Decoding frames with VTDecompressionSessionDecodeFrame fails with 12909 error - ios

I'm trying to decode CMSampleBuffer so I can analyze their pixel data.
I keep getting error 12909 when I call VTDecompressionSessionDecodeFrame. This is all very new to me - any ideas where might be the problem?
Here's my code:
func decode(sampleBuffer: CMSampleBuffer) {
let imageBufferAttributes: CFDictionary? = [kCVPixelBufferOpenGLESCompatibilityKey: true,
kCVPixelBufferPixelFormatTypeKey:kCVPixelFormatType_32BGRA] as CFDictionary
let formatDes = sampleBuffer.formatDescription!
VTDecompressionSessionCreate(allocator: kCFAllocatorDefault,
formatDescription: formatDes,
decoderSpecification: nil,
imageBufferAttributes: imageBufferAttributes,
outputCallback: nil,
decompressionSessionOut: &session)
let flags: VTDecodeFrameFlags = []
var flagOut: VTDecodeInfoFlags = []
let canAccept = VTDecompressionSessionCanAcceptFormatDescription(session!,
formatDescription: formatDes)
print("Can accept: \(canAccept)") // true
VTDecompressionSessionDecodeFrame(session!,
sampleBuffer: sampleBuffer,
flags: flags,
infoFlagsOut: &flagOut)
{ status, infoFlags,imageBuffer, _ , _ in
guard let imageBuffer = imageBuffer else {
print("Error decoding. No image buffer. \(status)") // 12909
return
}
}
}

I my application I created the CMSampleBuffer from a CMBlockBuffer.
The CMBlockBuffer was created from a byte array extracted from a h.264 stream.
When creating the CMBlockBuffer I wrote a false array size into the NALU header.
That was causing the -12909 (Bad Data) error in my case.

Related

is there anyway to limit AvAudioEngine's buffer size?

I cant find anywhere how can i limit avaudioengine or mixer nodes output buffer? i found this from raywenderlich tutorial site but they say buffer size is not guaranteed
"installTap(onBus: 0, bufferSize: 1024, format: format) gives you >access to the audio data on the mainMixerNode‘s output bus. You >request a buffer size of 1024 bytes, but the requested size isn’t >guaranteed, especially if you request a buffer that’s too small or >large. Apple’s documentation doesn’t specify what those limits are."
https://www.raywenderlich.com/5154-avaudioengine-tutorial-for-ios-getting-started
i already tried installTap and SetCurrentIOBufferFrameSize(OSstatus) methods but all of it not working on buffer limitation.
func SetCurrentIOBufferFrameSize(inAUHAL: AudioUnit,inIOBufferFrameSize: UInt32) -> OSStatus {
var inIOBufferFrameSize = inIOBufferFrameSize
var propSize = UInt32(MemoryLayout<UInt32>.size)
return AudioUnitSetProperty(inAUHAL, AudioUnitPropertyID(kAudioUnitProperty_ScheduledFileBufferSizeFrames), kAudioUnitScope_Global, 0, &inIOBufferFrameSize, propSize)
}
func initalizeEngine() {
sampleRateConversionRatio = Float(44100 / SampleRate)
engine = AVAudioEngine()
SetCurrentIOBufferFrameSize(inAUHAL: engine.outputNode.audioUnit!, inIOBufferFrameSize: 15)
do {
try AVAudioSession.sharedInstance().setCategory(.playAndRecord , mode: .default , options: .defaultToSpeaker)
try AVAudioSession.sharedInstance().setPreferredIOBufferDuration(ioBufferDuration)
try AVAudioSession.sharedInstance().setPreferredSampleRate(Double(SampleRate))
try AVAudioSession.sharedInstance().setPreferredInputNumberOfChannels(channelCount)
} catch {
assertionFailure("AVAudioSession setup error: \(error)")
}
}
func startRecording() {
downMixer.installTap(onBus: 0, bufferSize: bufferSize, format: format) { buffer, when in
self.serialQueue.async {
let pcmBuffer = AVAudioPCMBuffer(pcmFormat: self.format16KHzMono, frameCapacity: AVAudioFrameCount(Float(buffer.frameCapacity)/self.sampleRateConversionRatio))
var error: NSError? = nil
let inputBlock: AVAudioConverterInputBlock = {inNumPackets, outStatus in
outStatus.pointee = AVAudioConverterInputStatus.haveData
return buffer
}
self.formatConverter.convert(to: pcmBuffer!, error: &error, withInputFrom: inputBlock)
if error != nil {
print(error!.localizedDescription)
}
else if let channelData = pcmBuffer!.int16ChannelData {
let channelDataPointer = channelData.pointee
let channelData = stride(from: 0,
to: Int(pcmBuffer!.frameLength),
by: buffer.stride).map{ channelDataPointer[$0] }
//Return channelDataValueArray
let data = Data(fromArray: channelData)
var byteArray = data.toByteArray()
}
}
}
}

Playing audio from microphone

Goal: To stream audio/video from one device to another.
Problem: I managed to get both audio and video but the audio won't play on the other side.
Details:
I have created an app that will transmit A/V data from one device to another over the network. To not go into too much detail I will show you where I am stuck. I managed to listen to the output delegate, where I extract the audio information, convert it into Data and pass it on to a delegate that I've created.
func captureOutput(_ captureOutput: AVCaptureOutput!, didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, from connection: AVCaptureConnection!) {
// VIDEO | code excluded for simplicity of this question as this part works
// AUDIO | only deliver the frames if you are allowed to
if self.produceAudioFrames == true {
// process the audio buffer
let _audioFrame = self.audioFromSampleBuffer(sampleBuffer)
// process in async
DispatchQueue.main.async {
// pass the audio frame to the delegate
self.delegate?.audioFrame(data: _audioFrame)
}
}
}
The helper func that converts the SampleBuffer (not my code, can't find source. I know found it here on SO) :
func audioFromSampleBuffer(_ sampleBuffer: CMSampleBuffer) -> Data {
var audioBufferList = AudioBufferList()
var data = Data()
var blockBuffer : CMBlockBuffer?
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(sampleBuffer,
nil,
&audioBufferList,
MemoryLayout<AudioBufferList>.size,
nil,
nil,
0,
&blockBuffer)
let buffers = UnsafeBufferPointer<AudioBuffer>(start: &audioBufferList.mBuffers,
count: Int(audioBufferList.mNumberBuffers))
for audioBuffer in buffers {
let frame = audioBuffer.mData?.assumingMemoryBound(to: UInt8.self)
data.append(frame!, count: Int(audioBuffer.mDataByteSize))
}
// dev
//print("audio buffer count: \(buffers.count)") | this returns 2048
// give the raw data back to the caller
return data
}
Note: Before sending over the network, I convert the data returned from the helper func like so: let payload = Array(data)
That is the host's side.
On the client side I am receiving the payload as [UInt8] and this where I am stuck. I tried multiple things but none worked.
func processIncomingAudioPayloadFromFrame(_ ID: String, _ _Data: [UInt8]) {
let readableData = Data(bytes: _Data) // back from array to the data before we sent it over the network.
print(readableData.count) // still 2048 even after recieving from network, So I am guessing data is still intact
let x = self.bytesToAudioBuffer(_Data) // option two convert into a AVAudioPCMBuffer
print(x) // prints | <AVAudioPCMBuffer#0x600000201e80: 2048/2048 bytes> | I am guessing it works
// option one | play using AVAudioPlayer
do {
let player = try AVAudioPlayer(data: readableData)
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback)
try AVAudioSession.sharedInstance().setActive(true)
player.prepareToPlay()
player.play()
print(player.volume) // doing this to see if this is reached
}catch{
print(error) // gets error | Error Domain=NSOSStatusErrorDomain Code=1954115647 "(null)"
}
}
Here is the helper func that converts [UInt8] into AVAudioPCMBuffer:
func bytesToAudioBuffer(_ buf: [UInt8]) -> AVAudioPCMBuffer {
// format assumption! make this part of your protocol?
let fmt = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: 44100,
channels: 1, interleaved: true)
let frameLength = UInt32(buf.count) / fmt.streamDescription.pointee.mBytesPerFrame
let audioBuffer = AVAudioPCMBuffer(pcmFormat: fmt, frameCapacity: frameLength)
audioBuffer.frameLength = frameLength
let dstLeft = audioBuffer.floatChannelData![0]
// for stereo
// let dstRight = audioBuffer.floatChannelData![1]
buf.withUnsafeBufferPointer {
let src = UnsafeRawPointer($0.baseAddress!).
bindMemory(to: Float.self, capacity: Int(frameLength))
dstLeft.initialize(from: src, count: Int(frameLength))
}
return audioBuffer
}
Questions:
Is it possible to even play directly from [UInt8]?
How can I play the AVAudioPCMBuffer payload using the AudioEngine?
Is it possible?
How can I play the audio on the client side.
Footnote: The comments in the code should give you some hint for the output I hope. Also I don't want to save to a file or anything file related as I just want to amplify the mic for real-time listening, I have no interest in saving the data.
I have used the same code, for playing audio file on Carrier call.
Please try and let me know the results :
Objective Code :
NSString *soundFilePath = [[NSBundle mainBundle]
pathForResource:self.bgAudioFileName ofType: #"mp3"];
NSURL *fileURL = [[NSURL alloc] initFileURLWithPath:soundFilePath ];
myAudioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL
error:nil];
myAudioPlayer.numberOfLoops = -1;
NSError *sessionError = nil;
// Change the default output audio route
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
// get your audio session somehow
[audioSession setCategory:AVAudioSessionCategoryMultiRoute
error:&sessionError];
BOOL success= [audioSession
overrideOutputAudioPort:AVAudioSessionPortOverrideNone
error:&sessionError];
[audioSession setActive:YES error:&sessionError];
if(!success)
{
NSLog(#"error doing outputaudioportoverride - %#", [sessionError
localizedDescription]);
}
[myAudioPlayer setVolume:1.0f];
[myAudioPlayer play];
Swift version :
var soundFilePath: String? = Bundle.main.path(forResource:
bgAudioFileName, ofType: "mp3")
var fileURL = URL(fileURLWithPath: soundFilePath ?? "")
myAudioPlayer = try? AVAudioPlayer(contentsOf: fileURL)
myAudioPlayer.numberOfLoops = -1
var sessionError: Error? = nil
// Change the default output audio route
var audioSession = AVAudioSession.sharedInstance()
// get your audio session somehow
try? audioSession.setCategory(AVAudioSessionCategoryMultiRoute)
var success: Bool? = try?
audioSession.overrideOutputAudioPort(AVAudioSessionPortOverrideNone
as? AVAudioSessionPortOverride ?? AVAudioSessionPortOverride())
try? audioSession.setActive(true)
if !(success ?? false) {
print("error doing outputaudioportoverride - \
(sessionError?.localizedDescription)")
}
myAudioPlayer.volume = 1.0
myAudioPlayer.play()

AVAudioEngine to NSData - wav file doesn't play on server

I am trying to record audio using AVAudioEngine. The file gets recorded and plays correctly. However, I also need to send AVAudioPCMBuffer that I receive in the tap handler to my server via socket. I am converting AVAudioPCMBuffer to NSData and sending it. The server is receiving it - however the file doesn't play correctly on the server. Am I missing something while converting AVAudioPCMBuffer to NSData or is my recording missing some configuration.
Any help would be appreciated guys. Thanks!
let audioEngine = AVAudioEngine()
let inputNode = audioEngine.inputNode
let bus = 0
try file = AVAudioFile(forWriting: URLFor("recording.wav")!, settings: audioEngine.inputNode!.inputFormatForBus(0).settings)
inputNode!.installTapOnBus(bus, bufferSize: 4096, format: inputNode!.inputFormatForBus(bus)) {
(buffer: AVAudioPCMBuffer!, time: AVAudioTime!) -> Void in
self.file?.writeFromBuffer(buffer)
self.socketio.send(self.toNSData(buffer))
}
do{
audioEngine.prepare()
try audioEngine.start()
}
catch{
print("catch")
}
func toNSData(PCMBuffer: AVAudioPCMBuffer) -> NSData {
let channelCount = 1 // given PCMBuffer channel count is 1
let channels = UnsafeBufferPointer(start: PCMBuffer.floatChannelData, count: channelCount)
let ch0Data = NSData(bytes: channels[0], length:Int(PCMBuffer.frameCapacity * PCMBuffer.format.streamDescription.memory.mBytesPerFrame))
return ch0Data
}

Capturing volume levels with AVCaptureAudioDataOutputSampleBufferDelegate in swift

I'm trying to live volume levels using AVCaptureDevice etc it compiles and runs but the values just seem to be random and I keep getting overflow errors as well.
EDIT:
also is it normal for the RMS range to be 0 to about 20000?
if let audioCaptureDevice : AVCaptureDevice = AVCaptureDevice.defaultDeviceWithMediaType(AVMediaTypeAudio){
try audioCaptureDevice.lockForConfiguration()
let audioInput = try AVCaptureDeviceInput(device: audioCaptureDevice)
audioCaptureDevice.unlockForConfiguration()
if(captureSession.canAddInput(audioInput)){
captureSession.addInput(audioInput)
print("added input")
}
let audioOutput = AVCaptureAudioDataOutput()
audioOutput.setSampleBufferDelegate(self, queue: GlobalUserInitiatedQueue)
if(captureSession.canAddOutput(audioOutput)){
captureSession.addOutput(audioOutput)
print("added output")
}
//supposed to start session not on UI queue coz it takes a while
dispatch_async(GlobalUserInitiatedQueue) {
print("starting captureSession")
self.captureSession.startRunning()
}
}
...
func captureOutput(captureOutput: AVCaptureOutput!, let didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, fromConnection connection: AVCaptureConnection!) {
// Needs to be initialized somehow, even if we take only the address
var audioBufferList = AudioBufferList(mNumberBuffers: 1,
mBuffers: AudioBuffer(mNumberChannels: 1, mDataByteSize: 0, mData: nil))
//this needs to be in method otherwise only runs 125 times?
var blockBuffer: CMBlockBuffer?
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
sampleBuffer,
nil,
&audioBufferList,
sizeof(audioBufferList.dynamicType),
nil,
nil,
UInt32(kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment),
&buffer
)
let abl = UnsafeMutableAudioBufferListPointer(&audioBufferList)
for buffer in abl{
let samples = UnsafeMutableBufferPointer<Int16>(start: UnsafeMutablePointer(buffer.mData),
count: Int(buffer.mDataByteSize)/sizeof(Int16))
var sum:Int = 0
for sample in samples {
sum = sum + Int(sample*sample)
}
let rms = sqrt(Double(sum)/count)
}
Use AVCaptureAudioDataOutputSampleBufferDelegate's method
captureOutput(captureOutput: AVCaptureOutput!, let didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, fromConnection connection: AVCaptureConnection!)
to get AVCaptureConnection from last parameter.
Then get AVCaptureAudioChannel from connection.audioChannels
Then you can get volume levels from it:
audioChannel.averagePowerLevel
audioChannel.peakHoldLevel
Hey I don't understand much of it but here is a working Swift 5 version:
func captureOutput(_ output : AVCaptureOutput,
didOutput sampleBuffer: CMSampleBuffer,
from connection : AVCaptureConnection) {
var buffer: CMBlockBuffer? = nil
// Needs to be initialized somehow, even if we take only the address
let convenianceBuffer = AudioBuffer(mNumberChannels: 1, mDataByteSize: 0, mData: nil)
var audioBufferList = AudioBufferList(mNumberBuffers: 1,
mBuffers: convenianceBuffer)
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
sampleBuffer,
bufferListSizeNeededOut: nil,
bufferListOut: &audioBufferList,
bufferListSize: MemoryLayout<AudioBufferList>.size(ofValue: audioBufferList),
blockBufferAllocator: nil,
blockBufferMemoryAllocator: nil,
flags: UInt32(kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment),
blockBufferOut: &buffer
)
let abl = UnsafeMutableAudioBufferListPointer(&audioBufferList)
for buffer in abl {
let originRawPtr = buffer.mData
let ptrDataSize = Int(buffer.mDataByteSize)
// From raw pointer to typed Int16 pointer
let buffPtrInt16 = originRawPtr?.bindMemory(to: Int16.self, capacity: ptrDataSize)
// From pointer typed Int16 to pointer of [Int16]
// So we can iterate on it simply
let unsafePtrByteSize = ptrDataSize/Int16.bitWidth
let samples = UnsafeMutableBufferPointer<Int16>(start: buffPtrInt16,
count: unsafePtrByteSize)
// Average of each sample squared, then root squared
let sumOfSquaredSamples = samples.map(Float.init).reduce(0) { $0 + $1*$1 }
let averageOfSomething = sqrt(sumOfSquaredSamples / Float(samples.count))
DispatchQueue.main.async {
print("Calulcus of something: \(String(averageOfSomething))" )
}
}
}
It appears I have it working. I casted sample to an Int64 before doing any manipulations.
for buffer in abl{
let samples = UnsafeMutableBufferPointer<Int16>(start: UnsafeMutablePointer(buffer.mData),
count: Int(buffer.mDataByteSize)/sizeof(Int16))
var sum:Int64 = 0
for sample in samples {
let s = Int64(sample)
sum +=s*s
}
dispatch_async(dispatch_get_main_queue()) {
self.volLevel.text = String(sqrt(Float(sum/Int64(samples.count))))
}
I've played with your example. This is a full working swift 2 code snippet:
// also define a variable in class scope, otherwise captureOutput will not be called
var session : AVCaptureSession!
func startCapture() {
if let device : AVCaptureDevice = AVCaptureDevice.defaultDeviceWithMediaType(AVMediaTypeAudio){
do {
self.session = AVCaptureSession()
try device.lockForConfiguration()
let audioInput = try AVCaptureDeviceInput(device: device)
device.unlockForConfiguration()
if(self.session.canAddInput(audioInput)){
self.session.addInput(audioInput)
print("added input")
}
let audioOutput = AVCaptureAudioDataOutput()
audioOutput.setSampleBufferDelegate(self, queue: dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0))
if(self.session.canAddOutput(audioOutput)){
self.session.addOutput(audioOutput)
print("added output")
}
//supposed to start session not on UI queue coz it takes a while
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)) {
print("starting captureSession")
self.session.startRunning()
}
} catch {
}
}
}
func captureOutput(captureOutput: AVCaptureOutput!, let didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, fromConnection connection: AVCaptureConnection!) {
var buffer: CMBlockBuffer? = nil
// Needs to be initialized somehow, even if we take only the address
var audioBufferList = AudioBufferList(mNumberBuffers: 1,
mBuffers: AudioBuffer(mNumberChannels: 1, mDataByteSize: 0, mData: nil))
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
sampleBuffer,
nil,
&audioBufferList,
sizeof(audioBufferList.dynamicType),
nil,
nil,
UInt32(kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment),
&buffer
)
let abl = UnsafeMutableAudioBufferListPointer(&audioBufferList)
for buffer in abl {
let samples = UnsafeMutableBufferPointer<Int16>(start: UnsafeMutablePointer(buffer.mData),
count: Int(buffer.mDataByteSize)/sizeof(Int16))
var sum:Int64 = 0
for sample in samples {
let s = Int64(sample)
sum = (sum + s*s)
}
dispatch_async(dispatch_get_main_queue()) {
print( String(sqrt(Float(sum/Int64(samples.count)))))
}
}
}

How to use CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer in swift

I was wondering how exactly I can implement the Core Media method CMSampleBufferGetAudioBufferList in swift.
I'm following this tutorial, which uses the method to get a list of AudioBuffers from a CMSampleBuffer.
I've tried over and over, but the compiler keeps giving me the generic
Cannot invoke CMSampleBuffer...Buffer with an argument list of type
...
which isn't very helpful.
I've already seen
this StackOverflow question, but the only answer there seems to throw the exact same error I've been getting.
Basically, I just want someone to show me how to get this method to compile without errors in swift.
I assume you have access to a sampleBuffer in a delegate method such as captureOutput(captureOutput: AVCaptureOutput!, didOutputSampleBuffer sampleBuffer: CMSampleBuffer!, fromConnection connection: AVCaptureConnection!)
I've already struggled with the CMSampleBuffer methods, and I agree it is not obvious how to make them compile.
var sizeOut = UnsafeMutablePointer<Int>.alloc(1)
var listOut = UnsafeMutablePointer<AudioBufferList>.alloc(1)
let listSize: Int = 10
var blockBufferOut: Unmanaged<CMBlockBuffer>?
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(sampleBuffer, sizeOut , listOut, listSize, kCFAllocatorDefault, kCFAllocatorDefault, UInt32(2), &blockBufferOut)
you will then need to call takeRetainedValueon the block buffer out, and handle your pointer to release them manually.
it works for me. try it...
let musicUrl: NSURL = mediaItemCollection.items[0].valueForProperty(MPMediaItemPropertyAssetURL) as! NSURL
let asset: AVURLAsset = AVURLAsset(URL: musicUrl, options: nil)
let assetOutput = AVAssetReaderTrackOutput(track: asset.tracks[0] as! AVAssetTrack, outputSettings: nil)
var error : NSError?
let assetReader: AVAssetReader = AVAssetReader(asset: asset, error: &error)
if error != nil {
print("Error asset Reader: \(error?.localizedDescription)")
}
assetReader.addOutput(assetOutput)
assetReader.startReading()
let sampleBuffer: CMSampleBufferRef = assetOutput.copyNextSampleBuffer()
var audioBufferList = AudioBufferList(mNumberBuffers: 1, mBuffers: AudioBuffer(mNumberChannels: 0, mDataByteSize: 0, mData: nil))
var blockBuffer: Unmanaged<CMBlockBuffer>? = nil
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
sampleBuffer,
nil,
&audioBufferList,
sizeof(audioBufferList.dynamicType), // instead of UInt(sizeof(audioBufferList.dynamicType))
nil,
nil,
UInt32(kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment),
&blockBuffer
)

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