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swiftswiftuiaudiokit

Audiokit AKSampler as a AKNode/AKPolyphonicNode in a separate class


How can I separate AKSampler into a class? For instance:

SoundEngine.swift

import AudioKit
import MySampler

final class SoundEngine : ObservableObject {
    static let shared = SoundEngine()
    let mySampler = MySampler()

    init() {
        mySampler.loadSamples('samples1')
        AudioKit.output = AKMixer(noise1, noise2, mySampler)
        try AudioKit.start()

        mySampler.play(note: 60, vel: 127)
    }

MySampler.swift

import Foundation
import AudioKit

class MySampler : AKPolyphonicNode {
    var mySampler1 = AKSampler()

    func play(note: MIDINoteNumber, vel: MIDIVelocity) {
        mySampler1.play(noteNumber: note, velocity: velocity)
    }

}

Unfortunately, it doesn't work with both AKNode or AKPolyphonicNode like in the example above: Terminating app due to uncaught exception ‘com.apple.coreaudio.avfaudio’, reason: ‘required condition is false: node != nil’

What I'm doing wrong?


Solution

  • For the SoundEngine.swift:

    import AudioKit
    
    final class SoundEngine {
    
        static let shared = SoundEngine()
    
        // Create instance variables of the MySampler objects.
        // I renamed them from noise1, noise2, and mySampler1, so that they are descriptive and clear about the intended sounds from each MySampler object.
        var kick: MySampler
        var snare: MySampler
        var hiHat: MySampler
    
        var drumMixer: AKMixer
    
        init() {
    
            // Instantiate MySampler objects
            kick = MySampler()
            snare = MySampler()
            hiHat = MySampler()
    
            // These drum samples are royalty-free from Music Radar: https://www.musicradar.com/news/drums/1000-free-drum-samples
            kick.loadSample(filePath: "CYCdh_K2room_Kick-08")
            snare.loadSample(filePath: "CYCdh_K2room_Snr-05")
            hiHat.loadSample(filePath: "CYCdh_K2room_ClHat-06")
    
            // Initialize the AudioKit engine settings.
            AKSettings.bufferLength = .medium
            AKSettings.enableRouteChangeHandling = true
            AKSettings.playbackWhileMuted = true
    
            do {
                try AKSettings.setSession(category: .playAndRecord, with: [.defaultToSpeaker, .allowBluetooth, .mixWithOthers])
            } catch {
                AKLog("Could not set session category.")
            }
    
            // Combine the samples into a mixer, so that they can be played together in a single output.
            drumMixer = AKMixer(snare, kick, hiHat)
            AudioKit.output = drumMixer
    
            // Start the audio engine
            try! AudioKit.start()
    
        }
    
        // MARK: Sample Playback Triggers
    
        // The following functions can be triggered via the button actions from the ViewController.
        internal func playKick() {
            try! kick.play(noteNumber: 60, velocity: 127, channel: 0)
        }
    
        internal func playSmare() {
            try! snare.play(noteNumber: 60, velocity: 127, channel: 0)
        }
    
        internal func playHiHat() {
            try! hiHat.play(noteNumber: 60, velocity: 127, channel: 0)
        }
    
    }
    

    For MySampler.swift:

    import AudioKit
    
    class MySampler: AKMIDISampler {
    
        internal func loadSample(filePath: String) {
            do {
                try self.loadWav(Constants.sampleDirectoryPath + filePath)
                // This will interpolate a string variable path like this: "Sounds/CYCdh_K2room_Kick-08"
            } catch {
                print("Could not locate the wav file.")
            }
        }
    }
    

    I also added a Constant, so that you could just provide the audio file name, and not have to include the directory path.

    Constants.swift:

    struct Constants {
    
        static let sampleDirectoryPath = "Sounds/"
    
    }
    

    I created a GitHub project for your reference:

    https://github.com/markjeschke/AudioKitSamplerClass