存绑定到Float
类型,如下所示:
guard let mData = buffer.mData
else { return /* or error */ }
let nframes = Int(buffer.mDataByteSize) / MemoryLayout<Float>.size
var ptr = mData.bindMemory(to: Float.self, capacity: nframes)
现在ptr
是UnsafeMutablePointer<Float>
,这是您之前使用过的,您应该能够毫无困难地访问其pointee
媒体资源。
注意:每当您在函数声明中看到T.Type
时,它就会询问类型本身,而不是类型的实例。在这种情况下,您希望传递Float
的类型,即Float.self
。另一方面,调用Float()
会创建一个新的Float
实例。
最后,我不是继续直接使用ptr
,而是创建一个缓冲区,它至少会让你在调试模式和更好的界面中检查边界:
let buffer = UnsafeMutableBufferPointer<Float>(start: ptr, count: frames)
// ...
for i in 0..<nframes {
if j < halfCycleLength {
buffer[i] = amp
} else {
buffer[i] = minusAmp
}
j += 1.0
// ...
}