[英]Playing an audio file repeatedly with AVAudioEngine
我正在使用 iOS 應用程序 Swift 和 Xcode 6. 我想做的是使用 AVAudioEngine 播放音頻文件,直到此時一切正常。 但是我怎樣才能不停地播放它,我的意思是,當它結束播放時又會重新開始播放?
這是我的代碼:
/*==================== CONFIGURATES THE AVAUDIOENGINE ===========*/
audioEngine.reset() //Resets any previous configuration on AudioEngine
let audioPlayerNode = AVAudioPlayerNode() //The node that will play the actual sound
audioEngine.attachNode(audioPlayerNode) //Attachs the node to the audioengine
audioEngine.connect(audioPlayerNode, to: audioEngine.outputNode, format: nil) //Connects the applause playback node to the sound output
audioPlayerNode.scheduleFile(applause.applauseFile, atTime: nil, completionHandler: nil)
audioEngine.startAndReturnError(nil)
audioPlayerNode.play() //Plays the sound
在說我應該為此使用 AVAudioPlayer 之前,我不能,因為稍后我將不得不使用一些效果並同時播放三個音頻文件,也重復播放。
我在另一個問題中找到了解決方案,並且也被@CarveDrone自動回答,所以我剛剛復制了他使用的代碼:
class aboutViewController: UIViewController {
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let filePath: String = NSBundle.mainBundle().pathForResource("chimes", ofType: "wav")!
println("\(filePath)")
let fileURL: NSURL = NSURL(fileURLWithPath: filePath)!
let audioFile = AVAudioFile(forReading: fileURL, error: nil)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(PCMFormat: audioFormat, frameCapacity: audioFrameCount)
audioFile.readIntoBuffer(audioFileBuffer, error: nil)
var mainMixer = audioEngine.mainMixerNode
audioEngine.attachNode(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
audioEngine.startAndReturnError(nil)
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, atTime: nil, options:.Loops, completionHandler: nil)
}
您唯一需要更改的是filePath
常量。 這是原始答案的鏈接: 讓AVAudioEngine重復聲音
Swift 5 ,感謝@Guillermo Barreiro
var audioEngine: AVAudioEngine = AVAudioEngine()
var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode()
override func viewDidLoad() {
super. viewDidLoad()
guard let filePath: String = Bundle.main.path(forResource: "chimes", ofType: "wav") else{ return }
print("\(filePath)")
let fileURL: URL = URL(fileURLWithPath: filePath)
guard let audioFile = try? AVAudioFile(forReading: fileURL) else{ return }
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
guard let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount) else{ return }
do{
try audioFile.read(into: audioFileBuffer)
} catch{
print("over")
}
let mainMixer = audioEngine.mainMixerNode
audioEngine.attach(audioFilePlayer)
audioEngine.connect(audioFilePlayer, to:mainMixer, format: audioFileBuffer.format)
try? audioEngine.start()
audioFilePlayer.play()
audioFilePlayer.scheduleBuffer(audioFileBuffer, at: nil, options:AVAudioPlayerNodeBufferOptions.loops)
}
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