但是这个库的音量控制方法 – (voID)setVolume:(float)volume;似乎没有工作.
我的DiracAudioPlayer初始化代码:
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];
设置播放器音量的方法:
-(voID)setPlayerVolume{ [player1 setVolume:0.5]; [player2 setVolume:0.2];}
setVolume:即使对于单个播放器也不起作用,也没有抛出异常.
如何解决这个问题?
解决方法 您还可以通过依次初始化2个AVAudioPlayers并使用[self.player setVolume:volumefloat]来控制音量来实现此目的.... 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,则可以使用自己的方法使用DiracAudioPlayerBase.mm中的正确卷参数重新初始化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,&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];}
仔细检查您的卷是否通过记录设置:
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来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;}总结
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