我正在创建一个基本的声板应用程序。我有两个开关。一个在激活时会使音频变得更慢和更低的音调,而另一个则会使音频变得更快和更高。我有一个if
else if
if
语句,它查看这些开关,然后相应地播放音频,但是当我尝试第二次推送它时,无论是相同的声音还是不同的声音,它都会崩溃。
我大约99%确定这是由于AVAudioEngine需要重置或节点本身重置,但我已经远远超出了我的能力范围。我已经上下搜索过了,但我似乎找到的答案与使用不同的按钮发出高音或低音时重置播放器有关。有什么想法吗?
class ViewController: UIViewController {
@IBOutlet weak var sassSwitch: UISwitch!
@IBOutlet weak var chipSwitch: UISwitch!
@IBAction func sassAction(_ sender: UISwitch) {
chipSwitch.setOn(false, animated: true)
}
@IBAction func chipSwitch(_ sender: UISwitch) {
sassSwitch.setOn(false, animated: true)
}
///Playback Engine
private let audioEngine = AVAudioEngine()
///Player's Nodes
private let pitchPlayer = AVAudioPlayerNode()
private let timePitch = AVAudioUnitTimePitch()
///Audio Files to be played
private var audioFile1 = AVAudioFile()
private var audioFile2 = AVAudioFile()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
if let filePath = Bundle.main.path(forResource: "PeteNope", ofType:
"mp3") {
let filePathURL = URL(fileURLWithPath: filePath)
setPlayerFile(filePathURL)
}
if let filePath2 = Bundle.main.path(forResource: "Law_WOW", ofType:
"mp3") {
let filePath2URL = URL(fileURLWithPath: filePath2)
setPlayerFile2(filePath2URL)
}
}
private func setPlayerFile(_ fileURL: URL) {
do {
let file = try AVAudioFile(forReading: fileURL)
self.audioFile1 = file
} catch {
fatalError("Could not create AVAudioFile instance. error: \(error).")
}
}
private func setPlayerFile2(_ fileURL: URL) {
do {
let file = try AVAudioFile(forReading: fileURL)
self.audioFile2 = file
} catch {
fatalError("Could not create AVAudioFile instance. error: \(error).")
}
}
@IBAction func sound1Play(_ sender: UIButton) {
if sassSwitch.isOn {
timePitch.pitch = -300
timePitch.rate = 0.5
audioEngine.attach(pitchPlayer)
audioEngine.attach(timePitch)
audioEngine.connect(pitchPlayer, to: timePitch, format: audioFile1.processingFormat)
audioEngine.connect(timePitch, to: audioEngine.outputNode, format: audioFile1.processingFormat)
pitchPlayer.scheduleFile(audioFile1, at: nil, completionHandler: nil)
// Start the engine.
do {
try audioEngine.start()
} catch {
fatalError("Could not start engine. error: \(error).")
}
pitchPlayer.play()
} else if chipSwitch.isOn {
timePitch.pitch = +500
timePitch.rate = 2.0
audioEngine.attach(pitchPlayer)
audioEngine.attach(timePitch)
audioEngine.connect(pitchPlayer, to: timePitch, format: audioFile1.processingFormat)
audioEngine.connect(timePitch, to: audioEngine.outputNode, format: audioFile1.processingFormat)
pitchPlayer.scheduleFile(audioFile1, at: nil, completionHandler: nil)
// Start the engine.
do {
try audioEngine.start()
} catch {
fatalError("Could not start engine. error: \(error).")
}
pitchPlayer.play()
} else {
timePitch.pitch = +0
timePitch.rate = 1.0
audioEngine.attach(pitchPlayer)
audioEngine.attach(timePitch)
audioEngine.connect(pitchPlayer, to: timePitch, format: audioFile1.processingFormat)
audioEngine.connect(timePitch, to: audioEngine.outputNode, format: audioFile1.processingFormat)
pitchPlayer.scheduleFile(audioFile1, at: nil, completionHandler: nil)
// Start the engine.
do {
try audioEngine.start()
} catch {
fatalError("Could not start engine. error: \(error).")
}
pitchPlayer.play()
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
发布于 2018-06-09 06:26:50
看起来您可能只需要将attach
、connect
和engine.start
函数移出sound1Play函数,并将它们放入viewDidLoad中。当前,您每次操作都会连接节点,并且还会多次重新启动引擎。
https://stackoverflow.com/questions/50719279
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