我希望将mp3和wav音频文件加载为浮点数或双倍数组,类似于io.wavfile.read函数在the中的作用。我可以使用麦克风数据或通过将音频流写入缓冲区来播放音频。但是,我不知道如何一次加载所有音频文件的数据。
-最新情况
对于将来处理音频信号数据的人来说,这里有一个函数可以实现这个功能。这是基于有节奏的费斯曼的回答。
func loadAudioSignal(audioURL: NSURL) -> (signal: [Float], rate: Double, frameCount: Int) {
let file = try! AVAudioFile(forReading: audioURL)
let format = AVAudioFormat(commonFormat: .PCMFormatFloat32, sampleRate: file.fileFormat.sampleRate, channels: file.fileFormat.channelCount, interleaved: false)
let buf = AVAudioPCMBuffer(PCMFormat: format, frameCapacity: UInt32(file.length))
try! file.readIntoBuffer(buf) // You probably want better error handling
let floatArray = Array(UnsafeBufferPointer(start: buf.floatChannelData[0], count:Int(buf.frameLength)))
return (signal: floatArray, rate: file.fileFormat.sampleRate, frameCount: Int(file.length))
}发布于 2016-01-13 05:38:16
AVAudioFile内置到iOS (和OS ),非常方便,还将为您进行格式转换:
import AVFoundation
// ...
let url = NSBundle.mainBundle().URLForResource("your audio file", withExtension: "wav")
let file = try! AVAudioFile(forReading: url!)
let format = AVAudioFormat(commonFormat: .PCMFormatFloat32, sampleRate: file.fileFormat.sampleRate, channels: 1, interleaved: false)
let buf = AVAudioPCMBuffer(PCMFormat: format, frameCapacity: 1024)
try! file.readIntoBuffer(buf)
// this makes a copy, you might not want that
let floatArray = Array(UnsafeBufferPointer(start: buf.floatChannelData[0], count:Int(buf.frameLength)))
print("floatArray \(floatArray)\n")不幸的是,对于双倍,用.PCMFormatFloat64代替.PCMFormatFloat64似乎还不够,因为AVAudioPCMBuffer没有float64ChannelData方法。
因为我不太了解斯威夫特
您可以通过使用UnsafeBufferPointer来避免复制数组,这是一个非常好的集合类型:
let floatArray = UnsafeBufferPointer(start: buf.floatChannelData[0], count:Int(buf.frameLength))发布于 2020-04-16 13:30:14
很难找到关于UnsafeBufferPointer的一切
这里我发布了SWIFT5.0的更新代码
if let url = Bundle.main.url(forResource: "silence", withExtension: "mp3") {
let file = try! AVAudioFile(forReading: url)
if let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: file.fileFormat.sampleRate, channels: 1, interleaved: false) {
if let buf = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: 1024) {
try! file.read(into: buf)
// this makes a copy, you might not want that
let floatArray = UnsafeBufferPointer(start: buf.floatChannelData![0], count:Int(buf.frameLength))
// convert to data
var data = Data()
for buf in floatArray {
data.append(withUnsafeBytes(of: buf) { Data($0) })
}
// use the data if required.
}
}
}希望它能帮助你:)
发布于 2020-09-07 17:29:30
上面的答案不适用于我,我使用的是Swift5,在这里我发现了这个扩展:https://gist.github.com/jtodaone/f2fa59c19794811dbe989dff65a772bc
这里也是我如何在游乐场上使用代码
import UIKit
import AVFoundation
let filePath: String = Bundle.main.path(forResource: "nameOfFile", ofType: "wav")!
print("\(filePath)")
let fileURL: NSURL = NSURL(fileURLWithPath: filePath)
let audioFile = try AVAudioFile(forReading: fileURL as URL)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount)
try audioFile.read(into: audioFileBuffer!)
extension AudioBuffer {
func array() -> [Float] {
return Array(UnsafeBufferPointer(self))
}
}
extension AVAudioPCMBuffer {
func array() -> [Float] {
return self.audioBufferList.pointee.mBuffers.array()
}
}
extension Array where Element: FloatingPoint {
mutating func buffer() -> AudioBuffer {
return AudioBuffer(mNumberChannels: 1, mDataByteSize: UInt32(self.count * MemoryLayout<Element>.size), mData: &self)
}
}
let array = audioFileBuffer?.array()
print(array?.count) //Optional(2705408)https://stackoverflow.com/questions/34751294
复制相似问题