Calling random AKPlayers in AKSequencer with repeated random results - swift

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.

Related

I need to compare 3 elements in a row in an array, but i get index out of range error

The problem: to return a number of zeros in an array that contains 0s and 1s, if there are 3 0s in a row, count them as one, for example [0, 1, 0, 0, 0, 1, 0, 1, 0] should return 4, but when i try to solve it like this
func findZeros(_ c: [Int]) -> Int {
var zeros = 0
for var i in 0..<c.count {
switch c[i] {
case _ where c[i] == 0 && c[i+1] == 0 && c[i+2] == 0: // row 5
zeros += 1
i += 2
case _ where c[i] == 0:
zeros += 1
default:
break
}
}
return zeros
}
i always get index out of range error in row 5 , although when i hardcode c[1], c[2], c[3] == 0, it just counts as false and goes through... i've just started to learn swift so maybe that's not optimal, but anyway i can't even get this one working :/
You can group the consecutive elements and sum how many groups you have of those elements:
extension Collection where Element: Equatable {
var grouped: [[Element]] {
reduce(into: []) {
// check if the last element of the last collection is equal to the current element
$0.last?.last == $1 ?
// append the element to the last collection
$0[$0.index(before: $0.endIndex)].append($1) :
// otherwise add a new collection with the new element
$0.append([$1])
}
}
func repeatedOccurences(of element: Element) -> Int {
// if the collection first element is equal to the element add one otherwise return the current result
grouped.reduce(0) { $1.first == element ? $0 + 1 : $0 }
}
}
[0, 1, 0, 0, 0, 1, 0, 1, 0].repeatedOccurences(of: 0) // 4
[0, 1, 0, 0, 0, 1, 0, 1, 0].repeatedOccurences(of: 1) // 3
If you were only accessing c[i], then counting i up to c.count - 1 would be fine - but you're also trying to access c[i+1] and c[i+2], so you need to take that into account when setting the upper boundary of the range - and then verify that the array indeed has at least 3 elements:
if c.count < 3 {
return 0;
}
for var i in 0..<c.count-2 {
// now you can safely access c[i+2]
}
I'm going to show a very different solution approach. It's not one that would come naturally to a new beginner, so don't worry if it's foreign to you. It's something that you might come up with from having a bit more experience and being able to relate scattered concepts with each other.
The over-all process is actually very straight-forward, and is an almost exact codification of the your english explanation to the solution:
Identify all the sub-sequences of repeating elements. These are called "runs", and there's a concept called a "run-length encoding". It takes an input like ["A", "B, B", "C", "D", "D", "D"], and turns it into a sequence like [("A", 1), ("B", 2), ("C", 1), ("D", 3)]
Identify the runs of 0s that repeat precisely 3 times, and treat them as runs of a single 0.
Count the number of 0s in the runs.
Here's what the code to do that would look like:
let input = [0, 1, 0, 0, 0, 1, 0, 1, 0]
let result = input.runLengthEncoded()
.lazy
.filter(keepOnlyRunsOfZeros)
.map(convertThreeCountRunsIntoOneCountRuns)
.map { $0.count }
.reduce(0, +)
print(result)
And here are the supporting functions that make it possible:
typealias Run = (element: Int, count: Int)
func keepOnlyRunsOfZeros(_ run: Run) -> Bool {
return run.element == 0
}
func convertThreeCountRunsIntoOneCountRuns(_ run: Run) -> Run {
if run.count == 3 {
return (element: run.element, count: 1)
}
else {
return run
}
}
Knowing that the process in #1 is a known algorithm called run-length encoding, I can find and reuse an existing implementation. Over time as a developer, you build up a collection of useful functions/techniques that you reuse for future use. Often times, you find other people's libraries that you've come to find useful, thus have booked-marked and re-use.
In this case, I have an implementation of run-length encoding that I've written and used in previous projects. It's quite long, but it's generalized and lazy-evaluated (it doesn't need to make an array of all runs, it serves them one by one as you request them, which improves performance for huge inputs), which isn't strictly necessary in this case, but it's what I already have on hand.
There alternative implementations that you can find that are eagerly evaluated and less generic (which should be fine for a simple problem like this), feel free to substitute one of those, instead.
public extension Sequence where Self.Iterator.Element: Equatable {
func runLengthEncoded() -> LazySequenceRunLengthEncoder<Self> {
return LazySequenceRunLengthEncoder(encoding: self)
}
}
public struct LazySequenceRunLengthEncoder<WrappedSequence: Sequence>: Sequence
where WrappedSequence.Element: Equatable {
public let wrappedSequence: WrappedSequence
public init(encoding wrappedSequence: WrappedSequence) {
self.wrappedSequence = wrappedSequence
}
public func makeIterator() -> RunLengthEncodingIterator<WrappedSequence.Iterator> {
return RunLengthEncodingIterator(encoding: wrappedSequence.makeIterator())
}
}
public struct RunLengthEncodingIterator<WrappedIterator: IteratorProtocol>: IteratorProtocol
where WrappedIterator.Element: Equatable {
public private(set) var wrappedIterator: WrappedIterator
public private(set) var currentGrouping: (element: WrappedIterator.Element, count: Int)? = nil
public init(encoding wrappedIterator: WrappedIterator) {
self.wrappedIterator = wrappedIterator
}
public mutating func next() -> (element: WrappedIterator.Element, count: Int)? {
while let newElement = wrappedIterator.next() { // Take all elements of this run
if let currentGrouping = self.currentGrouping {
if newElement == currentGrouping.element { // increment the current run
let newCount = currentGrouping.count + 1
self.currentGrouping = (element: newElement, count: newCount)
} else { // Broke the streak
defer {
self.currentGrouping = (element: newElement, count: 1) // start a new group
}
return self.currentGrouping
}
} else { // There is no current group, this is the first element
self.currentGrouping = (element: newElement, count: 1)
}
}
// Reached end of the wrapped iterator
// 2. Only return the current grouping once, return the `nil` next time to end this iterator.
defer { self.currentGrouping = nil }
// 1. Return current grouping, if there is one
return self.currentGrouping
}
}

Class variables are deallocated after calling function

I have a function in swift, as below. There is a loop with a reference to variables existing within an instance of this class. (fftfilterbankReal is an array in the class). However after one pass, I get an error with 'index out of range' at the code line 'for i in 0..
In the debugger it seems that on the 2nd iteration of this loop, there are no variables under the 'self' drop down.
If I comment out the line 'vDSP_zvmul(&kernel!, 1, &fft1Input, 1, &result, 1, vDSP_Length(r.count), 1)' then the loop runs and I can debug at any time and visually see the self variables in the debugger.
What am I missing that seems to make these variables disappear? I have read into memory allocation and such, and my class variables are declared using 'var' and nothing more, as that should default to strong in swift.
func convolveInput(realsamples:[Float], imagsamples:[Float]) -> [Float]{
realResult = Array(repeating: [], count: filterbankReal.count)
imagResult = Array(repeating: [], count: filterbankReal.count)
let x = realsamples
let y = imagsamples
var N = x.count
var logN = 16
var fft1Setup = vDSP_create_fftsetup(UInt(logN), FFTRadix(FFT_RADIX2))!
var paddedLength = x.count + filterbankReal.count - 1
var halfPaddedLength = paddedLength/2
var halfKernelLength = kernelLength/2
//setup Complex Buffer 1
var reals = [Float]()
var imags = [Float]()
for i in 0..<x.count{
reals.append(x[i])
imags.append(y[i])
}
var complexBuffer1 = DSPSplitComplex(realp: UnsafeMutablePointer(mutating: reals), imagp: UnsafeMutablePointer(mutating: imags))
//Perform FFT on incoming samples
var re = [Float](repeating:0.0, count: N)
var im = [Float](repeating:0.0, count: N)
var fft1Input = DSPSplitComplex(realp: UnsafeMutablePointer(mutating: re), imagp: UnsafeMutablePointer(mutating: im))
var fftlength = 10
vDSP_fft_zop(fft1Setup, &(complexBuffer1), 1, &fft1Input, 1, UInt(fftlength), Int32(FFT_FORWARD))
//Remove DC from FFT Signal
re.remove(at: 0)
im.remove(at: 0)
for i in 0..<self.fftfilterbankReal.count {
var r:[Float] = self.fftfilterbankReal[i]
var im:[Float] = self.fftfilterbankImag[i]
var kernel:DSPSplitComplex? = DSPSplitComplex(realp: &r, imagp: &im)
var res:Float = 0
var ims:Float = 0
var result:DSPSplitComplex = DSPSplitComplex(realp: &res, imagp: &ims)
vDSP_zvmul(&kernel!, 1, &fft1Input, 1, &result, 1, vDSP_Length(r.count), 1)
self.realResult[i].append(res)
self.imagResult[i].append(ims)
}
Your code is sort of a showcase of bad usages when working with Arrays and pointers.
For example:
var complexBuffer1 = DSPSplitComplex(realp: UnsafeMutablePointer(mutating: reals), imagp: UnsafeMutablePointer(mutating: imags))
or:
var kernel:DSPSplitComplex? = DSPSplitComplex(realp: &r, imagp: &im)
DSPSplitComplex holds two pointers for real part and imaginary part separately and does not copy the contents. You should not pass Swift Arrays for such parameters.
And the most critical part in your code is...
var res:Float = 0
var ims:Float = 0
var result:DSPSplitComplex = DSPSplitComplex(realp: &res, imagp: &ims)
vDSP_zvmul(&kernel!, 1, &fft1Input, 1, &result, 1, vDSP_Length(r.count), 1)
vDSP_zvmul generates N (in your code N = vDSP_Length(r.count)) complex numbers, so you need to prepare a region which can hold N elements.
Once you call vDSP_zvmul with your current code, you break whole stack contents which causes what you have experienced:
In the debugger it seems that on the 2nd iteration of this loop, there
are no variables under the 'self' drop down.
You are hiding many parts of your code, so it is very hard to guess what you really want to do, but if I re-write your code in safer manner, it would be something like this:
func convolveInput(realsamples:[Float], imagsamples:[Float]) -> [Float]{
realResult = Array(repeating: [], count: filterbankReal.count)
imagResult = Array(repeating: [], count: filterbankReal.count)
let x = realsamples
let y = imagsamples
var N = x.count
var logN = 16
var fft1Setup = vDSP_create_fftsetup(UInt(logN), FFTRadix(FFT_RADIX2))!
var paddedLength = x.count + filterbankReal.count - 1
var halfPaddedLength = paddedLength/2
var halfKernelLength = kernelLength/2
//setup Complex Buffer 1
var reals = UnsafeMutableBufferPointer<Float>.allocate(capacity: x.count)
defer {reals.deallocate()}
var imags = UnsafeMutableBufferPointer<Float>.allocate(capacity: y.count)
defer {imags.deallocate()}
_ = reals.initialize(from: x)
_ = imags.initialize(from: y)
var complexBuffer1 = DSPSplitComplex(realp: reals.baseAddress!, imagp: imags.baseAddress!)
//Perform FFT on incoming samples
var re = UnsafeMutableBufferPointer<Float>.allocate(capacity: N)
defer {re.deallocate()}
var im = UnsafeMutableBufferPointer<Float>.allocate(capacity: N)
defer {im.deallocate()}
var fft1Input = DSPSplitComplex(realp: re.baseAddress!, imagp: im.baseAddress!)
let fftlength = 10
vDSP_fft_zop(fft1Setup, &complexBuffer1, 1, &fft1Input, 1, UInt(fftlength), Int32(FFT_FORWARD))
//Remove DC from FFT Signal
fft1Input = DSPSplitComplex(realp: re.baseAddress!+1, imagp: im.baseAddress!+1)
for i in 0..<self.fftfilterbankReal.count {
self.fftfilterbankReal[i].withUnsafeMutableBufferPointer {rBuf in
self.fftfilterbankImag[i].withUnsafeMutableBufferPointer {imBuf in
var kernel = DSPSplitComplex(realp: rBuf.baseAddress!, imagp: imBuf.baseAddress!)
var res = UnsafeMutableBufferPointer<Float>.allocate(capacity: rBuf.count)
defer {res.deallocate()}
var ims = UnsafeMutableBufferPointer<Float>.allocate(capacity: rBuf.count)
defer {ims.deallocate()}
var result:DSPSplitComplex = DSPSplitComplex(realp: res.baseAddress!, imagp: ims.baseAddress!)
vDSP_zvmul(&kernel, 1, &fft1Input, 1, &result, 1, vDSP_Length(rBuf.count), 1)
//vDSP_zvmul generates `N` complex numbers,
// I do not understand what you really want to do...
self.realResult[i].append(res[0])
self.imagResult[i].append(ims[0])
}
}
}
//...
}
There may be other parts to fix, but anyway, please try and see what you get.
Foreword: Boy, sifting through all this took me almost 2 hours, and it's still not even perfect, but boy is this much nicer. I hope it helps!
Your code is suffer massively because the Accelerate APIs are C APIs that are not adapted to take advantage of Swift features. You will have much more readable code if you make yourself some nice wrappers for the Accelerate API, which lets you tuck all the "Ugly stuff" away into a corner you seldom have to see or edit.
I did this by creating a new type, ComplexFloatArray, which is similar to DSPSplitComplex, but actually encapsulates and owns its buffers. This prevents the dangling buffers that DSPSplitComplex is susceptible to.
After dining the ComplexFloatArray types, it's time to define some wrappers for the the Accelerate functions you used. In this case, vDSP_zvmul and vDSP_fft_zop. Since C doesn't have tuples, returning multiple values from a C function usually requires that you use out-parameters, which are used pervasively in the Accelerate framework. We can re-design these as Swift functions with regular return types. These APIs are very naturally expressed as instance methods that operate on ComplexFloatArray, so we'll put them there.
Additionally, your code is made much more complex by its dependance on external state. Convolution is a function, there's no reason why it does anything besides taking in input (via parameters, and not via instance variables) and returns the result (via return value, and not via instance variables).
import Accelerate
class ComplexFloatArray {
var reals: [Float]
var imaginaries: [Float]
init(reals: [Float], imaginaries: [Float]) {
self.reals = reals
self.imaginaries = imaginaries
}
}
extension ComplexFloatArray { // Core features
var count: Int {
assert(reals.count == imaginaries.count)
return reals.count
}
static let stride = 1
func append(real: Float, imaginary: Float) {
self.reals.append(real)
self.imaginaries.append(imaginary)
}
func useAsDSPSplitComplex<R>(_ closure: (inout DSPSplitComplex) -> R) -> R {
return reals.withUnsafeMutableBufferPointer { realBufferPointer in
return imaginaries.withUnsafeMutableBufferPointer { imaginaryBufferPointer in
var dspSplitComplex = DSPSplitComplex(realp: realBufferPointer.baseAddress!, imagp: imaginaryBufferPointer.baseAddress!)
return closure(&dspSplitComplex)
}
}
}
}
extension ComplexFloatArray { // Convenience utilities
convenience init() {
self.init(reals: [], imaginaries: [])
}
static func zeros(count: Int) -> ComplexFloatArray {
return ComplexFloatArray(reals: Array(repeating: 0, count: count), imaginaries:Array(repeating: 0, count: count))
}
}
extension ComplexFloatArray { // Vector multiplciation extensions
enum ComplexMultiplicationType: Int32 { case normal = 1, conjugate = -1 }
func complexMultiply(
with other: ComplexFloatArray,
multiplicationType: ComplexMultiplicationType = .normal
) -> ComplexFloatArray {
assert(self.count == other.count, "Multiplied vectors must have the same size!")
let result = ComplexFloatArray.zeros(count: self.count)
self.useAsDSPSplitComplex { selfPointer in
other.useAsDSPSplitComplex { otherPointer in
result.useAsDSPSplitComplex { resultPointer in
vDSP_zvmul(
&selfPointer, ComplexFloatArray.stride,
&otherPointer, ComplexFloatArray.stride,
&resultPointer, ComplexFloatArray.stride, vDSP_Length(result.count),
multiplicationType.rawValue)
}
}
}
return result
}
}
extension ComplexFloatArray { // FFT extensions
enum FourierTransformDirection: Int32 { case forward = 1, inverse = -1 }
//TODO: name log2n label better
func outOfPlaceComplexFourierTransform(
setup: FFTSetup,
resultSize: Int,
log2n: UInt,
direction: FourierTransformDirection
) -> ComplexFloatArray {
let result = ComplexFloatArray.zeros(count: resultSize)
self.useAsDSPSplitComplex { selfPointer in
result.useAsDSPSplitComplex{ resultPointer in
vDSP_fft_zop(
setup,
&selfPointer, ComplexFloatArray.stride,
&resultPointer, ComplexFloatArray.stride,
log2n,
direction.rawValue
)
}
}
return result
}
}
extension FFTSetup {
enum FourierTransformRadix: Int32 {
case radix2 = 0, radix3 = 1, radix5 = 2
// Static let constants are only initialized once
// This function's intent to to make sure this enum stays in sync with the raw constants the Accelerate framework uses
static let assertRawValuesAreCorrect: Void = {
func assertRawValue(for actual: FourierTransformRadix, isEqualTo expected: Int) {
assert(actual.rawValue == expected, "\(actual) has a rawValue of \(actual.rawValue), but expected \(expected).")
}
assertRawValue(for: .radix2, isEqualTo: kFFTRadix2)
assertRawValue(for: .radix3, isEqualTo: kFFTRadix3)
assertRawValue(for: .radix5, isEqualTo: kFFTRadix5)
}()
}
init(log2n: Int, _ radix: FourierTransformRadix) {
_ = FourierTransformRadix.assertRawValuesAreCorrect
guard let setup = vDSP_create_fftsetup(vDSP_Length(log2n), FFTRadix(radix.rawValue)) else {
fatalError("vDSP_create_fftsetup(\(log2n), \(radix)) returned nil")
}
self = setup
}
}
struct NameMe {
// I don't know what this is, but if it can somehow be removed,
// the whole convolveInput method could be moved into an extension on ComplexFloatArray.
var fftFilterBank: [ComplexFloatArray]
func convolve(samples: ComplexFloatArray) -> [ComplexFloatArray] {
// TODO: rework reimplement this code to remove the DC from samples, and add it back in
// //Remove DC from FFT Signal
// re.remove(at: 0)
// im.remove(at: 0)
let fftlength: UInt = 10 // Todo: what is this, exactly?
let fft1Input = samples.outOfPlaceComplexFourierTransform( // Rename me to something better
setup: FFTSetup(log2n: 16, .radix2),
resultSize: samples.count,
log2n: fftlength,
direction: .forward
)
return self.fftFilterBank.map { kernel in kernel.complexMultiply(with: fft1Input) }
}
// Stub for compatibility with the old API. Deprecate it and move to the
// `convolve(samples: ComplexFloatArray) -> [ComplexFloatArray]` as soon as possible.
func convolveInput(realsamples: [Float], imagsamples: [Float]) -> [ComplexFloatArray] {
return self.convolve(samples: ComplexFloatArray(reals: realsamples, imaginaries: imagsamples))
}
}
I have some notes along the way
This function is WAAAAAAAAAAAY too long. If you have a function that's over 10 lines long, there's a fairly strong indicator that it's growing too large, does to many things, and could benefit from being broken down into simpler steps.
You have lots of redundant variables. You don't need more than 1 copy of any given immutable value. You have all these different names, referring to the same thing, which just complicates things. There might be an argument to be made that this can be useful if the new names have significance, but names like x, y, re, im are near-useless in their communicative ability, and should almost-always be avoided entirely.
Arrays are value types with Copy-on-Write. You can make copies of them by simply assigning to them to a new variable, so code like:
var reals = [Float]()
var imags = [Float]()
for i in 0..<x.count{
reals.append(x[i])
imags.append(y[i])
}
Is both slow, and visually cumbersome. This could be simply: let (reals, imags) = (x, y). But again, these copies are unnecessary (as are x and y). Remove them, and just use realsamples and imagsamples directly.
When you find yourself frequently passing multiple pieces of data together, that's a very strong indication that you should define a new aggregate type to wrap them. For example, if you're passing two Array<Float> to represent complex vectors, you should define a ComplexVector type. This can let you enforce invariants (e.g. there are always as many real values as imaginary values), and add convenient operations (e.g. a func append(real: Float, imaginary: Float), which operates on both simultaneously, ensuring you can never forget to append to one of the arrays).
In closing,
There's a lot going on here, so I can't possible pre-empt every question and explain it ahead of time. I encourage you to take some time, read through this, and feel free to ask me any follow up questions.
I suspect I've made mistakes during my refactor (because I had no test cases to work with), but the code is modular enough that it should be very simple to isolate and fix and bugs.

Looping Through Arrays of Structs in AudioKit

I'm trying to create MIDI content for sequencer playback by using an array of structs. Each struct creates a 'measure', and each measure has properties of location, numberOfBeats, and tempo. I'd like to loop through each measure for each beat within the measure, and play one of two MIDI notes based on whether the beat is the first in the measure or not.
The code below will print correctly (click1, click 2, click2, click1, click 2, click1, click2, click2), however the MIDI content (attached to a wav) will only play once through and not advance to the next measure in the array. I've been trying to get the func to work it's way sequentially through the array of measures using a variety of loop types, but can't get it to progress correctly. Thanks!
import UIKit
import AudioKit
class ViewController: UIViewController {
let sequencer = AKSequencer ()
var metronomeTrack1: AKMusicTrack!
var metronomeTrack2: AKMusicTrack!
let click1 = AKMIDISampler()
let click2 = AKMIDISampler ()
func setupTracks() {
metronomeTrack1 = sequencer.newTrack()
metronomeTrack1?.setMIDIOutput(click1.midiIn)
metronomeTrack2 = sequencer.newTrack()
metronomeTrack2?.setMIDIOutput(click2.midiIn)
}
struct Measure {
var location : Int
var numberOfBeats : Int
var tempo : Int
}
var measureOne = Measure(location: 1, numberOfBeats: 4, tempo: 100)
var measureTwo = Measure(location: 2, numberOfBeats: 2, tempo: 100)
var measureThree = Measure(location: 3, numberOfBeats: 4, tempo: 100)
var arrayIndex = [Measure]()
//Variables to track location through loops
var arrayLocator = 0
var beatWatcher = 0
func playMeasures () {
for _ in arrayIndex {
for beats in 0...(arrayIndex[arrayLocator].numberOfBeats - 1) {
if beatWatcher == 0 {
metronomeTrack1?.add(noteNumber: 60, velocity: 100, position: AKDuration(beats: Double(beats)), duration: AKDuration(beats: 1))
print("click1")
beatWatcher += 1
} else {
metronomeTrack2?.add(noteNumber: 60, velocity: 100, position: AKDuration(beats: Double(beats)), duration: AKDuration(beats: 1))
print("click2")
beatWatcher += 1
if beatWatcher == (arrayIndex[arrayLocator].numberOfBeats) {
beatWatcher = 0
arrayLocator += 1
}
}
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
arrayIndex = [measureOne, measureTwo, measureThree]
metronomeTrack1?.clear()
metronomeTrack2?.clear()
sequencer.setLength(AKDuration(beats: 100))
AudioKit.output = click1
AudioKit.output = click2
setupTracks()
try! click1.loadWav("blockhigh")
try! click2.loadWav("blocklow")
playMeasures()
sequencer.play()
try!AudioKit.start()
}
}
After further research; looks like using stride is the best way to work through the loops, and the "position" in each MIDI track needs to increment by 1 each loop to get added to the sequence in proper order.

"Attemped to add a SKNode which already has a parent:" in Repeat Loop. Any simple work around?

I am pretty Newbie to programming. And I am trying to pile up the random blocks dynamically till it hits the upper frame. But it seems that Swift doesn't let me to do so. Did I miss anything please? Any input are appreciated.
let blocks =[block1,block2,block3,block4,block5,block6,block7,block8,block9,block10,block11,block12]
var block:SKSpriteNode!
let blockX:Double = 0.0
var blockY:Double = -(self.size.height/2)
repeat{
block = blocks.randomBlock()
block.zPosition = 2
block.position = CGPoint(x:blockX, y:blockY)
block.size.height = 50
block.size.width = 50
self.addChild(block)
blockY += 50
} while( block.position.y < self.size.height)
extension Array {
func randomBlock()-> Element {
let randint = Int(arc4random_uniform(UInt32(self.count)))
return self[randint]
}
}
you need to have someway of tracking which blocks have been selected and ensure that they don't get selected again. The method below uses an array to store the indexes of selected blocks and then uses recursion to find a cycle through until an unused match is found.
private var usedBlocks = [Int]()
func randomBlock() -> Int {
guard usedBlocks.count != blocks.count else { return -1 }
let random = Int(arc4random_uniform(UInt32(blocks.count)))
if usedBlocks.contains(random) {
return randomBlock()
}
usedBlocks.append(random)
return random
}
in your loop change your initializer to
let index = randomBlock()
if index > -1 {
block = blocks[index]
block.zPosition = 2
block.position = CGPoint(x:blockX, y:blockY)
}
remember that if you restart the game or start a new level, etc. you must clear all of the objects from usedBlocks
usedBlocks.removeAll()

Swift: second occurrence with indexOf

let numbers = [1,3,4,5,5,9,0,1]
To find the first 5, use:
numbers.indexOf(5)
How do I find the second occurence?
List item
You can perform another search for the index of element at the remaining array slice as follow:
edit/update: Swift 5.2 or later
extension Collection where Element: Equatable {
/// Returns the second index where the specified value appears in the collection.
func secondIndex(of element: Element) -> Index? {
guard let index = firstIndex(of: element) else { return nil }
return self[self.index(after: index)...].firstIndex(of: element)
}
}
extension Collection {
/// Returns the second index in which an element of the collection satisfies the given predicate.
func secondIndex(where predicate: (Element) throws -> Bool) rethrows -> Index? {
guard let index = try firstIndex(where: predicate) else { return nil }
return try self[self.index(after: index)...].firstIndex(where: predicate)
}
}
Testing:
let numbers = [1,3,4,5,5,9,0,1]
if let index = numbers.secondIndex(of: 5) {
print(index) // "4\n"
} else {
print("not found")
}
if let index = numbers.secondIndex(where: { $0.isMultiple(of: 3) }) {
print(index) // "5\n"
} else {
print("not found")
}
Once you've found the first occurrence, you can use indexOf on the remaining slice of the array to locate the second occurrence:
let numbers = [1,3,4,5,5,9,0,1]
if let firstFive = numbers.indexOf(5) { // 3
let secondFive = numbers[firstFive+1..<numbers.count].indexOf(5) // 4
}
I don't think you can do it with indexOf. Instead you'll have to use a for-loop. A shorthand version:
let numbers = [1,3,4,5,5,9,0,1]
var indexes = [Int]()
numbers.enumerate().forEach { if $0.element == 5 { indexes += [$0.index] } }
print(indexes) // [3, 4]
Here's a general use extension of Array that will work for finding the nth element of a kind in any array:
extension Array where Element: Equatable {
// returns nil if there is no nth occurence
// or the index of the nth occurence if there is
func findNthIndexOf(n: Int, thing: Element) -> Int? {
guard n > 0 else { return nil }
var count = 0
for (index, item) in enumerate() where item == thing {
count += 1
if count == n {
return index
}
}
return nil
}
}
let numbers = [1,3,4,5,5,9,0]
numbers.findNthIndexOf(2, thing: 5) // returns 4
EDIT: as per #davecom's comment, I've included a similar but slightly more complex solution at the bottom of the answer.
I see a couple of good solutions here, especially considering the limitations the relatively new language of Swift. There is a really concise way to do it too, but beware...it is rather quick-and-dirty. May not be the perfect solution, but it is pretty quick. Also very versatile (not to brag).
extension Array where Element: Equatable {
func indexes(search: Element) -> [Int] {
return enumerate().reduce([Int]()) { $1.1 == search ? $0 + [$1.0] : $0 }
}
}
Using this extension, you could access the second index as follows:
let numbers = [1, 3, 4, 5, 5, 9, 0, 1]
let indexesOf5 = numbers.indexes(5) // [3, 4]
indexesOf5[1] // 4
And you're done!
Basically, the method works like this: enumerate() maps the array to tuples including the index of each element with the element itself. In this case, [1, 3, 4, 5, 5, 9, 0, 1].enumerate() returns a collection of the type EnumerateSequence<Array<Int>> which, translated to an Integer array, returns [(0,1), (1,3), (2,4), (3,5), (4,5), (5,9), (6,0), (7,1)].
The rest of the work is done using reduce (called 'inject' in some languages), which is an extremely powerful tool that many coders are not familiar with. If the reader is among those coders, I'd recommend checking out this article regarding use of the function in JS (keep in mind the placement of the non-block argument passed in is inputted after the block in JS, rather than before as seen here).
Thanks for reading.
P.S. not to be too long-winded on this relatively simple solution, but if the syntax for the indexes method shown above is a bit too quick-and-dirty, you could try something like this in the method body, where the closure's parameters are expanded for a bit more clarity:
return enumerate().reduce([Int]()) { memo, element in
element.1 == search ? memo + [element.0] : memo
}
EDIT: Here's another option that allows the implementer to scan for a specific "index at index" (e.g. the second occurrence of 5) for a more efficient solution.
extension Array where Element: Equatable {
func nIndex(search: Element, n: Int) -> Int? {
let info = enumerate().reduce((count: 0, index: 0), combine: { memo, element in
memo.count < n && element.1 == search ? (count: memo.count + 1, index: element.0) : memo
})
return info.count == n ? info.index : nil
}
}
[1, 3, 4, 5, 5, 9, 0, 1].nIndex(5, n: 2) // 4
[1, 3, 4, 5, 5, 9, 0, 1].nIndex(5, n: 3) // nil
The new method still iterates over the entire array, but is much more efficient due to the lack of "array-building" in the previous method. That performance hit would be negligible with the 8-object array used for the majority. But consider a list of 10,000 random numbers from 0 to 99:
let randomNumbers = (1...10000).map{_ in Int(rand() % 100)}
let indexes = randomNumbers.indexes(93) // count -> 100 (in my first run)
let index1 = indexes[1] // 238
// executed in 29.6603130102158 sec
let index2 = randomNumbers.nIndex(93, n: 2) // 238
// executed in 3.82625496387482 sec
As can be seen, this new method is considerably faster with the (very) large dataset; it is a bit more cumbersome and confusing though, so depending on your application, you may prefer the simpler solution, or a different one entirely.
(Again) thanks for reading.
extension Collection where Element: Equatable {
func nth(occurance: Int, of element: Element) -> Index? {
var level : Int = occurance
var position = self.startIndex
while let index = self[position...].index(of: element) {
level -= 1
guard level >= 0 else { return nil }
guard level != 0 else { return index }
position = self.index(after: index)
}
return nil
}
}