TAAE2: Modifying Volume @ AEAudioFilePlayerModule
Hi Guys:
I Need to Mute / UnMute certain AEAudioFilePlayerModule I've Added To My Output @ TAAE2.
The Previous AEAudioFilePlayer Had a property called "channelIsMuted". Is there an Equivalent in TAAE2?
PLEASE HELP.
Thanks :-)
Comments
Hi Hernan,
Check out AEMixerModule, I've never used it but it should have what you need.
Best,
Chris
If all you need is to mute an AEAudioFilePlayerModule, you could also just set a boolean / some other primitive to tell the renderer block whether to add it to the output or not.
@Hernan,
Here's some code that should help you understand how to modify the volume level and/or stereo panning of each AEAudioFilePlayerModule:
I hope this helps!
Take care,
Mark
Hi @markjeschke and @cgmaier:
Thanks a LOT for Replying. And Sorry it took me a while :-)
So I Think I Need a Combination of both your Answers:
@cgmaier I Think I'll Start Holding a Reference to the AEMixerModule Instead of creating it on the spot in order to access the single Loops / AEAudioFilePlayerModule's. Can I Do this? or will this mess with the Render Block?
@markjeschke how does this work?
AEModuleProcess(_bass, context);
Does this Create an AEModule that I Can Set the Volume To? Or should I Do This Individualy to Each Player and then run the AEBufferStackApplyFaders Method?
Thanks again :-)
@Hernan,
Do you simply want to add an interactive button that will mute the currently playing audio track? I was thinking that you could change the volume level to 0 when its mute boolean is set to true. But, then you could have a variable to return its volume level once the audio track is unmuted.
I'll try to create a working example with dynamic volume levels for individual audio tracks. Are you using Swift or Objective-C? Xcode 7.3.1 or Xcode 8?
Thanks,
Mark
Hi @markjeschke
Wow! you would do an Example for me? Thanks I Really Appreciate this.
Yes the Goal is to Mute/Unmute Single Channels in the Mix without stopping them, so as not to lose their Sync in the Loop.
I'm Working in Obj-C still and Xcode Version 7.3.1 (7D1014)
I want to Update to Swift but I Guess that will have to be For Loopacks 2.0 ;-)
Thanks again
@Hernan,
I'm sorry for the delayed response. I attempted to make an Xcode 7.3.1 Objective-C version with the TAAE 2, but I can't get it to build successfully. The only projects I have working successfully with TAAE 2, utilizes a bridging header, similar to the Swift sample project that's included in the GitHub repo.
If you happen to have a working Obj-C Xcode project that builds successfully with TAAE 2, could you please post it to GitHub? From there, I can implement the mute boolean/button code that you're looking for.
Thanks for your patience.
Take care,
Mark
Hi @markjeschke:
Sorry for the SUPER-LATE response. I'll try to Move On to AudioKit Based on @Michael 's Suggestion.
It's already a pain to migrate, might Just as well do it once for the keeps :-)
Thanks a lot for the Help ;-)