Situation:
I am trying to export video with some parameters like video bit rate, audio bit rate, frame rate, changing video resolution, etc. Note that I am letting the user set the video frame rate in fractions; like user can set the video frame rate say, 23.98.
I use AVAssetWriter and AVAssetReader for this operation. I use AVAssetWriterInputPixelBufferAdaptor for writing the sample buffers.
Everything else works just fine, except the video frame rate.
What I have tried:
Setting the AVAssetWriter.movieTimeScale as suggested here. Which does change the video frame rate but also makes the video sluggish. (gist here)
Setting AVVideoExpectedSourceFrameRateKey. Which does not help. (gist here)
Setting AVAssetWriterInput.mediaTimeScale. Again, it changes the video frame rate but makes the video sluggish as AVAssetWriter.movieTimeScale does. The video shows different frames at some point and sometimes it sticks and resumes again. (gist here)
Using AVAssetReaderVideoCompositionOutput and setting AVMutableVideoComposition.frameDuration; just like SDAVAssetExportSession does. Ironically with SDAVAssetExportSession code, the video is being exported just at the right frame rate that I want, but it just does not work in my code. gist here
I am not sure why it won't work with my code. The issue with this approach is it always returns nil from AVAssetReaderVideoCompositionOutput.copyNextSampleBuffer().
Manually changing the timestamp of the frame with CMSampleTimingInfo, as suggested here Something like:
var sampleTimingInfo = CMSampleTimingInfo()
var sampleBufferToWrite: CMSampleBuffer?
CMSampleBufferGetSampleTimingInfo(vBuffer, at: 0, timingInfoOut: &sampleTimingInfo)
sampleTimingInfo.duration = CMTimeMake(value: 100, timescale: Int32(videoConfig.videoFrameRate * 100))
sampleTimingInfo.presentationTimeStamp = CMTimeAdd(previousPresentationTimeStamp, sampleTimingInfo.duration)
previousPresentationTimeStamp = sampleTimingInfo.presentationTimeStamp
let status = CMSampleBufferCreateCopyWithNewTiming(allocator: kCFAllocatorDefault, sampleBuffer: vBuffer,sampleTimingEntryCount: 1, sampleTimingArray: &sampleTimingInfo, sampleBufferOut: &sampleBufferToWrite)
With this approach, I do get the frame rate set just right, but it increases the video duration (as mentioned in the comment of that question’s answer). I think at some point I may have to discard some frames (if the target frame rate is lower; I need to lower the frame rate in most of the cases).
If I know that if I want 30fps, and my current frame rate is 60fps, it's simple to discard every second frame and setting the SampleBuffer time accordingly.
If I go with this approach(i.e. setting 23.98 fps), how do I decide which frame to discard and if the target frame rate is higher, which frame to duplicate? Reminder: the frame rate could be in fractions.
Here is an idea to select frames. Suppose the fps of source video is F and target fps is TF. rate = TF/F
Initiate a variable n equal to -rate and add rate each time,
when the integer part of n changed, select the frame.
e.g. rate = 0.3
n: -0.3 0 0.3 0.6 0.9 1.2 1.5 1.8 2.1
^ ^ ^
frame index: 0 1 2 3 4 5 6 7
select 0 4 7
float rate = 0.39999f; // TF/F
float n = -rate; // to make sure first frame will be selected
for (int i = 0; i < 100; ++i, n += rate) { // i stands for frame index, take a video with 100 frames as an example
int m = floor(n);
int tmp = n+rate;
// if rate > 1.0 repeat i
// if rate < 1.0 some of the frames will be dropped
for (int j = 0; m+j < tmp; ++j) {
// Use this frame
printf("%d ", i);
}
}
NSMutableDictionary *writerInputParams = [[NSMutableDictionary alloc] init];
[writerInputParams setObject:AVVideoCodecTypeH264 forKey:AVVideoCodecKey];
[writerInputParams setObject:[NSNumber numberWithInt:width] forKey:AVVideoWidthKey];
[writerInputParams setObject:[NSNumber numberWithInt:height] forKey:AVVideoHeightKey];
[writerInputParams setObject:AVVideoScalingModeResizeAspectFill forKey:AVVideoScalingModeKey];
NSMutableDictionary * compressionProperties = [[NSMutableDictionary alloc] init];
[compressionProperties setObject:[NSNumber numberWithInt: 20] forKey:AVVideoExpectedSourceFrameRateKey];
[compressionProperties setObject:[NSNumber numberWithInt: 20] forKey:AVVideoAverageNonDroppableFrameRateKey];
[compressionProperties setObject:[NSNumber numberWithInt: 0.0] forKey:AVVideoMaxKeyFrameIntervalDurationKey];
[compressionProperties setObject:[NSNumber numberWithInt: 1] forKey:AVVideoMaxKeyFrameIntervalKey];
[compressionProperties setObject:[NSNumber numberWithBool:YES] forKey:AVVideoAllowFrameReorderingKey];
[compressionProperties setObject:AVVideoProfileLevelH264BaselineAutoLevel forKey:AVVideoProfileLevelKey];
[writerInputParams setObject:compressionProperties forKey:AVVideoCompressionPropertiesKey];
self.assetWriterInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:writerInputParams];
self.assetWriterInput.expectsMediaDataInRealTime = YES;
It has been verified that SCNView refreshes 60 frames per second, but using AVAssetWriter only wants to save 20 frames per second, what should to do?
Neither AVVideoExpectedSourceFrameRateKey nor AVVideoAverageNonDroppableFrameRateKey above will not affect fps, config fps will not work !!!
// Set this to make sure that a functional movie is produced, even if the recording is cut off mid-stream. Only the last second should be lost in that case.
self.videoWriter.movieFragmentInterval = CMTimeMakeWithSeconds(1.0, 1000);
self.videoWriter.shouldOptimizeForNetworkUse = YES;
self.videoWriter.movieTimeScale = 20;
The above configuration will not affect fps either.
self.assetWriterInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:writerInputParams];
self.assetWriterInput.expectsMediaDataInRealTime = YES;
/// this config will change video frame presenttime to fit fps, but it will be change video duration.
// self.assetWriterInput.mediaTimeScale = 20;
self.assetWriterInput.mediaTimeScale will affect the fps, but will cause the video duration to be stretched by 3 times, because
BOOL isSUc = [self.writerAdaptor appendPixelBuffer:cvBuffer withPresentationTime:presentationTime]; The time of the filled frame will be re-modified, so the self.assetWriterInput.mediaTimeScale value is configured, which is seriously inconsistent with expectations, and the video duration should not be stretched.
So if you want to control the fps of the video that AVAssetWriter finally saves, you must pass the control, and must make sure call 20 per second.
CMTime presentationTime = CMTimeMake(_writeCount * (1.0/20.0) * 1000, 1000);
BOOL isSUc = [self.writerAdaptor appendPixelBuffer:cvBuffer withPresentationTime:presentationTime];
_writeCount += 1;
Related
Me and my team are trying to re-encode a video file to a more "gify" feeling by changing the video frame rate. We are using the following properties for the AVAssetWriterInput:
let videoSettings:[String:Any] = [
AVVideoCodecKey: AVVideoCodecH264,
AVVideoHeightKey: videoTrack.naturalSize.height,
AVVideoWidthKey: videoTrack.naturalSize.width,
AVVideoCompressionPropertiesKey: [AVVideoExpectedSourceFrameRateKey: NSNumber(value: 12)]
]
But the output video keep playing in the normal frame rate (played using AVPlayer).
What is the right way to reduce video frame rate? (12 for example).
Any help in the right direction would be HIGHLY approcated. We stuck.
Best regards,
Roi
You can control the timing of each sample you append to your AVAssetWriterInput directly with CMSampleBufferCreateCopyWithNewTiming.
You need to adjust the timing in the CMSampleTimingInfo you provide.
Retrieve current timing info with CMSampleBufferGetOutputSampleTimingInfoArray and just go over the duration of each sample and calculate the correct duration to get 12 frames per second and adjust presentation and decode timestamps to match this new duration.
You then make your copy and feed it to your writer's input.
Let's say you have existingSampleBuffer:
CMSampleBufferRef sampleBufferToWrite = NULL;
CMSampleTimingInfo sampleTimingInfo = {0};
CMSampleBufferGetSampleTimingInfo(existingSampleBuffer, 0, &sampleTimingInfo);
// modify duration & presentationTimeStamp
sampleTimingInfo.duration = CMTimeMake(1, 12) // or whatever frame rate you desire
sampleTimingInfo.presentationTimeStamp = CMTimeAdd(previousPresentationTimeStamp, sampleTimingInfo.duration);
previousPresentationTimeStamp = sampleTimingInfo.presentationTimeStamp; // should be initialised before passing here the first time
OSStatus status = CMSampleBufferCreateCopyWithNewTiming(kCFAllocatorDefault, existingSampleBuffer, 1, &sampleTimingInfo, &sampleBufferToWrite);
if (status == noErr) {
// you can write sampleBufferToWrite
}
I'm making some assumptions in this code:
SampleBuffer contains only one sample
SampleBuffer contains uncompressed video (otherwise, you need to handle decodeTimeStamp as well)
Let me see if I understood it correctly.
At the present most advanced hardware, iOS allows me to record at the following fps: 30, 60, 120 and 240.
But these fps behave differently. If I shoot at 30 or 60 fps, I expect the videos files created from shooting at these fps to play at 30 and 60 fps respectively.
But if I shoot at 120 or 240 fps, I expect the video files creating from shooting at these fps to play at 30 fps, or I will not see the slow motion.
A few questions:
am I right?
is there a way to shoot at 120 or 240 fps and play at 120 and 240 fps respectively? I mean play at the fps the videos were shoot without slo-mo?
How do I control that framerate when I write the file?
I am creating the AVAssetWriter input like this...
NSDictionary *videoCompressionSettings = #{AVVideoCodecKey : AVVideoCodecH264,
AVVideoWidthKey : #(videoWidth),
AVVideoHeightKey : #(videoHeight),
AVVideoCompressionPropertiesKey : #{ AVVideoAverageBitRateKey : #(bitsPerSecond),
AVVideoMaxKeyFrameIntervalKey : #(1)}
};
_assetWriterVideoInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo outputSettings:videoCompressionSettings];
and there is no apparent way to control that.
NOTE: I have tried different numbers where that 1 is. I have tried 1.0/fps, I have tried fps and I have removed the key. No difference.
This is how I setup `AVAssetWriter:
AVAssetWriter *newAssetWriter = [[AVAssetWriter alloc] initWithURL:_movieURL fileType:AVFileTypeQuickTimeMovie
error:&error];
_assetWriter = newAssetWriter;
_assetWriter.shouldOptimizeForNetworkUse = NO;
CGFloat videoWidth = size.width;
CGFloat videoHeight = size.height;
NSUInteger numPixels = videoWidth * videoHeight;
NSUInteger bitsPerSecond;
// Assume that lower-than-SD resolutions are intended for streaming, and use a lower bitrate
// if ( numPixels < (640 * 480) )
// bitsPerPixel = 4.05; // This bitrate matches the quality produced by AVCaptureSessionPresetMedium or Low.
// else
NSUInteger bitsPerPixel = 11.4; // This bitrate matches the quality produced by AVCaptureSessionPresetHigh.
bitsPerSecond = numPixels * bitsPerPixel;
NSDictionary *videoCompressionSettings = #{AVVideoCodecKey : AVVideoCodecH264,
AVVideoWidthKey : #(videoWidth),
AVVideoHeightKey : #(videoHeight),
AVVideoCompressionPropertiesKey : #{ AVVideoAverageBitRateKey : #(bitsPerSecond)}
};
if (![_assetWriter canApplyOutputSettings:videoCompressionSettings forMediaType:AVMediaTypeVideo]) {
NSLog(#"Couldn't add asset writer video input.");
return;
}
_assetWriterVideoInput = [AVAssetWriterInput assetWriterInputWithMediaType:AVMediaTypeVideo
outputSettings:videoCompressionSettings
sourceFormatHint:formatDescription];
_assetWriterVideoInput.expectsMediaDataInRealTime = YES;
NSDictionary *adaptorDict = #{
(id)kCVPixelBufferPixelFormatTypeKey : #(kCVPixelFormatType_32BGRA),
(id)kCVPixelBufferWidthKey : #(videoWidth),
(id)kCVPixelBufferHeightKey : #(videoHeight)
};
_pixelBufferAdaptor = [[AVAssetWriterInputPixelBufferAdaptor alloc]
initWithAssetWriterInput:_assetWriterVideoInput
sourcePixelBufferAttributes:adaptorDict];
// Add asset writer input to asset writer
if (![_assetWriter canAddInput:_assetWriterVideoInput]) {
return;
}
[_assetWriter addInput:_assetWriterVideoInput];
captureOutput method is very simple. I get the image from the filter and write it to file using:
if (videoJustStartWriting)
[_assetWriter startSessionAtSourceTime:presentationTime];
CVPixelBufferRef renderedOutputPixelBuffer = NULL;
OSStatus err = CVPixelBufferPoolCreatePixelBuffer(nil,
_pixelBufferAdaptor.pixelBufferPool,
&renderedOutputPixelBuffer);
if (err) return; // NSLog(#"Cannot obtain a pixel buffer from the buffer pool");
//_ciContext is a metal context
[_ciContext render:finalImage
toCVPixelBuffer:renderedOutputPixelBuffer
bounds:[finalImage extent]
colorSpace:_sDeviceRgbColorSpace];
[self writeVideoPixelBuffer:renderedOutputPixelBuffer
withInitialTime:presentationTime];
- (void)writeVideoPixelBuffer:(CVPixelBufferRef)pixelBuffer withInitialTime:(CMTime)presentationTime
{
if ( _assetWriter.status == AVAssetWriterStatusUnknown ) {
// If the asset writer status is unknown, implies writing hasn't started yet, hence start writing with start time as the buffer's presentation timestamp
if ([_assetWriter startWriting]) {
[_assetWriter startSessionAtSourceTime:presentationTime];
}
}
if ( _assetWriter.status == AVAssetWriterStatusWriting ) {
// If the asset writer status is writing, append sample buffer to its corresponding asset writer input
if (_assetWriterVideoInput.readyForMoreMediaData) {
if (![_pixelBufferAdaptor appendPixelBuffer:pixelBuffer withPresentationTime:presentationTime]) {
NSLog(#"error", [_assetWriter.error localizedFailureReason]);
}
}
}
if ( _assetWriter.status == AVAssetWriterStatusFailed ) {
NSLog(#"failed");
}
}
I put the whole thing to shoot at 240 fps. These are presentation times of frames being appended.
time ======= 113594.311510508
time ======= 113594.324011508
time ======= 113594.328178716
time ======= 113594.340679424
time ======= 113594.344846383
if you do some calculation between them you will see that the framerate is about 240 fps. So the frames are being stored with the correct time.
But when I watch the video the movement is not in slow motion and quick time says the video is 30 fps.
Note: this app grabs frames from the camera, the frames goes into CIFilters and the result of those filters is converted back to a sample buffer that is stored to file and displayed on the screen.
I'm reaching here, but I think this is where you're going wrong. Think of your video capture as a pipeline.
(1) Capture buffer -> (2) Do Something With buffer -> (3) Write buffer as frames in video.
Sounds like you've successfully completed (1) and (2), you're getting the buffer fast enough and you're processing them so you can vend them as frames.
The problem is almost certainly in (3) writing the video frames.
https://developer.apple.com/reference/avfoundation/avmutablevideocomposition
Check out the frameDuration setting in your AVMutableComposition, you'll need something like CMTime(1, 60) //60FPS or CMTime(1, 240) // 240FPS to get what you're after (telling the video to WRITE this many frames and encode at this rate).
Using AVAssetWriter, it's exactly the same principle but you set the frame rate as a property in the AVAssetWriterInput outputSettings adding in the AVVideoExpectedSourceFrameRateKey.
NSDictionary *videoCompressionSettings = #{AVVideoCodecKey : AVVideoCodecH264,
AVVideoWidthKey : #(videoWidth),
AVVideoHeightKey : #(videoHeight),
AVVideoExpectedSourceFrameRateKey : #(60),
AVVideoCompressionPropertiesKey : #{ AVVideoAverageBitRateKey : #(bitsPerSecond),
AVVideoMaxKeyFrameIntervalKey : #(1)}
};
To expand a little more - you can't strictly control or sync your camera capture exactly to the output / playback rate, the timing just doesn't work that way and isn't that exact, and of course the processing pipeline adds overhead. When you capture frames they are time stamped, which you've seen, but in the writing / compression phase, it's using only the frames it needs to produce the output specified for the composition.
It goes both ways, you could capture only 30 FPS and write out at 240 FPS, the video would display fine, you'd just have a lot of frames "missing" and being filled in by the algorithm. You can even vend only 1 frame per second and play back at 30FPS, the two are separate from each other (how fast I capture Vs how many frames and what I present per second)
As to how to play it back at different speed, you just need to tweak the playback speed - slow it down as needed.
If you've correctly set the time base (frameDuration), it will always play back "normal" - you're telling it "play back is X Frames Per Second", of course, your eye may notice a difference (almost certainly between low FPS and high FPS), and the screen may not refresh that high (above 60FPS), but regardless the video will be at a "normal" 1X speed for it's timebase. By slowing the video, if my timebase is 120, and I slow it to .5x I know effectively see 60FPS and one second of playback takes two seconds.
You control the playback speed by setting the rate property on AVPlayer https://developer.apple.com/reference/avfoundation/avplayer
The iOS screen refresh is locked at 60fps, so the only way to "see" the extra frames is, as you say, to slow down the playback rate, a.k.a slow motion.
So
yes, you are right
the screen refresh rate (and perhaps limitations of the human visual system, assuming you're human?) means that you cannot perceive 120 & 240fps frame rates. You can play them at normal speed by downsampling to the screen refresh rate. Surely this is what AVPlayer already does, although I'm not sure if that's the answer you're looking for.
you control the framerate of the file when you write it with the CMSampleBuffer presentation timestamps. If your frames are coming from the camera, you're probably passing the timestamps straight through, in which case check that you really are getting the framerate you asked for (a log statement in your capture callback should be enough to verify this). If you're procedurally creating frames, then you choose the presentation timestamps so that they're spaced 1.0/desiredFrameRate seconds apart!
Is 3. not working for you?
p.s. you can discard & ignore AVVideoMaxKeyFrameIntervalKey - it's a quality setting and has nothing to do with playback framerate.
My first app synthesised music audio from a sine look-up table using methods deprecated since iOS 6. I have just revised it to address warnings about AudioSessionhelped by this blog and the Apple guidelines on AVFoundationFramework. Audio Session warnings have now been addressed and the app produces audio as it did before. It currently runs under iOS 9.
However the app occasionally crashes for no apparent reason. I checked out this SO post but it seems to deal with accessing rather than generating raw audio data, so maybe it is not dealing with a timing issue. I suspect there is a buffering problem but I need to understand what this might be before I change or fine tune anything in the code.
I have a deadline to make the revised app available to users so I'd be most grateful to hear from someone who has dealt a similar issue.
Here is the issue. The app goes into debug on the simulator reporting:
com.apple.coreaudio.AQClient (8):EXC_BAD_ACCESS (code=1, address=0xffffffff10626000)
In the Debug Navigator, Thread 8 (com.apple.coreaudio.AQClient (8)), it reports:
0 -[Synth fillBuffer:frames:]
1 -[PlayView audioBufferPlayer:fillBuffer:format:]
2 playCallback
This line of code in fillBuffer is highlighted
float sineValue = (1.0f - b)*sine[a] + b*sine[c];
... and so is this line of code in audioBufferPlayer
int packetsWritten = [synth fillBuffer:buffer->mAudioData frames:packetsPerBuffer];
... and playCallBack
[player.delegate audioBufferPlayer:player fillBuffer:inBuffer format:player.audioFormat];
Here is the code for audioBufferPlayer (delegate, essentially the same as in the demo referred to above).
- (void)audioBufferPlayer:(AudioBufferPlayer*)audioBufferPlayer fillBuffer:(AudioQueueBufferRef)buffer format:(AudioStreamBasicDescription)audioFormat
{
[synthLock lock];
int packetsPerBuffer = buffer->mAudioDataBytesCapacity / audioFormat.mBytesPerPacket;
int packetsWritten = [synth fillBuffer:buffer->mAudioData frames:packetsPerBuffer];
buffer->mAudioDataByteSize = packetsWritten * audioFormat.mBytesPerPacket;
[synthLock unlock];
}
... (initialised in myViewController)
- (id)init
{
if ((self = [super init])) {
// The audio buffer is managed (filled up etc.) within its own thread (Audio Queue thread)
// Since we are also responding to changes from the GUI, we need a lock so both threads
// do not attempt to change the same value independently.
synthLock = [[NSLock alloc] init];
// Synth and the AudioBufferPlayer must use the same sample rate.
float sampleRate = 44100.0f;
// Initialise synth to fill the audio buffer with audio samples.
synth = [[Synth alloc] initWithSampleRate:sampleRate];
// Initialise note buttons
buttons = [[NSMutableArray alloc] init];
// Initialise the audio buffer.
player = [[AudioBufferPlayer alloc] initWithSampleRate:sampleRate channels:1 bitsPerChannel:16 packetsPerBuffer:1024];
player.delegate = self;
player.gain = 0.9f;
[[AVAudioSession sharedInstance] setActive:YES error:nil];
}
return self;
} // initialisation
... and for playCallback
static void playCallback( void* inUserData, AudioQueueRef inAudioQueue, AudioQueueBufferRef inBuffer)
{
AudioBufferPlayer* player = (AudioBufferPlayer*) inUserData;
if (player.playing){
[player.delegate audioBufferPlayer:player fillBuffer:inBuffer format:player.audioFormat];
AudioQueueEnqueueBuffer(inAudioQueue, inBuffer, 0, NULL);
}
}
... and here is the code for fillBuffer where audio is synthesised
- (int)fillBuffer:(void*)buffer frames:(int)frames
{
SInt16* p = (SInt16*)buffer;
// Loop through the frames (or "block size"), then consider each sample for each tone.
for (int f = 0; f < frames; ++f)
{
float m = 0.0f; // the mixed value for this frame
for (int n = 0; n < MAX_TONE_EVENTS; ++n)
{
if (tones[n].state == STATE_INACTIVE) // only active tones
continue;
// recalculate a 30sec envelope and place in a look-up table
// Longer notes need to interpolate through the envelope
int a = (int)tones[n].envStep; // integer part (like a floored float)
float b = tones[n].envStep - a; // decimal part (like doing a modulo)
// c allows us to calculate if we need to wrap around
int c = a + 1; // (like a ceiling of integer part)
if (c >= envLength) c = a; // don't wrap around
/////////////// LOOK UP ENVELOPE TABLE /////////////////
// uses table look-up with interpolation for both level and pitch envelopes
// 'b' is a value interpolated between 2 successive samples 'a' and 'c')
// first, read values for the level envelope
float envValue = (1.0f - b)*tones[n].levelEnvelope[a] + b*tones[n].levelEnvelope[c];
// then the pitch envelope
float pitchFactorValue = (1.0f - b)*tones[n].pitchEnvelope[a] + b*tones[n].pitchEnvelope[c];
// Advance envelope pointer one step
tones[n].envStep += tones[n].envDelta;
// Turn note off at the end of the envelope.
if (((int)tones[n].envStep) >= envLength){
tones[n].state = STATE_INACTIVE;
continue;
}
// Precalculated Sine look-up table
a = (int)tones[n].phase; // integer part
b = tones[n].phase - a; // decimal part
c = a + 1;
if (c >= sineLength) c -= sineLength; // wrap around
///////////////// LOOK UP OF SINE TABLE ///////////////////
float sineValue = (1.0f - b)*sine[a] + b*sine[c];
// Wrap round when we get to the end of the sine look-up table.
tones[n].phase += (tones[n].frequency * pitchFactorValue); // calculate frequency for each point in the pitch envelope
if (((int)tones[n].phase) >= sineLength)
tones[n].phase -= sineLength;
////////////////// RAMP NOTE OFF IF IT HAS BEEN UNPRESSED
if (tones[n].state == STATE_UNPRESSED) {
tones[n].gain -= 0.0001;
if ( tones[n].gain <= 0 ) {
tones[n].state = STATE_INACTIVE;
}
}
//////////////// FINAL SAMPLE VALUE ///////////////////
float s = sineValue * envValue * gain * tones[n].gain;
// Clip the signal, if needed.
if (s > 1.0f) s = 1.0f;
else if (s < -1.0f) s = -1.0f;
// Add the sample to the out-going signal
m += s;
}
// Write the sample mix to the buffer as a 16-bit word.
p[f] = (SInt16)(m * 0x7FFF);
}
return frames;
}
I'm not sure whether it is a red herring but I came across NaN in several debug registers. It appears to happen while calculating phase increment for sine lookup in fillBuffer (see above). That calculation is done for up to a dozen partials every sample at a sampling rate of 44.1 kHz and worked in iOS 4 on an iPhone 4. I'm running on simulator of iOS 9. The only changes I made are described in this post!
My NaN problem turned out to have nothing directly to do with Core Audio. It was caused by an edge condition introduced by changes in another area of my code. The real problem was a division by zero attempted while calculating the duration of the sound envelope in realtime.
However, in trying to identify the cause of that problem, I am confident my pre-iOS 7 Audio Session has been replaced by a working setup based on AVFoundation. Thanks goes to the source of my initial code Matthijs Hollemans and also to Mario Diana whose blog explained the changes needed.
At first, the sound levels on my iPhone were significantly less than the sound levels on the Simulator, a problem addressed here by foundry. I found it necessary to include these improvements by replacing Mario's
- (BOOL)setUpAudioSession
with foundry's
- (void)configureAVAudioSession
Hopefully this might help someone else.
Im trying to figure out how to retrieve a videos frame rate via AVPlayer. AVPlayerItem has a rate variable but it only returns a value between 0 and 2 (usually 1 when playing). Anybody have an idea how to get the video frame rate?
Cheers
Use AVAssetTrack's nominalFrameRate property.
Below method to get FrameRate : Here queuePlayer is AVPlayer
-(float)getFrameRateFromAVPlayer
{
float fps=0.00;
if (self.queuePlayer.currentItem.asset) {
AVAssetTrack * videoATrack = [[videoAsset tracksWithMediaType:AVMediaTypeVideo] lastObject];
if(videoATrack)
{
fps = videoATrack.nominalFrameRate;
}
}
return fps;
}
Swift 4 version of the answer:
let asset = avplayer.currentItem.asset
let tracks = asset.tracks(withMediaType: .video)
let fps = tracks?.first?.nominalFrameRate
Remember to handle nil checking.
There seems to be a discrepancy in this nominalFrameRate returned for the same media played on different versions of iOS. I have a video I encoded with ffmpeg at 1 frame per second (125 frames) with keyframes every 25 frames and when loading in an app on iOS 7.x the (nominal) frame rate is 1.0, while on iOS 8.x the (nominal) frame rate is 0.99. This seems like a very small difference, however in my case I need to navigate precisely to a given frame in the movie and this difference screws up such navigation (the movie is an encoding of a sequence of presentation slides). Given that I already know the frame rate of the videos my app needs to play (e.g. 1 fps) I can simply rely on this value instead of determining the frame rate dynamically (via nominalFrameRate value), however I wonder WHY there is such discrepancy between iOS versions as far as this nominalFrameRate goes. Any ideas?
The rate value on AVPlayer is the speed relative to real time to which it's playing, eg 0.5 is slow motion, 2 is double speed.
As Paresh Navadiya points out a track also has a nominalFrameRate variable however this seems to sometimes give strange results. the best solution I've found so far is to use the following:
CMTime frameDuration = [myAsset tracksWithMediaType:AVMediaTypeVideo][0].minFrameDuration;
float fps = frameDuration.timescale/(float)frameDuration.value;
The above gives slightly unexpected results for variable frame rate but variable frame rate has slightly odd behavior anyway. Other than that it matches ffmpeg -i in my tests.
EDIT ----
I've found sometimes the above gives time kCMTimeZero. The workaround I've used for this is to create an AVAssetReader with a track output,get the pts of the first frame and second frame then do a subtraction of the two.
I don't know anything in AVPlayer that can help you to calculate the frame rate.
AVPlayerItem rate property is the playback rate, nothing to do with the frame rate.
The easier options is to obtain a AVAssetTrack and read its nominalFrameRate property. Just create an AVAsset and you'll get an array of tracks.
Or use AVAssetReader to read the video frame by frame, get its presentation time and count how many frames are in the same second, then average for a few seconds or the whole video.
This is not gonna work anymore, API has changed, and this post is old. :(
The swift 4 answer is also cool, this is answer is similar.
You get the video track from the AVPlayerItem, and you check the FPS there. :)
private var numberOfRenderingFailures = 0
func isVideoRendering() -> Bool {
guard let currentItem = player.currentItem else { return false }
// Check if we are playing video tracks
let isRendering = currentItem.tracks.contains { ($0.assetTrack?.mediaType == .video) && ($0.currentVideoFrameRate > 5) }
if isRendering {
numberOfRenderingFailures = 0
return true
}
numberOfRenderingFailures += 1
if numberOfRenderingFailures < 5 {
return true
}
return false
}
All QTKit examples use seconds for making ranges. I, unfortunately, have frame numbers and need to be frame accurate. I suppose I could multiply up by the frame rate if I could figure out how to get that out of my movie.
You should be able to calculate the frame rate of a given video media by querying the following mediaAttributes of a QTMedia:
QTMediaDurationAttribute
QTMediaSampleCountAttribute
(they are described in the QTKit docs here)
and use the following formula for calculation:
QTTime duration = ... // value get from mediaAttribute
NSNumber sample_count = ... // value get from mediaAttribute
double fps = (sample_count.longValue * duration.timeScale) / duration.timeValue;
Disclaimer:
Note that I have not tried if this works, but that it is how I expect it to work based on my experience the QuickTime C APIs and the QuickTime File Format.
Good Luck!
Multiplying by the frame rate is not frame accurate because many of the file containers and codecs that Quicktime uses make use of variable frame rates to get better compression. You'll notice this in any kind of movie that has freezes frame for any length of time. See macbreak's The Road to 1080p, part1 as an example.
You can do frame accurate ranges with the QTMovie methods frameStartTime:atTime and frameEndTime:atTime introduced in OSX 10.6. These will give you the start and end of a frame respectively without doing frame decoding.
For example to count all the frames in a movie:
// Initialize QTMovie object called 'movie', disable looping, etc
[movie gotoEnd];
QTTime endTime = [movie currentTime];
[movie gotoBeginning];
QTTime curTime = [movie currentTime];
unsigned long numFrames = 0;
while (true)
{
% get the end time of the current frame
[movie frameEndTime:&curTime];
numFrames++;
% If we get to the last frame, stop counting
if (QTTimeCompare(curTime, endTime) == NSOrderedSame)
{
break;
}
}