First, I called a AKMIDISampler to play an audio file, and then assigned it to AKSequencer. The 'midi' file I used is just a 2 bars long, C3 note, single track midi file, exactly as long as the audio file I wanted to play. But, in calling AKAudioFile, I wanted to choose mp3 file randomly. I temporarily made 1.mp3, 2.mp3 and 3.mp3 as below.
let track = AKMIDISampler()
let sequencer = AKSequencer(filename: "midi")
try? track.loadAudioFile(AKAudioFile(readFileName: String(arc4random_uniform(3)+1) + ".mp3"))
sequencer.tracks[0].setMIDIOutput(track.midiIn)
// Tempo track I had to made to remove sine wave
sequencer.tracks[1].setMIDIOutput(track.midiIn)
And did some sequencer settings,
sequencer.setTempo(128.0)
sequencer.setLength(AKDuration(beats: 8))
sequencer.setLoopInfo(AKDuration(beats: 8), numberOfLoops: 4)
sequencer.preroll()
and assigned AKMIDISampler to AudioKit.output, then did sequencer.play().
The sequencer playback was successful! It loaded among three mp3 files randomly, and played 8 beats (2 bars), looped for 4 times exactly.
But my goal is to load random MP3 files every time the loop repeats. It seems like the sequencer only plays the first assigned mp3 file when looping. I am struggling finding a solution to this.
Perhaps I could use "AKCallbackInstrument"? Since I play audiofile through a midi note in this case, I might reset "loadAudioFile" whenever the midi note is off? In that way I might loop the sequencer and play random a audio file in every loop. This is just an idea, but for me now it is hard to write it properly. I hope I am on the right track. It would be great if I could get an advice here. <3
You're definitely on the right track - you can easily get random audio files to loop at a fixed interval with AKSequencer + AKCallbackInstrument. But I wouldn't worry about trying to reload on the NoteOff message.
I would first load each mp3 into a separate player (e.g., AKAppleSampler) in an array (e.g.,you could call it players
) and create a method that will trigger one of these players at random:
func playRandom() {
let playerIndex = Int(arc4random_uniform(UInt32(players.count)))
try? players[playerIndex].play()
}
When you create your sequencer, add a track and assign it to an AKCallbackInstrument
. The callback function for this AKCallbackInstrument
will call playRandom
when it receives a noteOn message.
seq = AKSequencer()
track = seq.newTrack()!
callbackInst = AKCallbackInstrument()
track.setMIDIOutput(callbackInst.midiIn)
callbackInst.callback = { status, note, vel in
guard status == .noteOn else { return }
self.playRandom()
}
It isn't necessary to load the sequencer with a MIDI file. You could just add the triggering MIDI event directly to the track.
track.add(noteNumber: 48, // i.e., C3
velocity: 127,
position: AKDuration(beats: 0), // noteOn message here
duration: AKDuration(beats: 8), // noteOff 8 beats later
channel: 0)
Your problem with the sine wave is probably being caused by an extra track (probably tempo track) in the MIDI file which you created which hasn't been assigned an output. You can avoid the problem altogether by adding the MIDI events directly.
In principle, you could use the callback to check for noteOff events and trigger code from the noteOff, but I wouldn't recommend it in your case. There is no good reason to re-use a single player for multiple audiofiles. Loading the file is where you are most likely to create an error. What happens if your file hasn't finished playing and you try to load another one? The resources needed to keep multiple players in memory is pretty trivial - if you're going to play the same file more than once, it is cleaner and safer to load it once and keep the player in memory.