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Change Pitch Rate of Sound in Swift - XCode 6.4
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var engine: AVAudioEngine! | |
var file: AVAudioFile! | |
override func viewDidLoad() { | |
super.viewDidLoad() | |
// Do any additional setup after loading the view. | |
engine = AVAudioEngine() | |
audioFile = AVAudioFile(forReading: filePathUrl, error: nil) | |
} | |
func playSound(value: Float, rateOrPitch: String){ | |
var audioPlayerNode = AVAudioPlayerNode() | |
audioPlayerNode.stop() | |
engine.stop() | |
engine.reset() | |
engine.attachNode(audioPlayerNode) | |
var changeAudioUnitTime = AVAudioUnitTimePitch() | |
if (rateOrPitch == "rate") { | |
changeAudioUnitTime.rate = value | |
} else { | |
changeAudioUnitTime.pitch = value | |
} | |
engine.attachNode(changeAudioUnitTime) | |
engine.connect(audioPlayerNode, to: changeAudioUnitTime, format: nil) | |
engine.connect(changeAudioUnitTime, to: engine.outputNode, format: nil) | |
audioPlayerNode.scheduleFile(audioFile, atTime: nil, completionHandler: nil) | |
engine.startAndReturnError(nil) | |
audioPlayerNode.play() | |
} | |
@IBAction func playChipmunkEffect(sender: UIButton) { | |
playSound(1000, rateOrPitch: "pitch") | |
} | |
@IBAction func playDarthVaderEffect(sender: UIButton) { | |
playSound(-1000, rateOrPitch: "pitch") | |
} | |
@IBAction func playSoundSlowly(sender: UIButton) { | |
playSound(0.5, typeOfChange: "rate") | |
} | |
@IBAction func playSoundFast(sender: UIButton) { | |
playSound(1.5, typeOfChange: "rate") | |
} | |
did you find any solution to your problem ?
hey brother, I'm using this coding for changing the pitch but now what should i do for saving that pitch changed audio any solution i m new in iOS pease help..
Hi, did you find solution for this problem. Can you share with us
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hey brother, I'm using this coding for changing the pitch but now what should i do for saving that pitch changed audio any solution i m new in iOS pease help..