Ios Swift 3音频无法播放
基本上,我正在尝试将语音识别整合到我正在构建的应用程序中。我希望能够在按下麦克风按钮时播放声音,然后开始录制和识别音频。问题是当我按下按钮时,没有声音播放。此外,当我在物理iPhone上运行应用程序时,控制面板中的声音滑块也会消失。有人能帮忙吗 这是我的密码:Ios Swift 3音频无法播放,ios,swift,audio,speech-recognition,avaudioplayer,Ios,Swift,Audio,Speech Recognition,Avaudioplayer,基本上,我正在尝试将语音识别整合到我正在构建的应用程序中。我希望能够在按下麦克风按钮时播放声音,然后开始录制和识别音频。问题是当我按下按钮时,没有声音播放。此外,当我在物理iPhone上运行应用程序时,控制面板中的声音滑块也会消失。有人能帮忙吗 这是我的密码: class VoiceViewController: UIViewController, SFSpeechRecognizerDelegate, UITextViewDelegate { private let speechRecogn
class VoiceViewController: UIViewController, SFSpeechRecognizerDelegate, UITextViewDelegate {
private let speechRecognizer = SFSpeechRecognizer(locale: Locale(identifier: "en-US"))!
private var speechRecognitionRequest: SFSpeechAudioBufferRecognitionRequest?
private var speechRecognitionTask: SFSpeechRecognitionTask?
private let audioEngine = AVAudioEngine()
var audioPlayer: AVAudioPlayer = AVAudioPlayer()
var url: URL?
var recording: Bool = false
let myTextView = UITextView()
func startSession() throws {
if let recognitionTask = speechRecognitionTask {
recognitionTask.cancel()
self.speechRecognitionTask = nil
}
let audioSession = AVAudioSession.sharedInstance()
try audioSession.setCategory(AVAudioSessionCategoryRecord)
speechRecognitionRequest = SFSpeechAudioBufferRecognitionRequest()
guard let inputNode = audioEngine.inputNode else { fatalError("Audio engine has no input node") }
speechRecognitionRequest?.shouldReportPartialResults = true
speechRecognitionTask = speechRecognizer.recognitionTask(with: speechRecognitionRequest!) { result, error in
var finished = false
if let result = result {
print(result.bestTranscription.formattedString)
finished = result.isFinal
}
if error != nil || finished {
self.audioEngine.stop()
inputNode.removeTap(onBus: 0)
self.speechRecognitionRequest = nil
self.speechRecognitionTask = nil
}
}
let recordingFormat = inputNode.outputFormat(forBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer: AVAudioPCMBuffer, when: AVAudioTime) in
self.speechRecognitionRequest?.append(buffer)
}
audioEngine.prepare()
try audioEngine.start()
}
func stopTranscribing() {
if audioEngine.isRunning {
audioEngine.stop()
speechRecognitionRequest?.endAudio()
}
}
func btn_pressed() {
print("pressed")
if recording {
url = URL(fileURLWithPath: Bundle.main.path(forResource: "tweet", ofType: "mp3")!)
} else {
url = URL(fileURLWithPath: Bundle.main.path(forResource: "gesture", ofType: "mp3")!)
}
do {
try(audioPlayer = AVAudioPlayer(contentsOf: url!))
} catch let err {
print(err)
}
audioPlayer.play()
recording = (recording == false)
if recording == false {
stopTranscribing()
} else {
try! startSession()
}
}
override func viewDidLoad() {
super.viewDidLoad()
let button = UIButton()
button.setTitle("push me", for: UIControlState())
button.frame = CGRect(x: 10, y: 30, width: 80, height: 30)
button.addTarget(self, action: #selector(btn_pressed), for: .touchUpInside)
self.view.addSubview(button)
myTextView.frame = CGRect(x: 60, y: 100, width: 300, height: 200)
self.view.addSubview(myTextView)
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: AnyObject?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
文件说:
AVAudioSessionCategoryRecord
录音类别;此类别使播放音频静音
这是您正在使用的唯一音频会话类别,当您开始尝试播放AVAudioPlayer时,您会立即设置它,因此您自然听不到任何声音。你需要更多地思考如何灵活、正确地使用音频会话。如果要播放声音然后开始录制,请使用播放类别播放声音,在通过AvaudioPlayerLegate通知您声音已结束之前,不要开始录音。使用AVAudioSessionCategoryMultiRoute,它将继续播放您的音频。是否可以使用两个单独的音频会话类别?这样我就可以在播放音频的同时进行录制。这不是AvaudioSessionCategoryPlay和record的作用吗?但我认为在您的用例中,这可能是一个坏主意。当你播放一个额外的声音时,计算机如何识别语音?它只会快速播放一秒钟的声音做你喜欢做的事,我已经回答了这个问题