以下是一个示例代码,演示了如何使用AVAudioEngine、AVAudioPlayerNode和AVAudioPCMBuffer在Swift中创建一个基本音频播放器,并安排一个包含噪声的缓冲区:
import AVFoundation
// Create the audio engine
let engine = AVAudioEngine()
// Create the player node
let player = AVAudioPlayerNode()
engine.attach(player)
// Create the audio file buffer
let fileURL = Bundle.main.url(forResource: "audioFile", withExtension: "wav")!
let audioFile = try! AVAudioFile(forReading: fileURL)
let audioFormat = audioFile.processingFormat
let audioFrameCount = UInt32(audioFile.length)
let audioFileBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount)!
try! audioFile.read(into: audioFileBuffer)
// Create a glitchy noise buffer
let glitchyBuffer = AVAudioPCMBuffer(pcmFormat: audioFormat, frameCapacity: audioFrameCount)!
let noiseGenerator = NoiseGenerator(amplitude: 0.5, sampleRate: Double(audioFormat.sampleRate))
for frame in 0..
其中,NoiseGenerator是生成随机噪声的帮助程序类。这个例子中,我们安排了两个缓冲区:一个包含从音频文件读取的正常音频,另一个包含随机噪声。这将导致播放器在音频传输期间播放故障噪声。