I'm looking to change the pitch and playback speed of some audio in real time with a slider, or a variable (i.e. while the sound is playing) in Xcode, Swift 4.
Currently, I'm using AVAudioEngine, which allows me to set these values before playback starts, but I can't change them while I the audio is actually playing.
Here is the code in question:
func Play() {
engine = AVAudioEngine()
audioPlayer = AVAudioPlayerNode()
audioPlayer.volume = 1.0
let path = Bundle.main.path(forResource: "filename", ofType: "mp3")!
let url = NSURL.fileURL(withPath: path)
let file = try? AVAudioFile(forReading: url)
let buffer = AVAudioPCMBuffer(pcmFormat: file!.processingFormat, frameCapacity: AVAudioFrameCount(file!.length))
do {
try file!.read(into: buffer!)
} catch _ {
}
let pitch = AVAudioUnitTimePitch()
let speed = AVAudioUnitVarispeed()
pitch.pitch = speedIncrement * (-500)
speed.rate = speedIncrement
engine.attach(audioPlayer)
engine.attach(pitch)
engine.attach(speed)
engine.connect(audioPlayer, to: speed, format: buffer?.format)
engine.connect(speed, to: pitch, format: buffer?.format)
engine.connect(pitch, to: engine.mainMixerNode, format: buffer?.format)
audioPlayer.scheduleBuffer(buffer!, at: nil, options: AVAudioPlayerNodeBufferOptions.loops, completionHandler: nil)
engine.prepare()
do {
try engine.start()
} catch _ {
}
audioPlayer.play()
}
Is this even possible with AVAudioEngine?
If this is not possible with AVAudioEngine, what are other possible solutions?
Actually, I got the answer from reddit. All I had to do was to declare the
pitch
andspeed
variables outside of thePlay()
function, along with thepitch.pitch = speedIncrement * (-500)
andspeed.rate = speedIncrement
expressions. I knew I was missing something simple...What you are looking to do is solved here on this link: https://www.hackingwithswift.com/example-code/media/how-to-control-the-pitch-and-speed-of-audio-using-avaudioengine I used it and it works. I have noticed pitch and speed changes are sensitive. I set mine to: