Mix two audio files in swift with different start point entry





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I'm trying to mix two audio files in swift AVFoundations. I have a solution that mixes two audio and plays them simultaneously. What I really want is to start the second audio after some time. For example audio 1 plays then second audio starts playing after 10(given time) seconds. Any help is appreciated. Thanks in advance.



private var audioFiles: Array<String>
private var audioEngine: AVAudioEngine = AVAudioEngine()
private var mixer: AVAudioMixerNode = AVAudioMixerNode()

func Play() {
// do work in a background thread
DispatchQueue.global(qos: .background).async {
self.audioEngine.attach(self.mixer)
self.audioEngine.connect(self.mixer, to: self.audioEngine.outputNode, format: nil)
// !important - start the engine *before* setting up the player nodes
try! self.audioEngine.start()

let fileManager = FileManager.default
for audioFile in self.audioFiles {
// Create and attach the audioPlayer node for this file
let audioPlayer = AVAudioPlayerNode()
self.audioEngine.attach(audioPlayer)
// Notice the output is the mixer in this case
self.audioEngine.connect(audioPlayer, to: self.mixer, format: nil)
let fileUrl = NSURL.init(fileURLWithPath: fileName.removingPercentEncoding!)
var file : AVAudioFile

// We should probably check if the file exists here ¯_(ツ)_/¯
try! AVAudioFile.init(forReading: fileUrl.absoluteURL!)

audioPlayer.scheduleFile(file, at: nil, completionHandler: nil)
audioPlayer.play(at: nil)
}
}
}









share|improve this question





























    0















    I'm trying to mix two audio files in swift AVFoundations. I have a solution that mixes two audio and plays them simultaneously. What I really want is to start the second audio after some time. For example audio 1 plays then second audio starts playing after 10(given time) seconds. Any help is appreciated. Thanks in advance.



    private var audioFiles: Array<String>
    private var audioEngine: AVAudioEngine = AVAudioEngine()
    private var mixer: AVAudioMixerNode = AVAudioMixerNode()

    func Play() {
    // do work in a background thread
    DispatchQueue.global(qos: .background).async {
    self.audioEngine.attach(self.mixer)
    self.audioEngine.connect(self.mixer, to: self.audioEngine.outputNode, format: nil)
    // !important - start the engine *before* setting up the player nodes
    try! self.audioEngine.start()

    let fileManager = FileManager.default
    for audioFile in self.audioFiles {
    // Create and attach the audioPlayer node for this file
    let audioPlayer = AVAudioPlayerNode()
    self.audioEngine.attach(audioPlayer)
    // Notice the output is the mixer in this case
    self.audioEngine.connect(audioPlayer, to: self.mixer, format: nil)
    let fileUrl = NSURL.init(fileURLWithPath: fileName.removingPercentEncoding!)
    var file : AVAudioFile

    // We should probably check if the file exists here ¯_(ツ)_/¯
    try! AVAudioFile.init(forReading: fileUrl.absoluteURL!)

    audioPlayer.scheduleFile(file, at: nil, completionHandler: nil)
    audioPlayer.play(at: nil)
    }
    }
    }









    share|improve this question

























      0












      0








      0








      I'm trying to mix two audio files in swift AVFoundations. I have a solution that mixes two audio and plays them simultaneously. What I really want is to start the second audio after some time. For example audio 1 plays then second audio starts playing after 10(given time) seconds. Any help is appreciated. Thanks in advance.



      private var audioFiles: Array<String>
      private var audioEngine: AVAudioEngine = AVAudioEngine()
      private var mixer: AVAudioMixerNode = AVAudioMixerNode()

      func Play() {
      // do work in a background thread
      DispatchQueue.global(qos: .background).async {
      self.audioEngine.attach(self.mixer)
      self.audioEngine.connect(self.mixer, to: self.audioEngine.outputNode, format: nil)
      // !important - start the engine *before* setting up the player nodes
      try! self.audioEngine.start()

      let fileManager = FileManager.default
      for audioFile in self.audioFiles {
      // Create and attach the audioPlayer node for this file
      let audioPlayer = AVAudioPlayerNode()
      self.audioEngine.attach(audioPlayer)
      // Notice the output is the mixer in this case
      self.audioEngine.connect(audioPlayer, to: self.mixer, format: nil)
      let fileUrl = NSURL.init(fileURLWithPath: fileName.removingPercentEncoding!)
      var file : AVAudioFile

      // We should probably check if the file exists here ¯_(ツ)_/¯
      try! AVAudioFile.init(forReading: fileUrl.absoluteURL!)

      audioPlayer.scheduleFile(file, at: nil, completionHandler: nil)
      audioPlayer.play(at: nil)
      }
      }
      }









      share|improve this question














      I'm trying to mix two audio files in swift AVFoundations. I have a solution that mixes two audio and plays them simultaneously. What I really want is to start the second audio after some time. For example audio 1 plays then second audio starts playing after 10(given time) seconds. Any help is appreciated. Thanks in advance.



      private var audioFiles: Array<String>
      private var audioEngine: AVAudioEngine = AVAudioEngine()
      private var mixer: AVAudioMixerNode = AVAudioMixerNode()

      func Play() {
      // do work in a background thread
      DispatchQueue.global(qos: .background).async {
      self.audioEngine.attach(self.mixer)
      self.audioEngine.connect(self.mixer, to: self.audioEngine.outputNode, format: nil)
      // !important - start the engine *before* setting up the player nodes
      try! self.audioEngine.start()

      let fileManager = FileManager.default
      for audioFile in self.audioFiles {
      // Create and attach the audioPlayer node for this file
      let audioPlayer = AVAudioPlayerNode()
      self.audioEngine.attach(audioPlayer)
      // Notice the output is the mixer in this case
      self.audioEngine.connect(audioPlayer, to: self.mixer, format: nil)
      let fileUrl = NSURL.init(fileURLWithPath: fileName.removingPercentEncoding!)
      var file : AVAudioFile

      // We should probably check if the file exists here ¯_(ツ)_/¯
      try! AVAudioFile.init(forReading: fileUrl.absoluteURL!)

      audioPlayer.scheduleFile(file, at: nil, completionHandler: nil)
      audioPlayer.play(at: nil)
      }
      }
      }






      ios swift cocoa cocoa-touch avfoundation






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      asked Nov 16 '18 at 15:48









      AbhiAbhi

      15613




      15613
























          3 Answers
          3






          active

          oldest

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          3














          You should use scheduleSegment.



          func scheduleWithOffset(_ offset: TimeInterval) {

          let samplerate1 = file1.processingFormat.sampleRate
          player1.scheduleSegment(file1,
          startingFrame: 0,
          frameCount: AVAudioFrameCount(file1.length),
          at: AVAudioTime(sampleTime: 0, atRate: samplerate1))

          let samplerate2 = file2.processingFormat.sampleRate
          player2.scheduleSegment(file2,
          startingFrame: 0,
          frameCount: AVAudioFrameCount(file2.length),
          at: AVAudioTime(sampleTime: AVAudioFramePosition(offset * samplerate2), atRate: samplerate2))

          //This can take an indeterminate amount of time, so both files should be prepared before either starts.
          player1.prepare(withFrameCount: 8192)
          player2.prepare(withFrameCount: 8192)

          // Start the files at common time slightly in the future to ensure a synchronous start.
          let hostTimeNow = mach_absolute_time()
          let hostTimeFuture = hostTimeNow + AVAudioTime.hostTime(forSeconds: 0.2);
          let startTime = AVAudioTime(hostTime: hostTimeFuture)

          player1.play(at: startTime)
          player2.play(at: startTime)
          }





          share|improve this answer

































            1














            I don't personally have experience with AVAudioEngine or AVAudioMixerNode, however, you can do this with Timer.



            You currently have audioPlayer.play(at: nil), however, this will always play immediately after establishing this player. What I would do, or try to do, is apply some kind of timer to this.



            var timeAfter = 10
            var timer = NSTimer.scheduledTimerWithInterval(timeAfter, target: self, selector: #selector(playAudio), userInfo: audioPlayer, repeats: false)


            which would replace



            audioPlayer.play(at: nil)


            Then you would add the function of the timer to play the audio.



            func playAudio(timer:NSTimer){
            var audioPlayer = timer.userInfo as AVAudioPlayerNode
            audioPlayer.play()
            }





            share|improve this answer































              1














              You may add another playerNode to the mixer and then play it after delay like this :



                  let audioPlayer2 = AVAudioPlayerNode()
              self.audioEngine.attach(audioPlayer2)
              self.audioEngine.connect(audioPlayer2, to: self.mixer, format: nil)
              var file2 : AVAudioFile = try! AVAudioFile.init(forReading: fileUrl2!)
              func delayTime(_ delayTime : TimeInterval) -> AVAudioTime{
              let outputFormat = audioPlayer2.outputFormat(forBus: 0)
              let startSampleTime = (audioPlayer2.lastRenderTime ?? AVAudioTime()).sampleTime + Int64(Double(delayTime) * outputFormat.sampleRate);
              return AVAudioTime(sampleTime: startSampleTime, atRate: outputFormat.sampleRate)
              }
              audioPlayer2.scheduleFile(file2, at: nil, completionHandler: nil)
              audioPlayer2.play(at: delayTime(3.0))


              You can also hook a sampleDelay AU between node2 and mixer. That makes things easier without programming manually.






              share|improve this answer


























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                3 Answers
                3






                active

                oldest

                votes








                3 Answers
                3






                active

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                active

                oldest

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                active

                oldest

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                3














                You should use scheduleSegment.



                func scheduleWithOffset(_ offset: TimeInterval) {

                let samplerate1 = file1.processingFormat.sampleRate
                player1.scheduleSegment(file1,
                startingFrame: 0,
                frameCount: AVAudioFrameCount(file1.length),
                at: AVAudioTime(sampleTime: 0, atRate: samplerate1))

                let samplerate2 = file2.processingFormat.sampleRate
                player2.scheduleSegment(file2,
                startingFrame: 0,
                frameCount: AVAudioFrameCount(file2.length),
                at: AVAudioTime(sampleTime: AVAudioFramePosition(offset * samplerate2), atRate: samplerate2))

                //This can take an indeterminate amount of time, so both files should be prepared before either starts.
                player1.prepare(withFrameCount: 8192)
                player2.prepare(withFrameCount: 8192)

                // Start the files at common time slightly in the future to ensure a synchronous start.
                let hostTimeNow = mach_absolute_time()
                let hostTimeFuture = hostTimeNow + AVAudioTime.hostTime(forSeconds: 0.2);
                let startTime = AVAudioTime(hostTime: hostTimeFuture)

                player1.play(at: startTime)
                player2.play(at: startTime)
                }





                share|improve this answer






























                  3














                  You should use scheduleSegment.



                  func scheduleWithOffset(_ offset: TimeInterval) {

                  let samplerate1 = file1.processingFormat.sampleRate
                  player1.scheduleSegment(file1,
                  startingFrame: 0,
                  frameCount: AVAudioFrameCount(file1.length),
                  at: AVAudioTime(sampleTime: 0, atRate: samplerate1))

                  let samplerate2 = file2.processingFormat.sampleRate
                  player2.scheduleSegment(file2,
                  startingFrame: 0,
                  frameCount: AVAudioFrameCount(file2.length),
                  at: AVAudioTime(sampleTime: AVAudioFramePosition(offset * samplerate2), atRate: samplerate2))

                  //This can take an indeterminate amount of time, so both files should be prepared before either starts.
                  player1.prepare(withFrameCount: 8192)
                  player2.prepare(withFrameCount: 8192)

                  // Start the files at common time slightly in the future to ensure a synchronous start.
                  let hostTimeNow = mach_absolute_time()
                  let hostTimeFuture = hostTimeNow + AVAudioTime.hostTime(forSeconds: 0.2);
                  let startTime = AVAudioTime(hostTime: hostTimeFuture)

                  player1.play(at: startTime)
                  player2.play(at: startTime)
                  }





                  share|improve this answer




























                    3












                    3








                    3







                    You should use scheduleSegment.



                    func scheduleWithOffset(_ offset: TimeInterval) {

                    let samplerate1 = file1.processingFormat.sampleRate
                    player1.scheduleSegment(file1,
                    startingFrame: 0,
                    frameCount: AVAudioFrameCount(file1.length),
                    at: AVAudioTime(sampleTime: 0, atRate: samplerate1))

                    let samplerate2 = file2.processingFormat.sampleRate
                    player2.scheduleSegment(file2,
                    startingFrame: 0,
                    frameCount: AVAudioFrameCount(file2.length),
                    at: AVAudioTime(sampleTime: AVAudioFramePosition(offset * samplerate2), atRate: samplerate2))

                    //This can take an indeterminate amount of time, so both files should be prepared before either starts.
                    player1.prepare(withFrameCount: 8192)
                    player2.prepare(withFrameCount: 8192)

                    // Start the files at common time slightly in the future to ensure a synchronous start.
                    let hostTimeNow = mach_absolute_time()
                    let hostTimeFuture = hostTimeNow + AVAudioTime.hostTime(forSeconds: 0.2);
                    let startTime = AVAudioTime(hostTime: hostTimeFuture)

                    player1.play(at: startTime)
                    player2.play(at: startTime)
                    }





                    share|improve this answer















                    You should use scheduleSegment.



                    func scheduleWithOffset(_ offset: TimeInterval) {

                    let samplerate1 = file1.processingFormat.sampleRate
                    player1.scheduleSegment(file1,
                    startingFrame: 0,
                    frameCount: AVAudioFrameCount(file1.length),
                    at: AVAudioTime(sampleTime: 0, atRate: samplerate1))

                    let samplerate2 = file2.processingFormat.sampleRate
                    player2.scheduleSegment(file2,
                    startingFrame: 0,
                    frameCount: AVAudioFrameCount(file2.length),
                    at: AVAudioTime(sampleTime: AVAudioFramePosition(offset * samplerate2), atRate: samplerate2))

                    //This can take an indeterminate amount of time, so both files should be prepared before either starts.
                    player1.prepare(withFrameCount: 8192)
                    player2.prepare(withFrameCount: 8192)

                    // Start the files at common time slightly in the future to ensure a synchronous start.
                    let hostTimeNow = mach_absolute_time()
                    let hostTimeFuture = hostTimeNow + AVAudioTime.hostTime(forSeconds: 0.2);
                    let startTime = AVAudioTime(hostTime: hostTimeFuture)

                    player1.play(at: startTime)
                    player2.play(at: startTime)
                    }






                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited Nov 19 '18 at 1:01

























                    answered Nov 19 '18 at 0:51









                    dave234dave234

                    3,66511023




                    3,66511023

























                        1














                        I don't personally have experience with AVAudioEngine or AVAudioMixerNode, however, you can do this with Timer.



                        You currently have audioPlayer.play(at: nil), however, this will always play immediately after establishing this player. What I would do, or try to do, is apply some kind of timer to this.



                        var timeAfter = 10
                        var timer = NSTimer.scheduledTimerWithInterval(timeAfter, target: self, selector: #selector(playAudio), userInfo: audioPlayer, repeats: false)


                        which would replace



                        audioPlayer.play(at: nil)


                        Then you would add the function of the timer to play the audio.



                        func playAudio(timer:NSTimer){
                        var audioPlayer = timer.userInfo as AVAudioPlayerNode
                        audioPlayer.play()
                        }





                        share|improve this answer




























                          1














                          I don't personally have experience with AVAudioEngine or AVAudioMixerNode, however, you can do this with Timer.



                          You currently have audioPlayer.play(at: nil), however, this will always play immediately after establishing this player. What I would do, or try to do, is apply some kind of timer to this.



                          var timeAfter = 10
                          var timer = NSTimer.scheduledTimerWithInterval(timeAfter, target: self, selector: #selector(playAudio), userInfo: audioPlayer, repeats: false)


                          which would replace



                          audioPlayer.play(at: nil)


                          Then you would add the function of the timer to play the audio.



                          func playAudio(timer:NSTimer){
                          var audioPlayer = timer.userInfo as AVAudioPlayerNode
                          audioPlayer.play()
                          }





                          share|improve this answer


























                            1












                            1








                            1







                            I don't personally have experience with AVAudioEngine or AVAudioMixerNode, however, you can do this with Timer.



                            You currently have audioPlayer.play(at: nil), however, this will always play immediately after establishing this player. What I would do, or try to do, is apply some kind of timer to this.



                            var timeAfter = 10
                            var timer = NSTimer.scheduledTimerWithInterval(timeAfter, target: self, selector: #selector(playAudio), userInfo: audioPlayer, repeats: false)


                            which would replace



                            audioPlayer.play(at: nil)


                            Then you would add the function of the timer to play the audio.



                            func playAudio(timer:NSTimer){
                            var audioPlayer = timer.userInfo as AVAudioPlayerNode
                            audioPlayer.play()
                            }





                            share|improve this answer













                            I don't personally have experience with AVAudioEngine or AVAudioMixerNode, however, you can do this with Timer.



                            You currently have audioPlayer.play(at: nil), however, this will always play immediately after establishing this player. What I would do, or try to do, is apply some kind of timer to this.



                            var timeAfter = 10
                            var timer = NSTimer.scheduledTimerWithInterval(timeAfter, target: self, selector: #selector(playAudio), userInfo: audioPlayer, repeats: false)


                            which would replace



                            audioPlayer.play(at: nil)


                            Then you would add the function of the timer to play the audio.



                            func playAudio(timer:NSTimer){
                            var audioPlayer = timer.userInfo as AVAudioPlayerNode
                            audioPlayer.play()
                            }






                            share|improve this answer












                            share|improve this answer



                            share|improve this answer










                            answered Nov 16 '18 at 17:07









                            impression7vximpression7vx

                            52411038




                            52411038























                                1














                                You may add another playerNode to the mixer and then play it after delay like this :



                                    let audioPlayer2 = AVAudioPlayerNode()
                                self.audioEngine.attach(audioPlayer2)
                                self.audioEngine.connect(audioPlayer2, to: self.mixer, format: nil)
                                var file2 : AVAudioFile = try! AVAudioFile.init(forReading: fileUrl2!)
                                func delayTime(_ delayTime : TimeInterval) -> AVAudioTime{
                                let outputFormat = audioPlayer2.outputFormat(forBus: 0)
                                let startSampleTime = (audioPlayer2.lastRenderTime ?? AVAudioTime()).sampleTime + Int64(Double(delayTime) * outputFormat.sampleRate);
                                return AVAudioTime(sampleTime: startSampleTime, atRate: outputFormat.sampleRate)
                                }
                                audioPlayer2.scheduleFile(file2, at: nil, completionHandler: nil)
                                audioPlayer2.play(at: delayTime(3.0))


                                You can also hook a sampleDelay AU between node2 and mixer. That makes things easier without programming manually.






                                share|improve this answer






























                                  1














                                  You may add another playerNode to the mixer and then play it after delay like this :



                                      let audioPlayer2 = AVAudioPlayerNode()
                                  self.audioEngine.attach(audioPlayer2)
                                  self.audioEngine.connect(audioPlayer2, to: self.mixer, format: nil)
                                  var file2 : AVAudioFile = try! AVAudioFile.init(forReading: fileUrl2!)
                                  func delayTime(_ delayTime : TimeInterval) -> AVAudioTime{
                                  let outputFormat = audioPlayer2.outputFormat(forBus: 0)
                                  let startSampleTime = (audioPlayer2.lastRenderTime ?? AVAudioTime()).sampleTime + Int64(Double(delayTime) * outputFormat.sampleRate);
                                  return AVAudioTime(sampleTime: startSampleTime, atRate: outputFormat.sampleRate)
                                  }
                                  audioPlayer2.scheduleFile(file2, at: nil, completionHandler: nil)
                                  audioPlayer2.play(at: delayTime(3.0))


                                  You can also hook a sampleDelay AU between node2 and mixer. That makes things easier without programming manually.






                                  share|improve this answer




























                                    1












                                    1








                                    1







                                    You may add another playerNode to the mixer and then play it after delay like this :



                                        let audioPlayer2 = AVAudioPlayerNode()
                                    self.audioEngine.attach(audioPlayer2)
                                    self.audioEngine.connect(audioPlayer2, to: self.mixer, format: nil)
                                    var file2 : AVAudioFile = try! AVAudioFile.init(forReading: fileUrl2!)
                                    func delayTime(_ delayTime : TimeInterval) -> AVAudioTime{
                                    let outputFormat = audioPlayer2.outputFormat(forBus: 0)
                                    let startSampleTime = (audioPlayer2.lastRenderTime ?? AVAudioTime()).sampleTime + Int64(Double(delayTime) * outputFormat.sampleRate);
                                    return AVAudioTime(sampleTime: startSampleTime, atRate: outputFormat.sampleRate)
                                    }
                                    audioPlayer2.scheduleFile(file2, at: nil, completionHandler: nil)
                                    audioPlayer2.play(at: delayTime(3.0))


                                    You can also hook a sampleDelay AU between node2 and mixer. That makes things easier without programming manually.






                                    share|improve this answer















                                    You may add another playerNode to the mixer and then play it after delay like this :



                                        let audioPlayer2 = AVAudioPlayerNode()
                                    self.audioEngine.attach(audioPlayer2)
                                    self.audioEngine.connect(audioPlayer2, to: self.mixer, format: nil)
                                    var file2 : AVAudioFile = try! AVAudioFile.init(forReading: fileUrl2!)
                                    func delayTime(_ delayTime : TimeInterval) -> AVAudioTime{
                                    let outputFormat = audioPlayer2.outputFormat(forBus: 0)
                                    let startSampleTime = (audioPlayer2.lastRenderTime ?? AVAudioTime()).sampleTime + Int64(Double(delayTime) * outputFormat.sampleRate);
                                    return AVAudioTime(sampleTime: startSampleTime, atRate: outputFormat.sampleRate)
                                    }
                                    audioPlayer2.scheduleFile(file2, at: nil, completionHandler: nil)
                                    audioPlayer2.play(at: delayTime(3.0))


                                    You can also hook a sampleDelay AU between node2 and mixer. That makes things easier without programming manually.







                                    share|improve this answer














                                    share|improve this answer



                                    share|improve this answer








                                    edited Nov 16 '18 at 20:14

























                                    answered Nov 16 '18 at 20:01









                                    E.ComsE.Coms

                                    3,4292416




                                    3,4292416






























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