I just wondering if anyone can explain to me how I would go about recording audio, modifying it (pitch?) and playing it back to the user on iPhone.
I'm not asking for someone to do this for me, just a few hints on how I should go about it. looking through the docs it seems like I should be using AVAudioSession
, AVAudioRecorder
and AVAudioPlayer
(AVFoundation.Framework
) for the recording p开发者_StackOverflow中文版laying parts. Or should I be using the CoreAudio.Framework
? and then there is the question regarding modifying the audio.
AVAudioUnitTimePitch should do the trick.
Sample code from udacity.com Intro to iOS App Development with Swift:
func playAudioWithVariablePitch(pitch: Float) {
audioEngine.stop()
audioEngine.reset()
let audioPlayerNode = AVAudioPlayerNode()
audioEngine.attachNode(audioPlayerNode)
let changePitchEffect = AVAudioUnitTimePitch()
changePitchEffect.pitch = pitch
audioEngine.attachNode(changePitchEffect)
audioEngine.connect(audioPlayerNode, to:changePitchEffect, format:nil)
audioEngine.connect(changePitchEffect, to:audioEngine.outputNode, format:nil)
audioPlayerNode.scheduleFile(audioFile, atTime:nil, completionHandler: nil)
try! audioEngine.start()
audioPlayerNode.play()
}
OpenAL is a library, that supports what you're searching for. And its very popular on the iPhone, so maybe you should take a look on this. i.e. The pitch of an sample is easily changeable with only one command:
alSourcef(source, AL_PITCH, pitch);
But I'm not sure, if pitch change is also with the AVFoundation or CoreAudio classes possible - never used them.
This might help. DIRAC-mobile, a library for real-time tempo and pitch manipulation of polyphonic audio signals. They also have sample codes that you can take a look once you download the library.
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