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ios - objective-C : How to control volume of multiple audio players in DiracLE

转载 作者:技术小花猫 更新时间:2023-10-29 10:39:25 25 4
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我正在 Objective-C 中创建一个音乐应用程序。我需要同时播放多个声音,我可以通过使用 DiracLE 音频播放器来实现。

但是这个库- (void) setVolume:(float)volume; 的音量控制方法似乎不起作用。

我的初始化 DiracAudioPlayer 的代码:

DiracAudioPlayer *player1,*player2;
NSURL *url1,*url2;
NSError *error = nil;

url1 = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"song1" ofType:@"mp3"]];
url2 = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"song2" ofType:@"mp3"]];

player1 = [[DiracAudioPlayer alloc] initWithContentsOfURL:mainURL channels:1 error:&error];
[player1 setDelegate:self];
player2 = [[DiracAudioPlayer alloc] initWithContentsOfURL:mainURL channels:1 error:&error];
[player2 setDelegate:self];

播放器音量设置方法:

-(void)setPlayerVolume
{
[player1 setVolume:0.5];
[player2 setVolume:0.2];
}

setVolume: 即使对于单人游戏也不起作用,并且没有抛出异常。

如何解决?

最佳答案

您还可以通过依次初始化 2 个 AVAudioPlayer 并使用 [self.player setVolume:volumeFloat]; 控制音量来实现这一点

...   

NSString *songA = [[NSBundle mainBundle] pathForResource:@"songA" ofType:@"mp3"];
NSError *soundError = nil;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songA] error:&soundError];
if(self.player == nil)
NSLog(@"%@",soundError);
else
{
[self.player setDelegate:self];
[self.player setVolume:0.75];
[self.player play];
}

NSString *songB = [[NSBundle mainBundle] pathForResource:@"songB" ofType:@"mp3"];
soundError = nil;
self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:songB] error:&soundError];
if(self.player == nil)
NSLog(@"%@",soundError);
else
{
[self.player setDelegate:self];
[self.player setVolume:0.25];
[self.player play];
}

...

如果您决定使用 DiracAudioPlayer,您可以使用自己的方法在 DiracAudioPlayerBase.mm 中使用正确的音量参数重新初始化 AudioUnit:

-(void)setupInstanceWithUrl:(NSURL*)inUrl numChannels:(int)channels volume:(float)volume
{
mDelegate = nil;
mInUrl = [inUrl copy];
mIsPrepared = NO;
mIsProcessing = NO;
mWorkerThread = nil;
mTotalFramesInFile = 0;
mIsRunning = NO;
mVolume = volume;
mLoopCount = mNumberOfLoops = 0;
mHasFinishedPlaying = YES;

if (channels < 1) channels = 1;
else if (channels > 2) channels = 2;
mNumChannels = channels;

mPeak = new SInt16[mNumChannels];
mPeakOut = new SInt16[mNumChannels];

for (long v = 0; v < mNumChannels; v++) {
mPeakOut[v] = 0;
mPeak[v] = -1;
}

OSStatus status = noErr;
mTimeFactor = 1./kOversample;
mPitchFactor = kOversample;
// This is boilerplate code to set up CoreAudio on iOS in order to play audio via its default output

// Desired audio component
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
#if TARGET_OS_IPHONE
desc.componentSubType = kAudioUnitSubType_RemoteIO;
#else
desc.componentSubType = kAudioUnitSubType_HALOutput;
#endif
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;

// Get ref to component
AudioComponent defaultOutput = AudioComponentFindNext(NULL, &desc);

// Get matching audio unit
status = AudioComponentInstanceNew(defaultOutput, &mAudioUnit);
checkStatus(status);

// this is the format we want
AudioStreamBasicDescription audioFormat;
mSampleRate=audioFormat.mSampleRate = 44100.00;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = mNumChannels;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = sizeof(short)*mNumChannels;
audioFormat.mBytesPerFrame = sizeof(short)*mNumChannels;

status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status);

// here we set up CoreAudio in order to call our PlaybackCallback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = PlaybackCallback;
callbackStruct.inputProcRefCon = (__bridge void*) self;
status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct));
checkStatus(status);


// Initialize unit
status = AudioUnitInitialize(mAudioUnit);
checkStatus(status);

// here we allocate our audio cache
mAudioBuffer = AllocateAudioBufferSInt16(mNumChannels, kAudioBufferNumFrames);

// Avoid delay when hitting play by making sure the graph is pre-initialized
AudioOutputUnitStart(mAudioUnit);
AudioOutputUnitStop(mAudioUnit);

[self prepareToPlay];

}

仔细检查您的音量是否已通过日志记录设置:

NSLog(@"Volume P1: %f", [player1 volume]);
NSLog(@"Volume P2: %f", [player2 volume]);

此外,您还可以通过硬件音量按钮使用的相同方法控制混音的输出音量:(这将启动 iOS 音量更改的 UI)

-(void)addVolumeObserver {

MPVolumeView *volumeView = [MPVolumeView new];
volumeView.showsRouteButton = NO;
volumeView.showsVolumeSlider = NO;
AppDelegate *appDelegate = (AppDelegate *) [[UIApplication sharedApplication] delegate];
[appDelegate.window.rootViewController.view addSubview:volumeView];


__weak __typeof(self)weakSelf = self;
[[volumeView subviews] enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) {
if ([obj isKindOfClass:[UISlider class]]) {
__strong __typeof(weakSelf)strongSelf = weakSelf;
strongSelf->volumeSlider = obj;
[obj addTarget:strongSelf action:@selector(handleVolumeChanged:) forControlEvents:UIControlEventValueChanged];
*stop = YES;
}
}];
}

- (void)handleVolumeChanged:(id)sender
{
NSLog(@"Volume: %f", volumeSlider.value);
}

- (void)setVolumeHandlerTo:(float)volume
{
volumeSlider.value = volume;
}

关于ios - objective-C : How to control volume of multiple audio players in DiracLE,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/36907412/

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