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オーディオファイルからメーターレベルを抽出する

オーディオを再生する前にレベルをレンダリングできるように、ファイルからオーディオメーターレベルを抽出する必要があります。私はAVAudioPlayerがオーディオファイルを再生している間にこの情報を取得できることを知っています

func averagePower(forChannel channelNumber: Int) -> Float.

しかし、私の場合、事前にメーターレベルの[Float]を取得したいと思います。

16
Peter Warbo

スウィフト4

それはiPhoneを取ります:

  • 0.538s_8MByte_ mp3プレーヤーを_4min47s_持続時間と_44,100_サンプリングレートで処理する

  • 0.170s_712KByte_ mp3プレーヤーを_22s_持続時間と_44,100_サンプリングレートで処理する

  • 0.089sターミナルでこのコマンド_afconvert -f caff -d LEI16 audio.mp3 audio.caf_を使用して上記のファイルを変換することにより作成されたcaffileを処理します。

さぁ、始めよう:

A)オーディオアセットに関する必要な情報を保持するこのクラスを宣言します。

_/// Holds audio information used for building waveforms
final class AudioContext {

    /// The audio asset URL used to load the context
    public let audioURL: URL

    /// Total number of samples in loaded asset
    public let totalSamples: Int

    /// Loaded asset
    public let asset: AVAsset

    // Loaded assetTrack
    public let assetTrack: AVAssetTrack

    private init(audioURL: URL, totalSamples: Int, asset: AVAsset, assetTrack: AVAssetTrack) {
        self.audioURL = audioURL
        self.totalSamples = totalSamples
        self.asset = asset
        self.assetTrack = assetTrack
    }

    public static func load(fromAudioURL audioURL: URL, completionHandler: @escaping (_ audioContext: AudioContext?) -> ()) {
        let asset = AVURLAsset(url: audioURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: NSNumber(value: true as Bool)])

        guard let assetTrack = asset.tracks(withMediaType: AVMediaType.audio).first else {
            fatalError("Couldn't load AVAssetTrack")
        }

        asset.loadValuesAsynchronously(forKeys: ["duration"]) {
            var error: NSError?
            let status = asset.statusOfValue(forKey: "duration", error: &error)
            switch status {
            case .loaded:
                guard
                    let formatDescriptions = assetTrack.formatDescriptions as? [CMAudioFormatDescription],
                    let audioFormatDesc = formatDescriptions.first,
                    let asbd = CMAudioFormatDescriptionGetStreamBasicDescription(audioFormatDesc)
                    else { break }

                let totalSamples = Int((asbd.pointee.mSampleRate) * Float64(asset.duration.value) / Float64(asset.duration.timescale))
                let audioContext = AudioContext(audioURL: audioURL, totalSamples: totalSamples, asset: asset, assetTrack: assetTrack)
                completionHandler(audioContext)
                return

            case .failed, .cancelled, .loading, .unknown:
                print("Couldn't load asset: \(error?.localizedDescription ?? "Unknown error")")
            }

            completionHandler(nil)
        }
    }
}
_

その非同期関数loadを使用して、その結果を完了ハンドラーで処理します。

B)ビューコントローラにAVFoundationAccelerateをインポートします。

_import AVFoundation
import Accelerate
_

C)View Controllerでノイズレベルを宣言します(dB単位):

_let noiseFloor: Float = -80
_

たとえば、_-80dB_未満は無音と見なされます。

D)次の関数は、オーディオコンテキストを受け取り、目的のdBパワーを生成します。 targetSamplesのデフォルトは100に設定されていますが、UIのニーズに合わせて変更できます。

_func render(audioContext: AudioContext?, targetSamples: Int = 100) -> [Float]{
    guard let audioContext = audioContext else {
        fatalError("Couldn't create the audioContext")
    }

    let sampleRange: CountableRange<Int> = 0..<audioContext.totalSamples/3

    guard let reader = try? AVAssetReader(asset: audioContext.asset)
        else {
            fatalError("Couldn't initialize the AVAssetReader")
    }

    reader.timeRange = CMTimeRange(start: CMTime(value: Int64(sampleRange.lowerBound), timescale: audioContext.asset.duration.timescale),
                                   duration: CMTime(value: Int64(sampleRange.count), timescale: audioContext.asset.duration.timescale))

    let outputSettingsDict: [String : Any] = [
        AVFormatIDKey: Int(kAudioFormatLinearPCM),
        AVLinearPCMBitDepthKey: 16,
        AVLinearPCMIsBigEndianKey: false,
        AVLinearPCMIsFloatKey: false,
        AVLinearPCMIsNonInterleaved: false
    ]

    let readerOutput = AVAssetReaderTrackOutput(track: audioContext.assetTrack,
                                                outputSettings: outputSettingsDict)
    readerOutput.alwaysCopiesSampleData = false
    reader.add(readerOutput)

    var channelCount = 1
    let formatDescriptions = audioContext.assetTrack.formatDescriptions as! [CMAudioFormatDescription]
    for item in formatDescriptions {
        guard let fmtDesc = CMAudioFormatDescriptionGetStreamBasicDescription(item) else {
            fatalError("Couldn't get the format description")
        }
        channelCount = Int(fmtDesc.pointee.mChannelsPerFrame)
    }

    let samplesPerPixel = max(1, channelCount * sampleRange.count / targetSamples)
    let filter = [Float](repeating: 1.0 / Float(samplesPerPixel), count: samplesPerPixel)

    var outputSamples = [Float]()
    var sampleBuffer = Data()

    // 16-bit samples
    reader.startReading()
    defer { reader.cancelReading() }

    while reader.status == .reading {
        guard let readSampleBuffer = readerOutput.copyNextSampleBuffer(),
            let readBuffer = CMSampleBufferGetDataBuffer(readSampleBuffer) else {
                break
        }
        // Append audio sample buffer into our current sample buffer
        var readBufferLength = 0
        var readBufferPointer: UnsafeMutablePointer<Int8>?
        CMBlockBufferGetDataPointer(readBuffer, 0, &readBufferLength, nil, &readBufferPointer)
        sampleBuffer.append(UnsafeBufferPointer(start: readBufferPointer, count: readBufferLength))
        CMSampleBufferInvalidate(readSampleBuffer)

        let totalSamples = sampleBuffer.count / MemoryLayout<Int16>.size
        let downSampledLength = totalSamples / samplesPerPixel
        let samplesToProcess = downSampledLength * samplesPerPixel

        guard samplesToProcess > 0 else { continue }

        processSamples(fromData: &sampleBuffer,
                       outputSamples: &outputSamples,
                       samplesToProcess: samplesToProcess,
                       downSampledLength: downSampledLength,
                       samplesPerPixel: samplesPerPixel,
                       filter: filter)
        //print("Status: \(reader.status)")
    }

    // Process the remaining samples at the end which didn't fit into samplesPerPixel
    let samplesToProcess = sampleBuffer.count / MemoryLayout<Int16>.size
    if samplesToProcess > 0 {
        let downSampledLength = 1
        let samplesPerPixel = samplesToProcess
        let filter = [Float](repeating: 1.0 / Float(samplesPerPixel), count: samplesPerPixel)

        processSamples(fromData: &sampleBuffer,
                       outputSamples: &outputSamples,
                       samplesToProcess: samplesToProcess,
                       downSampledLength: downSampledLength,
                       samplesPerPixel: samplesPerPixel,
                       filter: filter)
        //print("Status: \(reader.status)")
    }

    // if (reader.status == AVAssetReaderStatusFailed || reader.status == AVAssetReaderStatusUnknown)
    guard reader.status == .completed else {
        fatalError("Couldn't read the audio file")
    }

    return outputSamples
}
_

E)renderは、この関数を使用して、オーディオファイルからデータをダウンサンプリングし、デシベルに変換します。

_func processSamples(fromData sampleBuffer: inout Data,
                    outputSamples: inout [Float],
                    samplesToProcess: Int,
                    downSampledLength: Int,
                    samplesPerPixel: Int,
                    filter: [Float]) {
    sampleBuffer.withUnsafeBytes { (samples: UnsafePointer<Int16>) in
        var processingBuffer = [Float](repeating: 0.0, count: samplesToProcess)

        let sampleCount = vDSP_Length(samplesToProcess)

        //Convert 16bit int samples to floats
        vDSP_vflt16(samples, 1, &processingBuffer, 1, sampleCount)

        //Take the absolute values to get amplitude
        vDSP_vabs(processingBuffer, 1, &processingBuffer, 1, sampleCount)

        //get the corresponding dB, and clip the results
        getdB(from: &processingBuffer)

        //Downsample and average
        var downSampledData = [Float](repeating: 0.0, count: downSampledLength)
        vDSP_desamp(processingBuffer,
                    vDSP_Stride(samplesPerPixel),
                    filter, &downSampledData,
                    vDSP_Length(downSampledLength),
                    vDSP_Length(samplesPerPixel))

        //Remove processed samples
        sampleBuffer.removeFirst(samplesToProcess * MemoryLayout<Int16>.size)

        outputSamples += downSampledData
    }
}
_

F)次に、対応するdBを取得するこの関数を呼び出し、結果を_[noiseFloor, 0]_にクリップします。

_func getdB(from normalizedSamples: inout [Float]) {
    // Convert samples to a log scale
    var zero: Float = 32768.0
    vDSP_vdbcon(normalizedSamples, 1, &zero, &normalizedSamples, 1, vDSP_Length(normalizedSamples.count), 1)

    //Clip to [noiseFloor, 0]
    var ceil: Float = 0.0
    var noiseFloorMutable = noiseFloor
    vDSP_vclip(normalizedSamples, 1, &noiseFloorMutable, &ceil, &normalizedSamples, 1, vDSP_Length(normalizedSamples.count))
}
_

G)最後に、次のようにオーディオの波形を取得できます。

_guard let path = Bundle.main.path(forResource: "audio", ofType:"mp3") else {
    fatalError("Couldn't find the file path")
}
let url = URL(fileURLWithPath: path)
var outputArray : [Float] = []
AudioContext.load(fromAudioURL: url, completionHandler: { audioContext in
    guard let audioContext = audioContext else {
        fatalError("Couldn't create the audioContext")
    }
    outputArray = self.render(audioContext: audioContext, targetSamples: 300)
})
_

AudioContext.load(fromAudioURL:)は非同期であることを忘れないでください。

このソリューションは this repo からWilliam Entrikenによって合成されます。すべての信用は彼に行きます。


スウィフト5

これは、Swift 5構文に更新された同じコードです。

_import AVFoundation
import Accelerate

/// Holds audio information used for building waveforms
final class AudioContext {

    /// The audio asset URL used to load the context
    public let audioURL: URL

    /// Total number of samples in loaded asset
    public let totalSamples: Int

    /// Loaded asset
    public let asset: AVAsset

    // Loaded assetTrack
    public let assetTrack: AVAssetTrack

    private init(audioURL: URL, totalSamples: Int, asset: AVAsset, assetTrack: AVAssetTrack) {
        self.audioURL = audioURL
        self.totalSamples = totalSamples
        self.asset = asset
        self.assetTrack = assetTrack
    }

    public static func load(fromAudioURL audioURL: URL, completionHandler: @escaping (_ audioContext: AudioContext?) -> ()) {
        let asset = AVURLAsset(url: audioURL, options: [AVURLAssetPreferPreciseDurationAndTimingKey: NSNumber(value: true as Bool)])

        guard let assetTrack = asset.tracks(withMediaType: AVMediaType.audio).first else {
            fatalError("Couldn't load AVAssetTrack")
        }

        asset.loadValuesAsynchronously(forKeys: ["duration"]) {
            var error: NSError?
            let status = asset.statusOfValue(forKey: "duration", error: &error)
            switch status {
            case .loaded:
                guard
                    let formatDescriptions = assetTrack.formatDescriptions as? [CMAudioFormatDescription],
                    let audioFormatDesc = formatDescriptions.first,
                    let asbd = CMAudioFormatDescriptionGetStreamBasicDescription(audioFormatDesc)
                    else { break }

                let totalSamples = Int((asbd.pointee.mSampleRate) * Float64(asset.duration.value) / Float64(asset.duration.timescale))
                let audioContext = AudioContext(audioURL: audioURL, totalSamples: totalSamples, asset: asset, assetTrack: assetTrack)
                completionHandler(audioContext)
                return

            case .failed, .cancelled, .loading, .unknown:
                print("Couldn't load asset: \(error?.localizedDescription ?? "Unknown error")")
            }

            completionHandler(nil)
        }
    }
}

let noiseFloor: Float = -80

func render(audioContext: AudioContext?, targetSamples: Int = 100) -> [Float]{
    guard let audioContext = audioContext else {
        fatalError("Couldn't create the audioContext")
    }

    let sampleRange: CountableRange<Int> = 0..<audioContext.totalSamples/3

    guard let reader = try? AVAssetReader(asset: audioContext.asset)
        else {
            fatalError("Couldn't initialize the AVAssetReader")
    }

    reader.timeRange = CMTimeRange(start: CMTime(value: Int64(sampleRange.lowerBound), timescale: audioContext.asset.duration.timescale),
                                   duration: CMTime(value: Int64(sampleRange.count), timescale: audioContext.asset.duration.timescale))

    let outputSettingsDict: [String : Any] = [
        AVFormatIDKey: Int(kAudioFormatLinearPCM),
        AVLinearPCMBitDepthKey: 16,
        AVLinearPCMIsBigEndianKey: false,
        AVLinearPCMIsFloatKey: false,
        AVLinearPCMIsNonInterleaved: false
    ]

    let readerOutput = AVAssetReaderTrackOutput(track: audioContext.assetTrack,
                                                outputSettings: outputSettingsDict)
    readerOutput.alwaysCopiesSampleData = false
    reader.add(readerOutput)

    var channelCount = 1
    let formatDescriptions = audioContext.assetTrack.formatDescriptions as! [CMAudioFormatDescription]
    for item in formatDescriptions {
        guard let fmtDesc = CMAudioFormatDescriptionGetStreamBasicDescription(item) else {
            fatalError("Couldn't get the format description")
        }
        channelCount = Int(fmtDesc.pointee.mChannelsPerFrame)
    }

    let samplesPerPixel = max(1, channelCount * sampleRange.count / targetSamples)
    let filter = [Float](repeating: 1.0 / Float(samplesPerPixel), count: samplesPerPixel)

    var outputSamples = [Float]()
    var sampleBuffer = Data()

    // 16-bit samples
    reader.startReading()
    defer { reader.cancelReading() }

    while reader.status == .reading {
        guard let readSampleBuffer = readerOutput.copyNextSampleBuffer(),
            let readBuffer = CMSampleBufferGetDataBuffer(readSampleBuffer) else {
                break
        }
        // Append audio sample buffer into our current sample buffer
        var readBufferLength = 0
        var readBufferPointer: UnsafeMutablePointer<Int8>?
        CMBlockBufferGetDataPointer(readBuffer,
                                    atOffset: 0,
                                    lengthAtOffsetOut: &readBufferLength,
                                    totalLengthOut: nil,
                                    dataPointerOut: &readBufferPointer)
        sampleBuffer.append(UnsafeBufferPointer(start: readBufferPointer, count: readBufferLength))
        CMSampleBufferInvalidate(readSampleBuffer)

        let totalSamples = sampleBuffer.count / MemoryLayout<Int16>.size
        let downSampledLength = totalSamples / samplesPerPixel
        let samplesToProcess = downSampledLength * samplesPerPixel

        guard samplesToProcess > 0 else { continue }

        processSamples(fromData: &sampleBuffer,
                       outputSamples: &outputSamples,
                       samplesToProcess: samplesToProcess,
                       downSampledLength: downSampledLength,
                       samplesPerPixel: samplesPerPixel,
                       filter: filter)
        //print("Status: \(reader.status)")
    }

    // Process the remaining samples at the end which didn't fit into samplesPerPixel
    let samplesToProcess = sampleBuffer.count / MemoryLayout<Int16>.size
    if samplesToProcess > 0 {
        let downSampledLength = 1
        let samplesPerPixel = samplesToProcess
        let filter = [Float](repeating: 1.0 / Float(samplesPerPixel), count: samplesPerPixel)

        processSamples(fromData: &sampleBuffer,
                       outputSamples: &outputSamples,
                       samplesToProcess: samplesToProcess,
                       downSampledLength: downSampledLength,
                       samplesPerPixel: samplesPerPixel,
                       filter: filter)
        //print("Status: \(reader.status)")
    }

    // if (reader.status == AVAssetReaderStatusFailed || reader.status == AVAssetReaderStatusUnknown)
    guard reader.status == .completed else {
        fatalError("Couldn't read the audio file")
    }

    return outputSamples
}

func processSamples(fromData sampleBuffer: inout Data,
                    outputSamples: inout [Float],
                    samplesToProcess: Int,
                    downSampledLength: Int,
                    samplesPerPixel: Int,
                    filter: [Float]) {

    sampleBuffer.withUnsafeBytes { (samples: UnsafeRawBufferPointer) in
        var processingBuffer = [Float](repeating: 0.0, count: samplesToProcess)

        let sampleCount = vDSP_Length(samplesToProcess)

        //Create an UnsafePointer<Int16> from samples
        let unsafeBufferPointer = samples.bindMemory(to: Int16.self)
        let unsafePointer = unsafeBufferPointer.baseAddress!

        //Convert 16bit int samples to floats
        vDSP_vflt16(unsafePointer, 1, &processingBuffer, 1, sampleCount)

        //Take the absolute values to get amplitude
        vDSP_vabs(processingBuffer, 1, &processingBuffer, 1, sampleCount)

        //get the corresponding dB, and clip the results
        getdB(from: &processingBuffer)

        //Downsample and average
        var downSampledData = [Float](repeating: 0.0, count: downSampledLength)
        vDSP_desamp(processingBuffer,
                    vDSP_Stride(samplesPerPixel),
                    filter, &downSampledData,
                    vDSP_Length(downSampledLength),
                    vDSP_Length(samplesPerPixel))

        //Remove processed samples
        sampleBuffer.removeFirst(samplesToProcess * MemoryLayout<Int16>.size)

        outputSamples += downSampledData
    }
}

func getdB(from normalizedSamples: inout [Float]) {
    // Convert samples to a log scale
    var zero: Float = 32768.0
    vDSP_vdbcon(normalizedSamples, 1, &zero, &normalizedSamples, 1, vDSP_Length(normalizedSamples.count), 1)

    //Clip to [noiseFloor, 0]
    var ceil: Float = 0.0
    var noiseFloorMutable = noiseFloor
    vDSP_vclip(normalizedSamples, 1, &noiseFloorMutable, &ceil, &normalizedSamples, 1, vDSP_Length(normalizedSamples.count))
}
_

古いソリューション

以下は、オーディオファイルを再生せずにメーターレベルを事前レンダリングするために使用できる関数です。

_func averagePowers(audioFileURL: URL, forChannel channelNumber: Int, completionHandler: @escaping(_ success: [Float]) -> ()) {
    let audioFile = try! AVAudioFile(forReading: audioFileURL)
    let audioFilePFormat = audioFile.processingFormat
    let audioFileLength = audioFile.length

    //Set the size of frames to read from the audio file, you can adjust this to your liking
    let frameSizeToRead = Int(audioFilePFormat.sampleRate/20)

    //This is to how many frames/portions we're going to divide the audio file
    let numberOfFrames = Int(audioFileLength)/frameSizeToRead

    //Create a pcm buffer the size of a frame
    guard let audioBuffer = AVAudioPCMBuffer(pcmFormat: audioFilePFormat, frameCapacity: AVAudioFrameCount(frameSizeToRead)) else {
        fatalError("Couldn't create the audio buffer")
    }

    //Do the calculations in a background thread, if you don't want to block the main thread for larger audio files
    DispatchQueue.global(qos: .userInitiated).async {

        //This is the array to be returned
        var returnArray : [Float] = [Float]()

        //We're going to read the audio file, frame by frame
        for i in 0..<numberOfFrames {

            //Change the position from which we are reading the audio file, since each frame starts from a different position in the audio file
            audioFile.framePosition = AVAudioFramePosition(i * frameSizeToRead)

            //Read the frame from the audio file
            try! audioFile.read(into: audioBuffer, frameCount: AVAudioFrameCount(frameSizeToRead))

            //Get the data from the chosen channel
            let channelData = audioBuffer.floatChannelData![channelNumber]

            //This is the array of floats
            let arr = Array(UnsafeBufferPointer(start:channelData, count: frameSizeToRead))

            //Calculate the mean value of the absolute values
            let meanValue = arr.reduce(0, {$0 + abs($1)})/Float(arr.count)

            //Calculate the dB power (You can adjust this), if average is less than 0.000_000_01 we limit it to -160.0
            let dbPower: Float = meanValue > 0.000_000_01 ? 20 * log10(meanValue) : -160.0

            //append the db power in the current frame to the returnArray
            returnArray.append(dbPower)
        }

        //Return the dBPowers
        completionHandler(returnArray)
    }
}
_

そして、次のように呼び出すことができます。

_let path = Bundle.main.path(forResource: "audio.mp3", ofType:nil)!
let url = URL(fileURLWithPath: path)
averagePowers(audioFileURL: url, forChannel: 0, completionHandler: { array in
    //Use the array
})
_

計測器を使用すると、このソリューションは1.2秒の間に高いCPU使用率を実現し、returnArrayでメインスレッドに戻るのに約5秒かかり、オンの場合は最大10秒ローバッテリーモード

17
ielyamani

まず、これは負荷の高い操作であるため、これを実行するにはOSの時間とリソースが必要になります。以下の例では、標準のフレームレートとサンプリングを使用しますが、たとえば指標としてバーのみを表示する場合は、実際にははるかに少ないサンプルをサンプリングする必要があります。

わかりましたので、分析するためにサウンドを再生する必要はありません。したがって、これではAVAudioPlayerをまったく使用しません。URLとして追跡することを想定しています。

    let path = Bundle.main.path(forResource: "example3.mp3", ofType:nil)!
    let url = URL(fileURLWithPath: path)

次に、 AVAudioFile を使用して、トラック情報を AVAudioPCMBuffer に取得します。あなたがそれをバッファに入れているときはいつでも、あなたはあなたのトラックに関するすべての情報を持っています:

func buffer(url: URL) {
    do {
        let track = try AVAudioFile(forReading: url)
        let format = AVAudioFormat(commonFormat:.pcmFormatFloat32, sampleRate:track.fileFormat.sampleRate, channels: track.fileFormat.channelCount,  interleaved: false)
        let buffer = AVAudioPCMBuffer(pcmFormat: format!, frameCapacity: UInt32(track.length))!
        try track.read(into : buffer, frameCount:UInt32(track.length))
        self.analyze(buffer: buffer)
    } catch {
        print(error)
    }
}

お気づきかもしれませんが、analyzeメソッドがあります。バッファには floatChannelData に近い変数が必要です。これはプレーンデータなので、解析する必要があります。私はメソッドを投稿し、以下でこれを説明します:

func analyze(buffer: AVAudioPCMBuffer) {
    let channelCount = Int(buffer.format.channelCount)
    let frameLength = Int(buffer.frameLength)
    var result = Array(repeating: [Float](repeatElement(0, count: frameLength)), count: channelCount)
    for channel in 0..<channelCount {
        for sampleIndex in 0..<frameLength {
            let sqrtV = sqrt(buffer.floatChannelData![channel][sampleIndex*buffer.stride]/Float(buffer.frameLength))
            let dbPower = 20 * log10(sqrtV)
            result[channel][sampleIndex] = dbPower
        }
    }
}

いくつかの計算(重いもの)が含まれています。数か月前に同様のソリューションに取り組んでいたときに、このチュートリアルに出くわしました。 https://www.raywenderlich.com/5154-avaudioengine-tutorial-for-ios-getting-started 優れていますこの計算の説明と、上記で貼り付けたコードの一部とプロジェクトでも使用しているので、ここで著者の功績を認めたいと思います。ScottMcAlister ????

10
Jakub