Reputation: 55
I am trying to shift the pitch of an audio file multiple time to indicate changes in the state to the user. I wasn't sure how to do this in objective-c
I found this article about a question that discusses it, but it was for swift. Also, I wasn't sure how to load audio files with this library.
I tried this code, but every time I run it, I got an error because of the lines 3-4. The other thing, as I'm newbie to this, I wasn't sure how to load the mp3 file with this library. Can anyone help please?
//This is the file I need to shift its pitch
NSString *path = [NSString stringWithFormat:@"%@/Beep5.mp3", [[NSBundle mainBundle] resourcePath]];
NSURL *soundUrl = [NSURL fileURLWithPath:path];
AVAudioFile *file=[[AVAudioFile alloc] initForReading:soundUrl error:nil];
AVAudioFormat *format=file.processingFormat;
AVAudioFrameCount capacity= (AVAudioFrameCount)file.length;
AVAudioPCMBuffer *buffer=[[AVAudioPCMBuffer alloc] initWithPCMFormat:format frameCapacity:capacity];
[file readIntoBuffer:buffer error:nil];
[playerNode scheduleBuffer:buffer completionHandler:nil];
AVAudioEngine *engine;
AVAudioPlayerNode *playerNode;
//get the error in one of the following two LOC
engine = [[AVAudioPlayerNode alloc] init];
[engine attachNode: playerNode];
AVAudioMixerNode *mixer = engine.mainMixerNode;
AVAudioUnitTimePitch *auTimePitch;
auTimePitch.pitch=1200.0;// In cents. The default value is 1.0. The range of values is -2400 to 2400
auTimePitch.rate = 2.0; //The default value is 1.0. The range of supported values is 1/32 to 32.0.
[engine attachNode: auTimePitch];
[engine connect:playerNode to:auTimePitch format:[mixer outputFormatForBus:0]];
[engine connect:playerNode to:mixer format:[mixer outputFormatForBus:0]];
playerNode.play;
Upvotes: 1
Views: 1179
Reputation: 275
your code looks fine but you skiped the creation of new object of AVAudioPlayerNode and AVAudioEngine.
this should look like this
@interface ViewController (){
AVAudioEngine *engine;
}
AVAudioPlayerNode* node = [AVAudioPlayerNode new];
engine= [[AVAudioEngine alloc] init];
and your complete code after adding these line.
//AVAudioEngine *engine should be declare in @interface section
@interface ViewController (){
AVAudioEngine *engine;
}
- (void)viewDidLoad {
[super viewDidLoad];
NSString* path=[[NSBundle mainBundle] pathForResource:@"test" ofType:@"mp3"];
NSURL *soundUrl = [NSURL fileURLWithPath:path];
AVAudioFile* File = [[AVAudioFile alloc] initForReading: soundUrl error: nil];
AVAudioPlayerNode* node = [AVAudioPlayerNode new];
engine= [[AVAudioEngine alloc] init];
[node stop];
[engine stop];
[engine reset];
[engine attachNode: node];
AVAudioUnitTimePitch* changeAudioUnitTime = [AVAudioUnitTimePitch new];
changeAudioUnitTime.rate = 1;
changeAudioUnitTime.pitch = 1000;
[engine attachNode: changeAudioUnitTime];
[engine connect:node to: changeAudioUnitTime format: nil];
[engine connect:changeAudioUnitTime to: engine.outputNode format:nil];
[node scheduleFile:File atTime: nil completionHandler: nil];
[engine startAndReturnError: nil];
[node play];
}
Note :: this code is tested on actual device and working fine in my project. don't forget to add CoreAudio.framework , AVFoundation.framework.
Upvotes: 0
Reputation: 2216
Please add following headers and try -
#import <AVFoundation/AVAudioPlayerNode.h>
#import <AVFoundation/AVAudioEngine.h>
engine = [[AVAudioEngine alloc] init];
playerNode = [[AVAudioPlayerNode alloc] init];
Upvotes: 2