当AVAudioUnitTimePitch更改播放速率时,如何使用AVAudioEngine执行脱机音频处理?

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)