一篇较好的学习文章
AVFoundation Tutorial: Adding Overlays and Animations to Videos
AVFoundation的一些应用
音视频合成
超有梗1.0编辑页重做了,我也对以前代码做了优化,现在录音、音乐、音效的添加,都视作一个音块。具体功能大家可以在AppStore下来自己看看😂
首先看一下model
代码里都添加了详细注释
class MediaBrick: NSObject {
// MARK: - 音块一共有4种,原视频、录音、音乐、音效
enum MediaType {
case video
case record
case music
case soundEffect
}
var type: MediaType!
/// 最早开始时间,由于音块可以拖动范围,这个其实是最早时间的限制
var startTime: TimeInterval = 0
// (1)
/// 最晚结束时间,由于音块可以拖动范围,这个其实是最晚时间的限制
var endTime: TimeInterval = 0
/// 被编辑的开始时间
let modifiedStartTimeVarible = Variable<TimeInterval>(0)
/// 被编辑的结束时间
let modifiedEndTimeVarible = Variable<TimeInterval>(0)
/// 用于计算 以上时间都是基于视频时间
var videoDuration: TimeInterval = 0
/// 这是一个view state,本来放在model是不合适的,不过这样很方便读取和传递
var collectionViewContentWidth: CGFloat = 0
/// 媒体文件的沙盒路径
var fileUrl: URL?
/// 该段媒体文件的音量
var preferredVolume: Float = 1
/// 用于 type == .record
var pitchType: PitchType = .original
/// 用于 type == .music, 已经被裁剪过
var musicAsset: AVAsset?
/// 用于 type == .soundEffect
let soundEffectIconUrlVariable = Variable<URL?>(nil)
// MARK: - 处理UI逻辑
let isFoldVariable = Variable<Bool>(false)
let isSelectedVariable = Variable<Bool>(false)
let deleteSubject = PublishSubject<Void>()
let beganModifyTimeSubject = PublishSubject<Void>()
let endModifyTimeSubject = PublishSubject<Void>()
/// 控制是否需要合成
var isNeedCompose: Bool = true
deinit {
print("\(description) deinit")
}
/// 一个新的对象,只复制了4个时间,仅用于计算和处理UI
func copy() -> MediaBrick {
let mediaBrick = MediaBrick()
mediaBrick.startTime = startTime
mediaBrick.endTime = endTime
mediaBrick.modifiedStartTimeVarible.value = modifiedStartTimeVarible.value
mediaBrick.modifiedEndTimeVarible.value = modifiedEndTimeVarible.value
return mediaBrick
}
}
(1)Variable对象是RxSwift对象,它本身有存储功能,例如:
let modifiedStartTimeVarible = Variable<TimeInterval>(0)
modifiedStartTimeVarible.value = 1
print(modifiedStartTimeVarible.value)
可以使用modifiedStartTimeVarible.value来读写值。
合成
// 主要是把音频合在视频上,所以视频的处理会有一些不同,传参的时候把视频的model和其他音频的model分开了
static func compose(videoBrick: MediaBrick, audioBricks: [MediaBrick]) -> (AVMutableComposition, AVMutableAudioMix)? {
// 这个是最后的合成对象,新建的时候相当于是一张白纸,准备往上面画画
let composition = AVMutableComposition()
// 这个是控制最后的composition的音量的,一般来说都会被设计成composition的属性,但iOS设计成了2个对象
let audioMix = AVMutableAudioMix()
// 初始化该属性为一个空数组,之后可以直接往数组里添加对象
audioMix.inputParameters = []
// 如果没有视频文件,return nil并且记录失败
guard let fileUrl = videoBrick.fileUrl else {
logFail(mediaBrick: videoBrick)
return nil
}
let videoAsset = AVAsset(url: fileUrl)
// 视频的全长范围
let range = CMTimeRange(start: kCMTimeZero, duration: videoAsset.duration)
// 因为新建的composition是空的,先把原视频的视轨添加上去
// 依次获取视频资源的视轨originVideoAssetTrack;创建composition新加的视轨originVideoCompotionTrack
guard let originVideoAssetTrack = videoAsset.tracks(withMediaType: .video).first,
let originVideoCompotionTrack = composition.addMutableTrack(withMediaType: AVMediaType.video, preferredTrackID: kCMPersistentTrackID_Invalid) else {
logFail(mediaBrick: videoBrick)
return nil
}
do {
// 将originVideoCompotionTrack填满originVideoAssetTrack的内容
try originVideoCompotionTrack.insertTimeRange(range, of: originVideoAssetTrack, at: kCMTimeZero)
} catch {
logFail(mediaBrick: videoBrick, error: error)
return nil
}
// 到此添加完毕
// 添加原视频的音轨,音轨可能有多个,先检查没有音轨return nil并且记录失败
let audioTracks = videoAsset.tracks(withMediaType: .audio)
guard audioTracks.count != 0 else {
logFail(mediaBrick: videoBrick)
return nil
}
// 所有被新建的originAudioCompositionTrack需要持有起来,之后被重合的音轨需要删除原音音轨
var originAudioCompositionTracks: [AVMutableCompositionTrack] = []
for originAudioAssetTrack in audioTracks {
// 循环里和上面的逻辑一样
guard let originAudioCompositionTrack = composition.addMutableTrack(withMediaType: AVMediaType.audio, preferredTrackID: kCMPersistentTrackID_Invalid) else {
logFail(mediaBrick: videoBrick)
continue
}
do {
try originAudioCompositionTrack.insertTimeRange(range, of: originAudioAssetTrack, at: kCMTimeZero)
originAudioCompositionTracks.append(originAudioCompositionTrack)
} catch {
logFail(mediaBrick: videoBrick, error: error)
continue
}
}
// 到此准备工作做完了,现在composition已经和原视频文件具有相同的视轨和音轨了
// 开始合成录音、音乐、音效
for audioBrick in audioBricks {
var mediaAsset: AVAsset!
switch audioBrick.type! {
case .record:
// 获取本地录音资源文件,从pcm转到aac,并且完成变音功能
guard let fileUrl = getAACFileUrl(recordBrick: audioBrick) else { continue }
mediaAsset = AVAsset(url: fileUrl)
case .music:
// 因为音乐可以先编辑,优先取编辑之后的资源文件,再去原音乐资源文件
if let asset = audioBrick.musicAsset {
mediaAsset = asset
} else if let fileUrl = audioBrick.fileUrl {
mediaAsset = AVAsset(url: fileUrl)
} else {
continue
}
case .soundEffect:
// 获取本地音效资源文件
guard let fileUrl = audioBrick.fileUrl else { continue }
mediaAsset = AVAsset(url: fileUrl)
default:
continue
}
// 和上面的总体逻辑一样,获取资源文件的音轨,添加composition的音轨
for audioAssetTrack in mediaAsset.tracks(withMediaType: .audio) {
guard let audioCompositionTrack = composition.addMutableTrack(withMediaType: .audio, preferredTrackID: kCMPersistentTrackID_Invalid) else {
logFail(mediaBrick: audioBrick)
continue
}
// 然后把资源文件的音轨插入到composition的音轨
// 但是这些音频文件主要是在插入时间上有不同,原音轨用全范围即可,这里用到的范围会比较多
// 一些范围检查
let modifiedStartTime = max(audioBrick.modifiedStartTimeVarible.value, 0)
let modifiedEndTime = min(audioBrick.modifiedEndTimeVarible.value, videoAsset.duration.seconds)
guard modifiedStartTime < modifiedEndTime else { continue }
// 参照音频文件的时间,是该音频资源内部的时间
// 被编辑的时间 - 最早时间,即是内部的时间,这里使用的时间是CMTime
let startTimeByAudio = CMTime(seconds: modifiedStartTime - audioBrick.startTime, preferredTimescale: audioAssetTrack.naturalTimeScale)
// 这段音频的总时长
let audioDuration = CMTime(seconds: modifiedEndTime - modifiedStartTime, preferredTimescale: audioAssetTrack.naturalTimeScale)
// 根据上面两个时间,做出CMTimeRange
let rangeByAudio = CMTimeRangeMake(startTimeByAudio, audioDuration)
// 参照视频文件的时间
let startTimeByVideo = CMTime(seconds: modifiedStartTime, preferredTimescale: audioAssetTrack.naturalTimeScale)
do {
// 开始填充audioCompositionTrack,将上面准备好的参数填入
try audioCompositionTrack.insertTimeRange(rangeByAudio, of: audioAssetTrack, at: startTimeByVideo)
} catch {
logFail(mediaBrick: audioBrick, error: error)
continue
}
// 这是控制这段音频音量的代码
let inputParameter = AVMutableAudioMixInputParameters(track: audioCompositionTrack)
inputParameter.setVolume(audioBrick.preferredVolume, at: kCMTimeZero)
audioMix.inputParameters.append(inputParameter)
// 如果是录音和音乐,需要把原音轨对应的声音去掉,所以去掉对应的范围
if audioBrick.type! != .soundEffect {
// replace origin audio to empty
let removeRange = CMTimeRangeMake(startTimeByVideo, audioDuration)
originAudioCompositionTracks.forEach {
$0.removeTimeRange(removeRange)
$0.insertEmptyTimeRange(removeRange)
}
}
}
}
// 返回的composition和audioMix,会被用在AVPlayer上进行播放
return (composition, audioMix)
}
裁剪
// 视频支持裁剪功能,第一个参数其实是上面compose方法产生的composition,同时需要视频的model来获取裁剪时间
static func crop(asset: AVMutableComposition, videoBrick: MediaBrick) -> (AVMutableComposition, AVMutableVideoComposition?)? {
// 同样是新建一个空的composition
let composition = AVMutableComposition()
// 范围检查
let startTime = videoBrick.modifiedStartTimeVarible.value
let endTime = videoBrick.modifiedEndTimeVarible.value
guard startTime < endTime else { return nil }
// 这里和之前类似,将视频资源的视轨插入到composition新加的视轨上
guard let videoAssetTrack = asset.tracks(withMediaType: .video).first,
let videoCompositionTrack = composition.addMutableTrack(withMediaType: AVMediaType.video, preferredTrackID: kCMPersistentTrackID_Invalid) else {
logFail(mediaBrick: videoBrick)
return nil
}
// 区别是范围的取值,范围取成裁剪后的范围,裁剪功能就完成了
let startCMTime = CMTime(seconds: startTime, preferredTimescale: videoAssetTrack.naturalTimeScale)
let endCMTime = CMTime(seconds: endTime, preferredTimescale: videoAssetTrack.naturalTimeScale)
let range = CMTimeRange(start: startCMTime, end: endCMTime)
do {
try videoCompositionTrack.insertTimeRange(range, of: videoAssetTrack, at: kCMTimeZero)
} catch {
logFail(mediaBrick: videoBrick, error: error)
return nil
}
// 这里是对竖直视频的处理,如果视频的方向不对,需要矫正(用手机竖直拍摄的视频方向就不对)
// 下面的代码看做是固定处理代码吧
// (其实所有视轨插入都需要这段代码,不过目前用来合成的视频方向都是正确的,而自己上传的视频都会先被裁剪、矫正,再进入编辑页)
var videoComposition: AVMutableVideoComposition?
if videoAssetTrack.preferredTransform != .identity {
let layerInstruction = AVMutableVideoCompositionLayerInstruction(assetTrack: videoCompositionTrack)
// (1)
let transform = videoAssetTrack.ks.transform
layerInstruction.setTransform(transform, at: startCMTime)
let instruction = AVMutableVideoCompositionInstruction()
instruction.timeRange = range
instruction.layerInstructions = [layerInstruction]
videoComposition = AVMutableVideoComposition()
// (2)
videoComposition!.renderSize = videoAssetTrack.ks.renderSize
videoComposition!.frameDuration = CMTime(value: 1, timescale: 30)
videoComposition!.instructions = [instruction]
}
// 下面和之前的逻辑类似,根据范围裁剪
for audioAssetTrack in asset.tracks(withMediaType: .audio) {
guard let audioCompositionTrack = composition.addMutableTrack(withMediaType: AVMediaType.audio, preferredTrackID: kCMPersistentTrackID_Invalid) else {
logFail(mediaBrick: videoBrick)
continue
}
let startCMTime = CMTime(seconds: startTime, preferredTimescale: audioAssetTrack.naturalTimeScale)
let endCMTime = CMTime(seconds: endTime, preferredTimescale: audioAssetTrack.naturalTimeScale)
let range = CMTimeRange(start: startCMTime, end: endCMTime)
do {
try audioCompositionTrack.insertTimeRange(range, of: audioAssetTrack, at: kCMTimeZero)
} catch {
logFail(mediaBrick: videoBrick, error: error)
continue
}
}
// 返回的composition、videoComposition会在导出的时候使用
return (composition, videoComposition)
}
(1)(2)带有.ks.的写法都是自己添加的extension,具体代码如下,主要是根据视频的方向调整宽高
extension Kuso where T: AVAssetTrack {
var renderSize: CGSize {
let preferredTransform = base.preferredTransform
let width = floor(base.naturalSize.width)
let height = floor(base.naturalSize.height)
if preferredTransform.b != 0 {
return CGSize(width: height, height: width)
} else {
return CGSize(width: width, height: height)
}
}
var transform: CGAffineTransform {
let preferredTransform = base.preferredTransform
let width = floor(base.naturalSize.width)
let height = floor(base.naturalSize.height)
if preferredTransform.b == 1 { // home在左
return CGAffineTransform(translationX: height, y: 0).rotated(by: CGFloat.pi/2)
} else if preferredTransform.b == -1 { // home在右
return CGAffineTransform(translationX: 0, y: width).rotated(by: CGFloat.pi/2 * 3)
} else { // home在上
return CGAffineTransform(translationX: width, y: height).rotated(by: CGFloat.pi)
}
}
var appropriateExportPreset: String {
if renderSize.width <= 640 {
return AVAssetExportPreset640x480
} else if renderSize.width <= 960 {
return AVAssetExportPreset960x540
} else if renderSize.width <= 1280 {
return AVAssetExportPreset1280x720
} else {
return AVAssetExportPreset1920x1080
}
}
}
导出
// 完成视频编辑后,需要把内存里的composition audioMix videoComposition都导出到沙盒,存储起来,用来上传
static func exportComposedVideo(composition: AVComposition, audioMix: AVAudioMix? = nil, videoComposition: AVVideoComposition? = nil) -> Observable<URL> {
return Observable<URL>.create({ (observer) -> Disposable in
// 根据视轨的分辨率取得合适的导出分辨率
let exportPreset = composition.ks.appropriateExportPreset
// 获取兼容性的exportSession
// (1)
guard let exportSession = AVAssetExportSession.ks.compatibleSession(asset: composition, priorPresetName: exportPreset) else {
return Disposables.create()
}
// 根据时间戳新建一个视频文件路径
let outputUrl = FileManager.ks.newEditVideoUrl
// 设置exportSession的参数
exportSession.audioMix = audioMix
exportSession.videoComposition = videoComposition
exportSession.outputFileType = .mp4
exportSession.outputURL = outputUrl
exportSession.shouldOptimizeForNetworkUse = true
exportSession.exportAsynchronously { [weak exportSession] in
guard let es = exportSession else {
return
}
switch es.status {
case .completed:
// 成功则发出最终的url
observer.onNext(outputUrl)
case .failed:
// 失败则抛出错误
if let error = es.error {
logFail(error: error)
observer.onError(error)
}
default:
break
}
}
return Disposables.create {
// 如果这个observer被取消了,也把正在export的session取消掉
exportSession.cancelExport()
}
})
// 很随意的异步一下,其实意义不大
.observeOn(MainScheduler.asyncInstance)
}
(1)其实就是按照分辨率等级依次取合适的AVAssetExportSession
let defaultPresets = [AVAssetExportPreset1280x720, AVAssetExportPreset960x540, AVAssetExportPreset640x480, AVAssetExportPresetMediumQuality, AVAssetExportPresetLowQuality]
extension Kuso where T == AVAssetExportSession {
static func compatibleSession(asset: AVAsset, priorPresetName: String) -> AVAssetExportSession? {
if let es = T(asset: asset, presetName: priorPresetName) {
return es
} else {
let compatiblePresets = T.exportPresets(compatibleWith: asset)
for defaultPreset in defaultPresets {
guard compatiblePresets.contains(defaultPreset) else {
continue
}
return T(asset: asset, presetName: defaultPreset)
}
return nil
}
}
}
添加水印、文字等
static func addWatermark(fileUrl: URL) -> Observable<URL> {
return Observable<URL>.create { (observer) -> Disposable in
// 都是从空的composition开始
let composition = AVMutableComposition()
// 资源文件、视频范围
let videoAsset = AVAsset(url: fileUrl)
let range = CMTimeRange(start: kCMTimeZero, end: videoAsset.duration)
// 获取资源文件视轨,创建新的待添加的视轨
guard let videoAssetTrack = videoAsset.tracks(withMediaType: .video).first,
let videoCompositionTrack = composition.addMutableTrack(withMediaType: AVMediaType.video, preferredTrackID: kCMPersistentTrackID_Invalid) else {
return Disposables.create()
}
do {
// 将videoCompostionTrack填满videoAssetTrack的内容
try videoCompositionTrack.insertTimeRange(range, of: videoAssetTrack, at: kCMTimeZero)
} catch {
observer.onError(error)
return Disposables.create()
}
// 加水印需要使用AVMutableVideoCompositionLayerInstruction
let layerInstruction = AVMutableVideoCompositionLayerInstruction(assetTrack: videoCompositionTrack)
// 如果方向不对 矫正
if videoAssetTrack.preferredTransform != .identity {
let transform = videoAssetTrack.ks.transform
layerInstruction.setTransform(transform, at: kCMTimeZero)
}
// 固定写法
let instruction = AVMutableVideoCompositionInstruction()
instruction.timeRange = range
instruction.layerInstructions = [layerInstruction]
let videoComposition = AVMutableVideoComposition()
videoComposition.frameDuration = CMTime(value: 1, timescale: 30)
let renderSize = videoAssetTrack.ks.renderSize
videoComposition.renderSize = renderSize
videoComposition.instructions = [instruction]
// 加水印的层级分为3个layer parentLayer作为底 videoLayer上放的是视频 还有一个watermarkLayer上放置水印或者其他自定义类容 例如文字
let parentLayer = CALayer()
let videoLayer = CALayer()
parentLayer.addSublayer(videoLayer)
[parentLayer, videoLayer].forEach{
$0.frame = CGRect(origin: .zero, size: renderSize)
}
// 固定写法
videoComposition.animationTool = AVVideoCompositionCoreAnimationTool(postProcessingAsVideoLayer: videoLayer, in: parentLayer)
// 3个layer从下到上依次为 parentLayer videoLayer watermarkLayer,后2个layer的顺序可以根据需求交换,改变size大小等
// 这里创建的watermarkLayer已经被添加了一些CoreAnimation,这样加出来的水印就可以动了
let watermarkLayer = self.createWatermarkLayer(parentSize: renderSize)
parentLayer.addSublayer(watermarkLayer)
// 兼容某些质量很差的视频,把导出参数降低,AVAssetExportPresetMediumQuality其实是一种很兼容,视频很模糊的选项
var exportPreset: String!
let minFrameDuration = videoAssetTrack.minFrameDuration
if minFrameDuration.seconds < 0.001 {
exportPreset = AVAssetExportPresetMediumQuality
} else {
exportPreset = videoAssetTrack.ks.appropriateExportPreset
}
// 对音频做上面的类似操作,只需要加进去即可
for originAudioAssetTrack in videoAsset.tracks(withMediaType: .audio) {
guard let audioCompositionTrack = composition.addMutableTrack(withMediaType: .audio, preferredTrackID: kCMPersistentTrackID_Invalid) else {
continue
}
do {
try audioCompositionTrack.insertTimeRange(range, of: originAudioAssetTrack, at: kCMTimeZero)
} catch {
observer.onError(error)
return Disposables.create()
}
}
// 导出到沙盒
guard let exportSession = AVAssetExportSession.ks.compatibleSession(asset: composition, priorPresetName: exportPreset) else {
return Disposables.create()
}
// 根据时间戳新建一个水印目录下的文件
let outputUrl = FileManager.ks.newWatermarkVideoUrl
exportSession.videoComposition = videoComposition
exportSession.outputFileType = .mp4
exportSession.outputURL = outputUrl
exportSession.shouldOptimizeForNetworkUse = true
// exportSession有progress可以读取,但是不能kvo或者有回调通知,只能加个timer来读取进度
let timer = Timer(timeInterval: 0.05, repeats: true, block: { [weak exportSession] (timer) in
guard let es = exportSession else {
return
}
let progress = Double(es.progress) * 0.49 + 0.5
self.progressHandler?(progress)
if es.progress == 1 {
timer.invalidate()
}
})
RunLoop.current.add(timer, forMode: RunLoopMode.commonModes)
timer.fire()
exportSession.exportAsynchronously { [weak exportSession] in
guard let es = exportSession else {
return
}
switch es.status {
case .completed:
// 成功后发出最后的url
observer.onNext(outputUrl)
case .failed:
// 有错误则发出错误
if let error = es.error {
observer.onError(error)
}
default:
break
}
}
return Disposables.create {
// 如果该操作被取消,停掉timer和exportSession
timer.invalidate()
exportSession.cancelExport()
}
}
}
/* 下面是创建layer的坐标、大小计算,以及动画添加 */
static func createWatermarkLayer(parentSize: CGSize) -> CALayer {
// 坐标轴原点为0,0 右上角为 +,+
let multiper = max(parentSize.width, parentSize.height)/1080 * 2.3
let layerSize = CGSize(width: multiper * 95, height: multiper * 61)
let layerStartPosition = CGPoint(x: layerSize.width/2, y: parentSize.height - layerSize.height/2)
let layerEndPosition = CGPoint(x: parentSize.width - layerSize.width/2, y: layerSize.height/2)
let layer = CALayer()
layer.frame = CGRect(origin: .zero, size: layerSize)
layer.position = layerStartPosition
addPositionAnimation(layer: layer, startPosition: layerStartPosition, endPosition: layerEndPosition)
let logoSize = CGSize(width: multiper * 90, height: multiper * 50)
let logoPosition = CGPoint(x: logoSize.width/2, y: 11 * multiper + logoSize.height/2)
let logoLayer = CALayer()
logoLayer.frame = CGRect(origin: .zero, size: logoSize)
logoLayer.position = logoPosition
addContentsAnimation(layer: logoLayer)
layer.addSublayer(logoLayer)
let idSize = CGSize(width: layerSize.width, height: multiper * 16.5)
let idPosition = CGPoint(x: idSize.width/2 - 11.5 * multiper, y: 5 * multiper + idSize.height/2)
let idLayer = CATextLayer()
idLayer.frame = CGRect(origin: .zero, size: idSize)
idLayer.position = idPosition
idLayer.string = "ID: \(userId.description)"
idLayer.foregroundColor = UIColor.white.cgColor
idLayer.fontSize = 12 * multiper
idLayer.font = CGFont.init(UIFont.boldSystemFont(ofSize: idLayer.fontSize).fontName as CFString)
idLayer.alignmentMode = kCAAlignmentRight
layer.addSublayer(idLayer)
return layer
}
static func addPositionAnimation(layer: CALayer, startPosition: CGPoint, endPosition: CGPoint) {
let keyframe = CAKeyframeAnimation(keyPath: "position")
keyframe.values = [startPosition, endPosition]
keyframe.duration = 10
keyframe.isRemovedOnCompletion = false
keyframe.fillMode = kCAFillModeForwards
keyframe.beginTime = AVCoreAnimationBeginTimeAtZero
keyframe.calculationMode = kCAAnimationDiscrete
layer.add(keyframe, forKey: "position")
}
static func addContentsAnimation(layer: CALayer) {
let imgs = (0...21).map { idx -> CGImage in
let name = "wm_\(idx)"
return UIImage(named: name)!.cgImage!
}
layer.contents = imgs.first
let keyframe = CAKeyframeAnimation(keyPath: "contents")
keyframe.duration = 1
keyframe.values = imgs
keyframe.repeatCount = .greatestFiniteMagnitude
keyframe.isRemovedOnCompletion = false
keyframe.beginTime = AVCoreAnimationBeginTimeAtZero
layer.add(keyframe, forKey: "contents")
}