如何在不使用太多内存的情况下播放循环压缩的配乐?
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【中文标题】如何在不使用太多内存的情况下播放循环压缩的配乐?【英文标题】:How to play looping compressed soundtrack without using to much ram? 【发布时间】:2021-01-23 23:17:43 【问题描述】:现在我正在使用 AVAudioEngine,与 AVAudioPlayer、AVAudioFile、AVAudioPCMBuffer 一起播放压缩音轨 (m4a)。我的问题是,如果当我在缓冲区中加载声音时,原声带是 40MB 未压缩和 1.8 在 m4a 中,内存使用量会跳跃 40MB(文件的未压缩大小)。如何优化它以使用尽可能少的内存?
谢谢。
let loopingBuffer : AVAudioPCMBuffer!
do let loopingFile = try AVAudioFile(forReading: fileURL)
loopingBuffer = AVAudioPCMBuffer(pcmFormat: loopingFile.processingFormat, frameCapacity: UInt32(loopingFile.length))!
do
try loopingFile.read(into: loopingBuffer)
catch
print(error)
catch
print(error)
// player is AVAudioPlayerNode
player.scheduleBuffer(loopingBuffer, at: nil, options: [.loops])
【问题讨论】:
【参考方案1】:好吧,作为一种解决方法,我决定创建一个包装器,将音频分割成几秒钟的块,并同时播放和缓冲它们到 AVAudioPlayerNode 中。 因此,任何时候只有几秒钟的 RAM(缓冲时的两倍)。 它使我的用例的内存使用量从 350Mo 减少到不到 50Mo。
这里是代码,不要犹豫使用它或改进它(它是第一个版本)。欢迎任何cmets!
import Foundation
import AVFoundation
public class AVAudiostreamPCMPlayerWrapper
public var player: AVAudioPlayerNode
public let audioFile: AVAudioFile
public let bufferSize: TimeInterval
public let url: URL
public private(set) var loopingCount: Int = 0
/// Equal to the repeatingTimes passed in the initialiser.
public let numberOfLoops: Int
/// The time passed in the initialisation parameter for which the player will preload the next buffer to have a smooth transition.
/// The default value is 1s.
/// Note : better not go under 1s since the buffering mecanism can be triggered with a relative precision.
public let preloadTime: TimeInterval
public private(set) var scheduled: Bool = false
private let framePerBuffer: AVAudioFrameCount
/// To identify the the schedule cycle we are executed
/// Since the thread work can't be stopped when they are scheduled
/// we need to be sure that the execution of the work is done for the current playing cycle.
/// For exemple if the player has been stopped and restart before the async call has executed.
private var scheduledId: Int = 0
/// the time since the track started.
private var startingDate: Date = Date()
/// The date used to measure the difference between the moment the buffering should have occure and the actual moment it did.
/// Hence, we can adjust the next trigger of the buffering time to prevent the delay to accumulate.
private var lastBufferingDate = Date()
/// This class allow us to play a sound, once or multiple time without overloading the RAM.
/// Instead of loading the full sound into memory it only reads a segment of it at a time, preloading the next segment to avoid stutter.
/// - Parameters:
/// - url: The URL of the sound to be played.
/// - bufferSize: The size of the segment of the sound being played. Must be greater than preloadTime.
/// - repeatingTimes: How many time the sound must loop (0 it's played only once 1 it's played twice : repeating once)
/// -1 repeating indéfinitly.
/// - preloadTime: 1 should be the minimum value since the preloading mecanism can be triggered not precesily on time.
/// - Throws: Throws the error the AVAudioFile would throw if it couldn't be created with the URL passed in parameter.
public init(url: URL, bufferSize: TimeInterval, isLooping: Bool, repeatingTimes: Int = -1, preloadTime: TimeInterval = 1)throws
self.url = url
self.player = AVAudioPlayerNode()
self.bufferSize = bufferSize
self.numberOfLoops = repeatingTimes
self.preloadTime = preloadTime
try self.audioFile = AVAudioFile(forReading: url)
framePerBuffer = AVAudioFrameCount(audioFile.fileFormat.sampleRate*bufferSize)
public func scheduleBuffer()
scheduled = true
scheduledId += 1
scheduleNextBuffer(offset: preloadTime)
public func play()
player.play()
startingDate = Date()
scheduleNextBuffer(offset: preloadTime)
public func stop()
reset()
scheduleBuffer()
public func reset()
player.stop()
player.reset()
scheduled = false
audioFile.framePosition = 0
/// The first time this method is called the timer is offset by the preload time, then since the timer is repeating and has already been offset
/// we don't need to offset it again the second call.
private func scheduleNextBuffer(offset: TimeInterval)
guard scheduled else return
if audioFile.length == audioFile.framePosition
guard numberOfLoops == -1 || loopingCount < numberOfLoops else return
audioFile.framePosition = 0
loopingCount += 1
let buffer = AVAudioPCMBuffer(pcmFormat: audioFile.processingFormat, frameCapacity: framePerBuffer)!
let frameCount = min(framePerBuffer, AVAudioFrameCount(audioFile.length - audioFile.framePosition))
print("\(audioFile.framePosition/48000) \(url.relativeString)")
do
try audioFile.read(into: buffer, frameCount: frameCount)
DispatchQueue.global().async(group: nil, qos: DispatchQoS.userInteractive, flags: .enforceQoS) [weak self] in
self?.player.scheduleBuffer(buffer, at: nil, options: .interruptsAtLoop)
self?.player.prepare(withFrameCount: frameCount)
let nextCallTime = max(TimeInterval( Double(frameCount) / audioFile.fileFormat.sampleRate) - offset, 0)
planNextPreloading(nextCallTime: nextCallTime)
catch
print("audio file read error : \(error)")
private func planNextPreloading(nextCallTime: TimeInterval)
guard self.player.isPlaying else return
let id = scheduledId
lastBufferingDate = Date()
DispatchQueue.global().asyncAfter(deadline: .now() + nextCallTime, qos: DispatchQoS.userInteractive) [weak self] in
guard let self = self else return
guard id == self.scheduledId else return
let delta = -(nextCallTime + self.lastBufferingDate.timeIntervalSinceNow)
self.scheduleNextBuffer(offset: delta)
【讨论】:
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