This is a multiple audiofile playback project I am currently working on, where multiple AKPlayers are played in a random order, through AKSequencer.
First, I have an array of filenames:
Let filenames = [“1.mp3”, “2.mp3, “3.mp3”, … “10.mp3”]
This is loaded on AKPlayer individually, to later call it in a random order:
Let players: [AKPlayer] = {
Do {
Let filenames = [“1.mp3”, “2.mp3, “3.mp3”, … “10.mp3”]
Return try filenames.map { AKPlayer(audioFile: try AKAudioFile(readRileName: $0)) }
} catch {
fatalError()
}
}()
Then, I called AKPlayer through AKsequencer, by triggering it through ‘playRandom
’ function:
Let sequencer = AKSequencer()
Let callbackInst = AKCallbackInstrument()
func playRandom() {
let playerIndex = Int(arc4random_uniform(UInt32(players.count)))
players[playerIndex].play()
}
func addTracks() {
let track = sequencer.newTrack()!
track.add(noteNumber: 48, velocity: 127, position: AKDuration(beats: 0), duration: AKDuration(beats: 16), channel: 0)
track.setMIDIOutput(callbackInst.midiIn)
callbackInst.callback = { status, note, vel in
guard status == .noteOn else { return }
self.playRandom()
}
}
Lastly, I set AKPlayer as AudioKit.output, and started the sequencer. So far this was successful! The sequencer plays AKPlayer seamlessly, in a random order.
But I wanted to try different kind of randomness: repeating randomly selected player 2 or 3 times. (like 2, 2, 3, 3, 3, 1, 1, 5, 5, 5, 9, 9, …) Right now, ‘playRandom
’ simply chooses different AKPlayer on each repeat.
As one solution, thanks to StackOverFlow masters, I tried something like:
class RandomWithRepeats {
var range: ClosedRange<Int>
var repeatRange: ClosedRange<Int>
var repeatCount = 0
var value = 0
init(range: ClosedRange<Int>, repeatRange: ClosedRange<Int>) {
self.range = range
self.repeatRange = repeatRange
}
// generate a random number in a range
// Just use Int.random(in:) with Swift 4.2 and later
func random(in range: ClosedRange<Int>) -> Int {
return Int(arc4random_uniform(UInt32(range.upperBound - range.lowerBound + 1))) + range.lowerBound
}
func nextValue() -> Int {
// if repeatCount is 0, its time to generate a new value and
// a new repeatCount
if repeatCount == 0 {
// For Swift 4.2, just use Int.random(in:) instead
value = self.random(in: range)
repeatCount = self.random(in: repeatRange)
}
repeatCount -= 1
return value
}
}
And then I modified playRandom
function like:
func playRandom() {
Let rand = randomWithRepeats(range: 1…players.count, repeatRange: 2…3)
Do { players[rand.nextValue()].play() }
}
Turns out, this is the exact same result because the playRandom function itself triggered (by AKSequencer) each repeat, so it doesn’t actually ‘repeat’ random AKPlayer 2 or 3 times. Can I solve this issue in a different way? Much appreciated. <3
The job of the RandomWithRepeats
class is to keep track of when to deliver you a different AKPlayer
instance, but you are creating a new instance of RandomWithRepeats
each time you call playRandom()
, so it can't keep track of anything.
Create a single instance of RandomWithRepeats
when you create the array of players and use this instance in your playRandom()
method.
let rand = RandomWithRepeats(range: 0 ... players.count, repeatRange: 2 ... 3)
func playRandom() {
try? players[rand.nextValue()].play()
}
For a cleaner solution, you might encapsulate the logic of RandomWithRepeats
together with the AKPlayer
array into a single class, such as a RandomlyRepeatingPlayer
class.