Use AVAudioPlayer in OperationQueue

业务需求要提供一些ringtone供用户选择而且设置为来电铃声.这样就会涉及到预览ringtone.这边预览ringtone选择用AVAudioPlayer去播放.选择AVAudioPlayer的缘由是AVAudioPlayer可控性比较大,能够播放,暂停,恢复播放等.使用AudioToolbox提供的api也能播放ringtone当是不能知足操做需求,暂停,恢复,故排除AudioToolbox.

要使用AVAudioPlayer播放ringtone必然会涉及到AVAudioSession.AVAudioSession简而言之: 音频会话,主要用来管理音频设置与硬件交互.关于AVAudioSession`详细的信息读者可自行去查.播放一个ringtone的简化流程代码大概以下:
try? AVAudioSession.sharedInstance().setCategory(AVAudioSession.Category.playAndRecord)

try? AVAudioSession.sharedInstance().setActive(true, options: [])

let audioPlayer = try? AVAudioPlayer(contentsOf: ringtoneUrl)

audioPlayer?.play()
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为了避免卡UI通常会放到子线程中去播放:
DispatchQueue.global().async {
try? AVAudioSession.sharedInstance().setCategory(AVAudioSession.Category.playAndRecord)
            
try? AVAudioSession.sharedInstance().setActive(true, options: [])
            
let audioPlayer = try? AVAudioPlayer(contentsOf: ringtoneUrl)
            
audioPlayer?.play()
}

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看似一切正常,可是当你频繁的点击切换ringtone,变成开始,结束,暂停。这样会致使播放失败又有多线程竞争音频资源的问题,而且在iOS10.x上会crash,由于音频资源不可能切换太快.而且快速切换也会开启多个子线程,这是不必的.通常来讲一个设计合理的app同一时刻只会有一个音频在播放.因此咱们只须要一个线程专门控制音频播放便可,这里推荐Queue来控制,由于Queue api比较友好,而且比较可控.
//做为一个对象的变量比较好,由于会屡次点击播放,这样用同一个queue管理.
lazy var ringToneQueue: OperationQueue = {
    let ringToneQueue = OperationQueue()
    ringToneQueue.name = "rc.ringtone.queue"
    ringToneQueue.maxConcurrentOperationCount = 1
    return ringToneQueue
}()

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//回收资源
if self.ringToneQueue.operationCount > 0 {
   self.ringToneQueue.cancelAllOperations()
}

self.ringToneQueue.addOperation({
    //播放ringtone
})


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根据业务需求我这边是把包装AVAudioPlayer成一个单例,不会屡次建立AVAudioPlayer。
internal class AudioPlayerManager : NSObject {

    internal static let shared: AudioPlayerManager

    internal var currentTime: TimeInterval? { get set }

    internal var audioFilePath: String? { get }

    internal var isPlaying: Bool { get }

    internal var delegates: <<error type>>

    override internal init()

    internal func setCategory(category: AVAudioSession.Category, options: AVAudioSession.CategoryOptions, shouldSetPlayBack: Bool = true) throws

    /** * Prepare some configuration for AudioPlayer. * Call this method to configurate AudioPlayer and than call `play(atTime time: TimeInterval? = nil)` to play audio. * */
    internal func configAudioPlayer(with audioFilePath: String, configAudioPlayerClosure: ((Bool, Error?) -> Void)?)

    /** * * Call this method after call `configAudioPlayer(with audioFilePath: String, configAudioPlayerClosure: ((AVAudioPlayer?) -> Void)?)`. * */
    internal func play(category: AVAudioSession.Category = .playAndRecord, options: AVAudioSession.CategoryOptions = [.defaultToSpeaker], portOverride: AVAudioSession.PortOverride = .none) throws

    internal func play(audioFilePath: String, category: AVAudioSession.Category = .playAndRecord, options: AVAudioSession.CategoryOptions = [.defaultToSpeaker], atTime time: TimeInterval? = nil, portOverride: AVAudioSession.PortOverride = .none) throws

    internal func stop(options: AVAudioSession.SetActiveOptions = [.notifyOthersOnDeactivation])

    internal func pause(options: AVAudioSession.SetActiveOptions = [.notifyOthersOnDeactivation])

    internal func resume()

    internal func setAudioSessionActive(isActive: Bool, options: AVAudioSession.SetActiveOptions = [])
}

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这样播放的代码大概是这样:
//回收资源
if self.ringToneQueue.operationCount > 0 {
   self.ringToneQueue.cancelAllOperations()
}

self.ringToneQueue.addOperation({
    //播放ringtone
    if !AudioPlayerManager.shared.isPlaying {
       AudioPlayerManager.play(audioFilePath: selectedTonePath)
    } else {
       if let path = AudioPlayerManager.audioFilePath, path == selectedTonePath {
          AudioPlayerManager.stop()
        } else {
          AudioPlayerManager.play(audioFilePath: selectedTonePath)
        }
    }
})

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