- iOS/Objective-C 元类和类别
- objective-c - -1001 错误,当 NSURLSession 通过 httpproxy 和/etc/hosts
- java - 使用网络类获取 url 地址
- ios - 推送通知中不播放声音
我正在为旧的 GWBasic PLAY
命令创建一个老式的音乐模拟器。为此,我有一个音调发生器和一个音乐播放器。在演奏的每个音符之间,我听到了一种把事情搞砸的唧唧声。以下是我的两个类(class):
ToneGen.h
#import <Foundation/Foundation.h>
@interface ToneGen : NSObject
@property (nonatomic) id delegate;
@property (nonatomic) double frequency;
@property (nonatomic) double sampleRate;
@property (nonatomic) double theta;
- (void)play:(float)ms;
- (void)play;
- (void)stop;
@end
ToneGen.m
#import <AudioUnit/AudioUnit.h>
#import "ToneGen.h"
OSStatus RenderTone(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData);
void ToneInterruptionListener(void *inClientData, UInt32 inInterruptionState);
@interface ToneGen()
@property (nonatomic) AudioComponentInstance toneUnit;
@property (nonatomic) NSTimer *timer;
- (void)createToneUnit;
@end
@implementation ToneGen
@synthesize toneUnit = _toneUnit;
@synthesize timer = _timer;
@synthesize delegate = _delegate;
@synthesize frequency = _frequency;
@synthesize sampleRate = _sampleRate;
@synthesize theta = _theta;
- (id) init
{
self = [super init];
if (self)
{
self.sampleRate = 44100;
self.frequency = 1440.0f;
return self;
}
return nil;
}
- (void)play:(float)ms
{
[self play];
self.timer = [NSTimer scheduledTimerWithTimeInterval:(ms / 100)
target:self
selector:@selector(stop)
userInfo:nil
repeats:NO];
[[NSRunLoop mainRunLoop] addTimer:self.timer forMode:NSRunLoopCommonModes];
}
- (void)play
{
if (!self.toneUnit)
{
[self createToneUnit];
// Stop changing parameters on the unit
OSErr err = AudioUnitInitialize(self.toneUnit);
if (err)
DLog(@"Error initializing unit");
// Start playback
err = AudioOutputUnitStart(self.toneUnit);
if (err)
DLog(@"Error starting unit");
}
}
- (void)stop
{
[self.timer invalidate];
self.timer = nil;
if (self.toneUnit)
{
AudioOutputUnitStop(self.toneUnit);
AudioUnitUninitialize(self.toneUnit);
AudioComponentInstanceDispose(self.toneUnit);
self.toneUnit = nil;
}
if(self.delegate && [self.delegate respondsToSelector:@selector(toneStop)]) {
[self.delegate performSelector:@selector(toneStop)];
}
}
- (void)createToneUnit
{
AudioComponentDescription defaultOutputDescription;
defaultOutputDescription.componentType = kAudioUnitType_Output;
defaultOutputDescription.componentSubType = kAudioUnitSubType_DefaultOutput;
defaultOutputDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
defaultOutputDescription.componentFlags = 0;
defaultOutputDescription.componentFlagsMask = 0;
// Get the default playback output unit
AudioComponent defaultOutput = AudioComponentFindNext(NULL, &defaultOutputDescription);
if (!defaultOutput)
DLog(@"Can't find default output");
// Create a new unit based on this that we'll use for output
OSErr err = AudioComponentInstanceNew(defaultOutput, &_toneUnit);
if (err)
DLog(@"Error creating unit");
// Set our tone rendering function on the unit
AURenderCallbackStruct input;
input.inputProc = RenderTone;
input.inputProcRefCon = (__bridge void*)self;
err = AudioUnitSetProperty(self.toneUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&input,
sizeof(input));
if (err)
DLog(@"Error setting callback");
// Set the format to 32 bit, single channel, floating point, linear PCM
const int four_bytes_per_float = 4;
const int eight_bits_per_byte = 8;
AudioStreamBasicDescription streamFormat;
streamFormat.mSampleRate = self.sampleRate;
streamFormat.mFormatID = kAudioFormatLinearPCM;
streamFormat.mFormatFlags =
kAudioFormatFlagsNativeFloatPacked | kAudioFormatFlagIsNonInterleaved;
streamFormat.mBytesPerPacket = four_bytes_per_float;
streamFormat.mFramesPerPacket = 1;
streamFormat.mBytesPerFrame = four_bytes_per_float;
streamFormat.mChannelsPerFrame = 1;
streamFormat.mBitsPerChannel = four_bytes_per_float * eight_bits_per_byte;
err = AudioUnitSetProperty (self.toneUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&streamFormat,
sizeof(AudioStreamBasicDescription));
if (err)
DLog(@"Error setting stream format");
}
@end
OSStatus RenderTone(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
// Fixed amplitude is good enough for our purposes
const double amplitude = 0.25;
// Get the tone parameters out of the view controller
ToneGen *toneGen = (__bridge ToneGen *)inRefCon;
double theta = toneGen.theta;
double theta_increment = 2.0 * M_PI * toneGen.frequency / toneGen.sampleRate;
// This is a mono tone generator so we only need the first buffer
const int channel = 0;
Float32 *buffer = (Float32 *)ioData->mBuffers[channel].mData;
// Generate the samples
for (UInt32 frame = 0; frame < inNumberFrames; frame++)
{
buffer[frame] = sin(theta) * amplitude;
theta += theta_increment;
if (theta > 2.0 * M_PI)
{
theta -= 2.0 * M_PI;
}
}
// Store the theta back in the view controller
toneGen.theta = theta;
return noErr;
}
void ToneInterruptionListener(void *inClientData, UInt32 inInterruptionState)
{
ToneGen *toneGen = (__bridge ToneGen *)inClientData;
[toneGen stop];
}
Music.h
#import <Foundation/Foundation.h>
@interface Music : NSObject
- (void) play:(NSString *)music;
- (void) stop;
@end
Music.m
#import "Music.h"
#import "ToneGen.h"
@interface Music()
@property (nonatomic, readonly) ToneGen *toneGen;
@property (nonatomic, assign) int octive;
@property (nonatomic, assign) int tempo;
@property (nonatomic, assign) int length;
@property (nonatomic, strong) NSData *music;
@property (nonatomic, assign) int dataPos;
@property (nonatomic, assign) BOOL isPlaying;
- (void)playNote;
@end
@implementation Music
@synthesize toneGen = _toneGen;
- (ToneGen*)toneGen
{
if (_toneGen == nil)
{
_toneGen = [[ToneGen alloc] init];
_toneGen.delegate = self;
}
return _toneGen;
}
@synthesize octive = _octive;
- (void)setOctive:(int)octive
{
// Sinity Check
if (octive < 0)
octive = 0;
if (octive > 6)
octive = 6;
_octive = octive;
}
@synthesize tempo = _tempo;
- (void)setTempo:(int)tempo
{
// Sinity Check
if (tempo < 30)
tempo = 30;
if (tempo > 255)
tempo = 255;
_tempo = tempo;
}
@synthesize length = _length;
- (void)setLength:(int)length
{
// Sinity Check
if (length < 1)
length = 1;
if (length > 64)
length = 64;
_length = length;
}
@synthesize music = _music;
@synthesize dataPos = _dataPos;
@synthesize isPlaying = _isPlaying;
- (id)init
{
self = [super init];
if (self)
{
self.octive = 4;
self.tempo = 120;
self.length = 1;
return self;
}
return nil;
}
- (void) play:(NSString *)music
{
DLog(@"%@", music);
self.music = [[music stringByReplacingOccurrencesOfString:@"+" withString:@"#"]
dataUsingEncoding: NSASCIIStringEncoding];
self.dataPos = 0;
self.isPlaying = YES;
[self playNote];
}
- (void)stop
{
self.isPlaying = NO;
}
- (void)playNote
{
if (!self.isPlaying)
return;
if (self.dataPos > self.music.length || self.music.length == 0) {
self.isPlaying = NO;
return;
}
unsigned char *data = (unsigned char*)[self.music bytes];
unsigned int code = (unsigned int)data[self.dataPos];
self.dataPos++;
switch (code) {
case 65: // A
case 66: // B
case 67: // C
case 68: // D
case 69: // E
case 70: // F
case 71: // G
{
// Peak at the next char to look for sharp or flat
bool sharp = NO;
bool flat = NO;
if (self.dataPos < self.music.length) {
unsigned int peak = (unsigned int)data[self.dataPos];
if (peak == 35) // #
{
self.dataPos++;
sharp = YES;
}
else if (peak == 45) // -
{
self.dataPos++;
flat = YES;
}
}
// Peak ahead for a length changes
bool look = YES;
int count = 0;
int newLength = 0;
while (self.dataPos < self.music.length && look) {
unsigned int peak = (unsigned int)data[self.dataPos];
if (peak >= 48 && peak <= 57)
{
peak -= 48;
int n = (count * 10);
if (n == 0) { n = 1; }
newLength += peak * n;
self.dataPos++;
} else {
look = NO;
}
}
// Pick the note length
int length = self.length;
if (newLength != 0)
{
DLog(@"InlineLength: %d", newLength);
length = newLength;
}
// Create the note string
NSString *note = [NSString stringWithFormat:@"%c", code];
if (sharp)
note = [note stringByAppendingFormat:@"#"];
else if (flat)
note = [note stringByAppendingFormat:@"-"];
// Set the tone generator freq
[self setFreq:[self getNoteNumber:note]];
// Play the note
[self.toneGen play:(self.tempo / length)];
}
break;
case 76: // L (length)
{
bool look = YES;
int newLength = 0;
while (self.dataPos < self.music.length && look) {
unsigned int peak = (unsigned int)data[self.dataPos];
if (peak >= 48 && peak <= 57)
{
peak -= 48;
newLength = newLength * 10 + peak;
self.dataPos++;
} else {
look = NO;
}
}
self.length = newLength;
DLog(@"Length: %d", self.length);
[self playNote];
}
break;
case 79: // O (octive)
{
bool look = YES;
int newOctive = 0;
while (self.dataPos < self.music.length && look) {
unsigned int peak = (unsigned int)data[self.dataPos];
if (peak >= 48 && peak <= 57)
{
peak -= 48;
newOctive = newOctive * 10 + peak;
self.dataPos++;
} else {
look = NO;
}
}
self.octive = newOctive;
DLog(@"Octive: %d", self.self.octive);
[self playNote];
}
break;
case 84: // T (tempo)
{
bool look = YES;
int newTempo = 0;
while (self.dataPos < self.music.length && look) {
unsigned int peak = (unsigned int)data[self.dataPos];
if (peak >= 48 && peak <= 57)
{
peak -= 48;
newTempo = newTempo * 10 + peak;
self.dataPos++;
} else {
look = NO;
}
}
self.tempo = newTempo;
DLog(@"Tempo: %d", self.self.tempo);
[self playNote];
}
break;
default:
[self playNote];
break;
}
}
- (int)getNoteNumber:(NSString*)note
{
note = [note uppercaseString];
DLog(@"%@", note);
if ([note isEqualToString:@"A"])
return 0;
else if ([note isEqualToString:@"A#"] || [note isEqualToString:@"B-"])
return 1;
else if ([note isEqualToString:@"B"] || [note isEqualToString:@"C-"])
return 2;
else if ([note isEqualToString:@"C"] || [note isEqualToString:@"B#"])
return 3;
else if ([note isEqualToString:@"C#"] || [note isEqualToString:@"D-"])
return 4;
else if ([note isEqualToString:@"D"])
return 5;
else if ([note isEqualToString:@"D#"] || [note isEqualToString:@"E-"])
return 6;
else if ([note isEqualToString:@"E"] || [note isEqualToString:@"F-"])
return 7;
else if ([note isEqualToString:@"F"] || [note isEqualToString:@"E#"])
return 8;
else if ([note isEqualToString:@"F#"] || [note isEqualToString:@"G-"])
return 9;
else if ([note isEqualToString:@"G"])
return 10;
else if ([note isEqualToString:@"G#"])
return 11;
}
- (void)setFreq:(int)note
{
float a = powf(2, self.octive);
float b = powf(1.059463, note);
float freq = roundf((275.0 * a * b) / 10);
self.toneGen.frequency = freq;
}
- (void)toneStop
{
[self playNote];
}
@end
玩小tune创建一个 Music
对象并播放...
[self.music play:@"T180 DF#A L2 A L4 O4 AA P4 F#F# P4 O3 D DF#A L2 A L4 O4 AA P4 GG P4 O3 C#C#EB L2 B L4 O4 BB P4 GG P4 O3 C#C#EB L2 B L4 O4 BB P4 F+F+ P4 O3 DDF#A L2 O4 D L4 O5 DD P4O4 AA P4 O3 DDF#A L2 O4 D L4 O5 DD P4O4 BB P4 EEG L8 B P8 ML B1 L4 MN G#A ML L3 O5 F#1L4 MN D O4 F# ML L2 F# MN L4 E ML L2 B MN L4 AD P8 D8 D4"];
关于如何消除音符之间的唧唧声有什么想法吗?
最佳答案
我认为你在音符之间停止音频输出的那一点是罪魁祸首:
if (self.toneUnit)
{
AudioOutputUnitStop(self.toneUnit);
AudioUnitUninitialize(self.toneUnit);
AudioComponentInstanceDispose(self.toneUnit);
self.toneUnit = nil;
}
只要让音调单元处于事件状态,您就会听到较少的鸣叫声。您将需要一些其他方式来产生静音,可能是让 RenderTone 继续运行但产生零振幅。
我能够消除残留的轻微啁啾声,方法是在频率变化时将振幅逐渐降低到零,更新频率,然后再次淡入。这当然是旧 PC 扬声器无法做到的(除了少数人会迅速再次打开它),但是如果衰减非常快,您可能会在没有唧唧声的情况下获得老式效果。
这是我的褪色 RenderTone
函数(目前使用邪恶的全局变量):
double currentFrequency=0;
double currentSampleRate=0;
double currentAmplitude=0;
OSStatus RenderTone(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
// Fixed amplitude is good enough for our purposes
const double amplitude = 0.5;
// Get the tone parameters out of the view controller
ToneGen *toneGen = (__bridge ToneGen *)inRefCon;
double theta = toneGen.theta;
BOOL fadingOut = NO;
if ((currentFrequency != toneGen.frequency) || (currentSampleRate != toneGen.sampleRate))
{
if (currentAmplitude > DBL_EPSILON)
{
fadingOut = YES;
}
else
{
currentFrequency = toneGen.frequency;
currentSampleRate = toneGen.sampleRate;
}
}
double theta_increment = 2.0 * M_PI * currentFrequency /currentSampleRate;
// This is a mono tone generator so we only need the first buffer
const int channel = 0;
Float32 *buffer = (Float32 *)ioData->mBuffers[channel].mData;
// Generate the samples
for (UInt32 frame = 0; frame < inNumberFrames; frame++)
{
buffer[frame] = sin(theta) * currentAmplitude;
//NSLog(@"amplitude = %f", currentAmplitude);
theta += theta_increment;
if (theta > 2.0 * M_PI)
{
theta -= 2.0 * M_PI;
}
if (fadingOut)
{
if (currentAmplitude > 0)
{
currentAmplitude -= 0.001;
if (currentAmplitude < 0)
currentAmplitude = 0;
}
}
else
{
if (currentAmplitude < amplitude)
{
currentAmplitude += 0.001;
if (currentAmplitude > amplitude)
currentAmplitude = amplitude;
}
}
}
// Store the theta back in the view controller
toneGen.theta = theta;
return noErr;
}
关于objective-c - AudioUnit 音调生成器在生成的每个音调结束时给我一个唧唧声,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10051215/
我使用以下代码和嵌套生成器迭代文本文档并使用 get_train_minibatch() 返回训练示例。我想保留( pickle )生成器,这样我就可以回到文本文档中的相同位置。但是,您不能 pick
在本教程中,您将借助示例了解 JavaScript 生成器。在 JavaScript 中,生成器提供了一种使用函数和迭代器的新方法。 使用生成器, 您可以从函数内部的任何位置停止执行函数 并从
LESS is very cool .我一直想知道是否有任何好的 html 生成器可以让我更轻松地编写表单或做其他事情。除了 html,是否有一些类似的东西? 最佳答案 已尝试 Haml ? 从它的网
前言 如果是做python或者其他语言的小伙伴,对于生成器应该不陌生。但很多php开发者或许都不知道生成器这个功能,可能是因为生成器是php 5.5.0才引入的功能,也可以是生成器作用不是很明显。
我正在尝试编写一个使用生成器语法生成日期时间列表的函数: let dateRange = let endDate = System.DateTime.Parse("6/1/2010")
我遇到了一些看起来像的代码: [func(val) for val in iterable] 有一个可迭代对象(在我的例子中是一个生成器),用户想要为其副作用调用每个值的函数(例如 func 可以只是
Delphi 有内置的东西来生成 UUID 吗? 最佳答案 program Guid; {$APPTYPE CONSOLE} uses SysUtils; var Uid: TGuid; Result
我正在深入研究 javascript 生成器,但我真的很困惑。 我使用 node@0.11.x 运行此示例: function find() { process.nextTick(functi
有人知道一些关于如何为 hibernate 创建自定义 ID 生成器的好教程吗? 最佳答案 在 Google 上粗略搜索“hibernate 自定义 id 生成器教程”发现了以下可能性。我排除了那些看
我正在关注 Python 大师 David Beazley 的幻灯片。它指出“生成器也用于并发。这是一个示例: from collections import deque def countdown(
我有一个生成事件的生成器,我想用可以从 API 获取的附加元数据来丰富它。 某些事件具有与其链接的对象 ID,而其他事件则具有对象的哈希值,但不能同时具有两者。我无法根据哈希获取对象 id,我只能执行
假设我有一个自定义类: public class CustomClass { private String name; private String data; public
我正在考虑实现一个函数来在 SQL 请求中“构建”WHERE 子句,如下所示: "SELECT * FROM table $where" 使用如下所示的循环构建 $where: $arr=array(
我正在寻找执行此操作的标准函数: def Forever(v): while True: yield v 这看起来太琐碎了,我不敢相信没有标准版本。 就此而言,有人知道指向所有标准生成器函
我知道这个网站上有几个非常相似的相关问题,但是在看了这部剧之后,我相信这个问题本身就是独一无二的。如果有人能找到并提供证据证明我的问题完全被骗了,我会自己撤回它(所以请不要否决这个!)。 我是 Jav
void __fastcall TForm1::Button1Click(TObject *Sender) { int size = MemoEnter->GetTextLen() + 1;
按照目前的情况,这个问题不适合我们的问答形式。我们希望答案得到事实、引用或专业知识的支持,但这个问题可能会引发辩论、争论、投票或扩展讨论。如果您觉得这个问题可以改进并可能重新打开,visit the
我试图在我的生成器的以下两个定义之间做出决定。哪个更好?哪个“更像 python ”?无论如何,有没有办法减轻每一个的缺点? def myGenerator1(howMany): result
我有一个 Python 生成器 lexg,它在每次迭代时生成一个列表。该代码似乎在传统的 for 循环意义上工作,即 for i in lexg(2,2): print(i) 产生: [2, 0] [
我希望这不会超出 Python 生成器的能力,但我想构建一个这样,每次调用该函数时,它都会返回下一分钟直到结束时间。 因此该函数读取开始时间和结束时间,并以分钟为单位返回时间,直到涵盖其间的所有时间。
我是一名优秀的程序员,十分优秀!