问题描述
我学会了如何使用AVAudioEngine将音频处理到文件中,并且只要不使用AVAudioUnitTimePitch改变播放速率,我的代码就可以工作。
更改速率后,渲染的音频与原始音频的长度相同(速率不变)。因此,如果音频减慢(速率 1),则所呈现的音频的最后部分将保持静音。
这是代码:
// engine: AVAudioEngine
// playerNode: AVAudioPlayerNode
// audioFile: AVAudioFile
open func render(to destinationFile: AVAudioFile) throws {
playerNode.scheduleFile(audioFile,at: nil)
do {
let buffCapacity: AVAudioFrameCount = 4096
try engine.enableManualRenderingMode(.offline,format: audioFile.processingFormat,maximumFrameCount: buffCapacity)
}
catch {
print("Failed to enable manual rendering mode: \(error)")
throw error
}
do {
try engine.start()
}
catch {
print("Failed to start the engine: \(error)")
}
playerNode.play()
let outputBuff = AVAudioPCMBuffer(pcmFormat: engine.manualRenderingFormat,frameCapacity: engine.manualRenderingMaximumFrameCount)!
while engine.manualRenderingSampleTime < audioFile.length {
let remainingSamples = audioFile.length - engine.manualRenderingSampleTime
let framesToRender = min(outputBuff.frameCapacity,AVAudioFrameCount(remainingSamples))
do {
let renderingStatus = try engine.renderOffline(framesToRender,to: outputBuff)
switch renderingStatus {
case .success:
do {
try destinationFile.write(from: outputBuff)
}
catch {
print("Failed to write from file to buffer: \(error)")
throw error
}
case .insufficientDataFromInputNode:
break
case.cannotDoInCurrentContext:
break
case .error:
print("An error occured during rendering.")
throw AudioPlayer.ExportError.renderingError
@unkNown default:
fatalError("engine.renderOffline() returned an unkNown value.")
}
}
catch {
print("Failed to render offline manually: \(error)")
throw error
}
}
playerNode.stop()
engine.stop()
engine.disableManualRenderingMode()
}
我试图通过渲染与回放速率成反比的样本量来解决该问题。仅当比率大于1时,此问题才得以解决。
解决方法
由于没有人回答并且已经过去了很多天,我将分享如何解决该问题。
渲染与回放速率成反比的样本量被证明是有效的。最初,这种方法不起作用,因为我做错了。
以下是获取正确数量的样本以进行渲染的方法:
let framesToRenderCount = AVAudioFramePosition(Float(audioFile.length) * 1 / rate)