iOS应用中的音频录制和编辑功能

梦幻之翼 2023-04-15 ⋅ 30 阅读

音频在移动应用开发中起到了重要的作用,它可以用于语音识别、音乐播放和录制、语音导航等方面。而在iOS应用中,我们可以利用系统提供的API,实现音频的录制和编辑功能,为应用增加更多的交互性和娱乐性。本文将介绍iOS应用中常用的音频录制和编辑功能,并给出相关示例。

音频录制

在iOS应用中进行音频录制,可以借助AVAudioRecorder类来实现。首先需要创建一个AVAudioRecorder实例,并设置相关参数,如音频格式、采样率、通道数等,然后调用record()方法开始录制音频,stop()方法停止录制。

import AVFoundation

var audioRecorder: AVAudioRecorder?

func startRecording() {
    let audioFilename = getDocumentsDirectory().appendingPathComponent("recording.wav")

    let settings = [
        AVFormatIDKey: Int(kAudioFormatLinearPCM),
        AVSampleRateKey: 44100,
        AVNumberOfChannelsKey: 2,
        AVEncoderAudioQualityKey: AVAudioQuality.high.rawValue
    ]

    do {
        audioRecorder = try AVAudioRecorder(url: audioFilename, settings: settings)
        audioRecorder?.record()
    } catch {
        // 处理录制错误
    }
}

func stopRecording() {
    audioRecorder?.stop()
    audioRecorder = nil
}

func getDocumentsDirectory() -> URL {
    let paths = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)
    return paths[0]
}

上述代码中,我们首先获取了音频保存的路径,然后设置了音频的参数,如采样率为44100Hz,通道数为2,音频质量为高,最后通过AVAudioRecorder实例进行音频录制。在录制结束后,可以调用stopRecording()方法停止录制,并将audioRecorder置为nil

音频编辑

在iOS应用中对音频进行编辑,我们可以使用AVAudioPlayerAVAudioEngine类来实现音频的播放、删除、合并等操作。

首先,创建一个AVAudioPlayer实例,通过指定音频文件的URL,将音频加载到内存中,并可以通过调用play()方法来播放音频。

import AVFoundation

var audioPlayer: AVAudioPlayer?

func playAudio() {
    let audioURL = getDocumentsDirectory().appendingPathComponent("recording.wav")

    do {
        audioPlayer = try AVAudioPlayer(contentsOf: audioURL)
        audioPlayer?.prepareToPlay()
        audioPlayer?.play()
    } catch {
        // 处理播放错误
    }
}

接下来,我们可以使用AVAudioEngine类来进行音频的编辑操作,如删除和合并。首先需要创建一个AVAudioEngine实例,并将音频文件加载到AVAudioFile中,然后可以通过调用deleteTimeRange()方法来删除指定时间范围的音频。

import AVFoundation

let audioEngine = AVAudioEngine()
let audioFile = try! AVAudioFile(forReading: audioURL)

func deleteAudio(timeRange: CMTimeRange) {
    let playerNode = AVAudioPlayerNode()
    audioEngine.attach(playerNode)

    let format = audioFile.processingFormat
    let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(format.sampleRate) * AVAudioFramePosition(timeRange.start.seconds))

    try! audioFile.read(into: buffer!)
    audioEngine.connect(playerNode, to: audioEngine.mainMixerNode, format: format)
    playerNode.scheduleSegment(buffer!, startingFrame: AVAudioFramePosition(timeRange.end.seconds * format.sampleRate), frameCount: buffer!.frameLength, at: nil, completionCallbackType: .dataPlayedBack, completionHandler: { _ in
        playerNode.stop()
    })
    playerNode.play()
    try! audioEngine.start()
}

在上述代码中,我们首先创建了一个AVAudioPlayerNode实例,并将其连接到AVAudioEngine的主混音节点,然后通过AVAudioFileread(into:)方法将音频数据读取到buffer中,接着调用scheduleSegment()方法来指定要删除的音频范围,最后调用play()方法进行播放,并通过completionHandler回调函数,在音频播放完毕后停止playerNode

除了删除音频外,我们还可以通过AVAudioEngine类来实现音频的合并。首先需要创建多个AVAudioFile实例,分别代表要合并的音频文件,然后调用mixerNode.outputFile方法将多个音频文件的输出连接到一个目标文件上。

import AVFoundation

let audioEngine = AVAudioEngine()
let audioFile1 = try! AVAudioFile(forReading: audioURL1)
let audioFile2 = try! AVAudioFile(forReading: audioURL2)

func mergeAudio() {
    let playerNode = AVAudioPlayerNode()
    audioEngine.attach(playerNode)

    let mixerNode = AVAudioMixerNode()
    audioEngine.attach(mixerNode)

    audioEngine.connect(playerNode, to: mixerNode, format: audioFile1.processingFormat)
    audioEngine.connect(mixerNode, to: audioEngine.mainMixerNode, format: audioFile1.processingFormat)

    mixerNode.outputFile = try! AVAudioFile(forWriting: audioURL3, settings: audioFile1.fileFormat.settings)

    let buffer1 = AVAudioPCMBuffer(pcmFormat: audioFile1.processingFormat, frameCapacity: AVAudioFrameCount(audioFile1.length))
    try! audioFile1.read(into: buffer1!)
    try! mixerNode.scheduleSegment(buffer1!, startingFrame: 0, frameCount: buffer1!.frameLength, at: nil)

    let buffer2 = AVAudioPCMBuffer(pcmFormat: audioFile2.processingFormat, frameCapacity: AVAudioFrameCount(audioFile1.length))
    try! audioFile2.read(into: buffer2!)
    try! mixerNode.scheduleSegment(buffer2!, startingFrame: AVAudioFramePosition(audioFile1.length), frameCount: buffer2!.frameLength, at: nil)

    mixerNode.installTap(onBus: 0, bufferSize: AVAudioFrameCount(mixerNode.outputFormat(forBus: 0).sampleRate), format: mixerNode.outputFormat(forBus: 0), block: { (buffer, time) -> AVAudioNodeTapBlockFlags in
        try! self.mixerNode.outputFile?.write(from: buffer)
        return .init(rawValue: 0)
    })

    try! audioEngine.start()
    playerNode.play()
}

在上述代码中,我们首先创建了一个AVAudioPlayerNode和一个AVAudioMixerNode实例,并将其连接到AVAudioEngine的主混音节点,然后通过AVAudioEngineconnect(_:to:format:)方法将playerNodemixerNode连接起来,接着为mixerNode设置输出文件,通过scheduleSegment()方法将音频数据分别写入到输出文件中,最后通过installTap(onBus:bufferSize:format:block:)方法将混音节点的输出写入到输出文件。

总结来说,在iOS应用中实现音频录制和编辑功能可以通过AVAudioRecorderAVAudioPlayerAVAudioEngine类来实现。通过这些类提供的方法和属性,我们可以方便地对音频进行录制、播放、删除和合并等操作,实现更丰富的音频交互和娱乐效果。


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