I'm building an app that should allow user to apply audio filters to a recorded audio, such as Reverb, Boost.
I was unable to find any viable source of information on how to apply filters to a file itself, because it's needed to upload processed file to server later.
I'm currently using AudioKit for visualization, and I'm aware that it's capable of doing audio processing, but only for playback. Please give any suggestions for further research.
AudioKit has an offline render node that doesn't require iOS 11. Here's an example, the player.schedule(...) and player.start(at.) bits are required as AKAudioPlayer's underlying AVAudioPlayerNode will block on the calling thread waiting for the next render if you start it with player.play()
.
import UIKit
import AudioKit
class ViewController: UIViewController {
var player: AKAudioPlayer?
var reverb = AKReverb()
var boost = AKBooster()
var offlineRender = AKOfflineRenderNode()
override func viewDidLoad() {
super.viewDidLoad()
guard let url = Bundle.main.url(forResource: "theFunkiestFunkingFunk", withExtension: "mp3") else {
return
}
var audioFile: AKAudioFile?
do {
audioFile = try AKAudioFile.init(forReading: url)
player = try AKAudioPlayer.init(file: audioFile!)
} catch {
print(error)
return
}
guard let player = player else {
return
}
player >>> reverb >>> boost >>> offlineRender
AudioKit.output = offlineRender
AudioKit.start()
let docs = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
let dstURL = docs.appendingPathComponent("rendered.caf")
offlineRender.internalRenderEnabled = false
player.schedule(from: 0, to: player.duration, avTime: nil)
let sampleTimeZero = AVAudioTime(sampleTime: 0, atRate: AudioKit.format.sampleRate)
player.play(at: sampleTimeZero)
do {
try offlineRender.renderToURL(dstURL, seconds: player.duration)
} catch {
print(error)
return
}
offlineRender.internalRenderEnabled = true
print("Done! Rendered to " + dstURL.path)
}
}
You can use the newly-introduced "manual rendering" features from Audio Unit plugins (see example below).
If you need to support older macOS/iOS version, I would be surprised if you can't achieve the same with AudioKit (even though I haven't tried it myself). For instance, using an AKSamplePlayer
as your first node (which will read your audio file), then building and connecting your effects and using an AKNodeRecorder
as your last node.
Example of manual rendering using the new audio unit features
import AVFoundation
//: ## Source File
//: Open the audio file to process
let sourceFile: AVAudioFile
let format: AVAudioFormat
do {
let sourceFileURL = Bundle.main.url(forResource: "mixLoop", withExtension: "caf")!
sourceFile = try AVAudioFile(forReading: sourceFileURL)
format = sourceFile.processingFormat
} catch {
fatalError("could not open source audio file, \(error)")
}
//: ## Engine Setup
//: player -> reverb -> mainMixer -> output
//: ### Create and configure the engine and its nodes
let engine = AVAudioEngine()
let player = AVAudioPlayerNode()
let reverb = AVAudioUnitReverb()
engine.attach(player)
engine.attach(reverb)
// set desired reverb parameters
reverb.loadFactoryPreset(.mediumHall)
reverb.wetDryMix = 50
// make connections
engine.connect(player, to: reverb, format: format)
engine.connect(reverb, to: engine.mainMixerNode, format: format)
// schedule source file
player.scheduleFile(sourceFile, at: nil)
//: ### Enable offline manual rendering mode
do {
let maxNumberOfFrames: AVAudioFrameCount = 4096 // maximum number of frames the engine will be asked to render in any single render call
try engine.enableManualRenderingMode(.offline, format: format, maximumFrameCount: maxNumberOfFrames)
} catch {
fatalError("could not enable manual rendering mode, \(error)")
}
//: ### Start the engine and player
do {
try engine.start()
player.play()
} catch {
fatalError("could not start engine, \(error)")
}
//: ## Offline Render
//: ### Create an output buffer and an output file
//: Output buffer format must be same as engine's manual rendering output format
let outputFile: AVAudioFile
do {
let documentsPath = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true)[0]
let outputURL = URL(fileURLWithPath: documentsPath + "/mixLoopProcessed.caf")
outputFile = try AVAudioFile(forWriting: outputURL, settings: sourceFile.fileFormat.settings)
} catch {
fatalError("could not open output audio file, \(error)")
}
// buffer to which the engine will render the processed data
let buffer: AVAudioPCMBuffer = AVAudioPCMBuffer(pcmFormat: engine.manualRenderingFormat, frameCapacity: engine.manualRenderingMaximumFrameCount)!
//: ### Render loop
//: Pull the engine for desired number of frames, write the output to the destination file
while engine.manualRenderingSampleTime < sourceFile.length {
do {
let framesToRender = min(buffer.frameCapacity, AVAudioFrameCount(sourceFile.length - engine.manualRenderingSampleTime))
let status = try engine.renderOffline(framesToRender, to: buffer)
switch status {
case .success:
// data rendered successfully
try outputFile.write(from: buffer)
case .insufficientDataFromInputNode:
// applicable only if using the input node as one of the sources
break
case .cannotDoInCurrentContext:
// engine could not render in the current render call, retry in next iteration
break
case .error:
// error occurred while rendering
fatalError("render failed")
}
} catch {
fatalError("render failed, \(error)")
}
}
player.stop()
engine.stop()
print("Output \(outputFile.url)")
print("AVAudioEngine offline rendering completed")
You can find more docs and examples about the updates to the AudioUnit format there.
来源:https://stackoverflow.com/questions/45799686/how-to-apply-audio-effect-to-a-file-and-write-to-filesystem-ios