Есть идеи, как я могу получить измененный (переданный) URL-адрес, чтобы отправить его на сервер?На данный момент я могу играть только сразу после записи, но я хочу как-то получить его и отправить уже измененный на сервер.
Alamofire.upload(multipartFormData: { (multiPartFormData) in
do {
let soundfile = try Data.init(contentsOf: self.soundFileURL)
self.setupAudio(url: self.soundFileURL)
multiPartFormData.append(soundfile, withName: "message", fileName: "audio.wav", mimeType: "application/octet-stream")
} catch {
print("error")
}
}
func setupAudio(url: URL) {
// initialize (recording) audio file
do {
audioFile = try AVAudioFile(forReading: url)
} catch {
showAlert("alert", message: String(describing: error))
}
}
У меня есть эта функция playSound, которая изменяет soundFile ...Я могу получить модифицированный файл и отправить его на сервер
private func playSound(rate: Float? = nil, pitch: Float? = nil, echo: Bool = false, reverb: Bool = false) {
// initialize audio engine components
audioEngine = AVAudioEngine()
// node for playing audio
audioPlayerNode = AVAudioPlayerNode()
audioEngine.attach(audioPlayerNode)
// node for adjusting rate/pitch
let changeRatePitchNode = AVAudioUnitTimePitch()
if let pitch = pitch {
changeRatePitchNode.pitch = pitch
}
if let rate = rate {
changeRatePitchNode.rate = rate
}
audioEngine.attach(changeRatePitchNode)
// node for echo
let echoNode = AVAudioUnitDistortion()
echoNode.loadFactoryPreset(.multiEcho1)
audioEngine.attach(echoNode)
// node for reverb
let reverbNode = AVAudioUnitReverb()
reverbNode.loadFactoryPreset(.cathedral)
reverbNode.wetDryMix = 50
audioEngine.attach(reverbNode)
// connect nodes
if echo == true && reverb == true {
connectAudioNodes(audioPlayerNode, changeRatePitchNode, echoNode, reverbNode, audioEngine.outputNode)
} else if echo == true {
connectAudioNodes(audioPlayerNode, changeRatePitchNode, echoNode, audioEngine.outputNode)
} else if reverb == true {
connectAudioNodes(audioPlayerNode, changeRatePitchNode, reverbNode, audioEngine.outputNode)
} else {
connectAudioNodes(audioPlayerNode, changeRatePitchNode, audioEngine.outputNode)
}
// schedule to play and start the engine!
audioPlayerNode.stop()
audioPlayerNode.scheduleFile(audioFile, at: nil) {
var delayInSeconds: Double = 0
if let lastRenderTime = self.audioPlayerNode.lastRenderTime, let playerTime = self.audioPlayerNode.playerTime(forNodeTime: lastRenderTime) {
if let rate = rate {
delayInSeconds = Double(self.audioFile.length - playerTime.sampleTime) / Double(self.audioFile.processingFormat.sampleRate) / Double(rate)
} else {
delayInSeconds = Double(self.audioFile.length - playerTime.sampleTime) / Double(self.audioFile.processingFormat.sampleRate)
}
}
// schedule a stop timer for when audio finishes playing
self.playSoundTimer = Timer(timeInterval: delayInSeconds, target: self, selector: #selector(self.stopAudio), userInfo: nil, repeats: false)
RunLoop.main.add(self.playSoundTimer!, forMode: .defaultRunLoopMode)
}
do {
try audioEngine.start()
} catch {
showAlert("alert", message: String(describing: error))
return
}
// play the recording!
audioPlayerNode.play()
}