iOS simultaneous recording by all microphones - ios

I am looking for a way to record sound on the iPhone from all microphones at the same time or at least two to record stereo. I looked through several topics on the English version of this resource, but all the topics were created before 2017, and they say that such a recording is not possible due to the single-channel incoming audio stream.
Further searches prompted information that the iPhone XS can write video with stereo sound.
Dear colleagues, kindly tell me how to solve this problem or at least where to look.

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iOS: Is it possible to record from multiple microphones at the same time

All the recent iPhones have 2+ microphones. Is it possible to record from all the microphones at the same time? If this is possible, what is the best iOS audio library for this (AudioKit, EzAudio, AudioUnits, CoreAudio)?
There is no mention of this functionality in AudioKit and EzAudio.
I don't see anything in the documentation about multi-mic audio capture being possible. They specify that you can choose a specific microphone but not that you can select more than one simultaneously. AVAudioSession is also a singleton.
Seemingly, at least as of iOS 10, AVCaptureSession also only allows one audio or video input concurrently.
Since, you can record stereo audio, you can definitely record from multiple microphones at once. Furthermore, since noise cancellation is likely using the 1+ microphones not participating in the stereo recording, it is likely “recording” or at least using all microphones at once.
However, I think the main crux of the questions is if we can get the audio input of each microphone separately at the same time. As Dare points out, the standard API does not support that.
However, assuming there is a one-to-one mapping from microphone source (eg top/bottom) to audio channel (left/right), a theoretical solutions exists…
Simply record in stereo, then separate out the left/right channels, and viola, you can grab the input from each microphone separately. I have not tested this out yet, but in theory it seems like it should work.
If you specifically want to know which channel corresponds to which microphone, you’ll likely need to inspect the device orientation, and have a table of where the microphones are located based on device type. For example:
if orientation == landscapeLeft && device == iPhoneX {
print(“the right audio channel source is the Face ID microphone”)
print(“the left audio channel source is the dock connector microphone”)
} …

Is there any possibility to read the frequency of the currently playing song with Swift?

I'm new to iOS programming and I don't know where to start. I found code examples how to read frequencies from the microphone with AudioKit framework. But this is not what I am looking for. Is it possible to retrieving frequency of the currently playing song in real time without using a microphone?
Thank you for help.
The iOS security sandbox prevents apps from capturing general audio output of any other app, such as the Music app.
Certain music apps, such as GarageBand might share inter-app audio, but this isn't supported by the majority of apps that output "songs".
An app might play the "song" itself, via an AVAudioPlayer, and tap the AVPlayer's output to get raw sample data for spectral frequency and pitch analysis (two very different things, by-the-way).

Is there any relationship between an AVAudioEngine and an AVAudioSession?

I understand that this question might get a bad rating, but I've been looking at questions which ask how to reroute audio output to the loud speaker on iOS devices.
Every question I looked at the user talked about using your AVAudioSession to reroute it.. However, I'm not using AVAudioSession, I'm using an AVAudioEngine.
So basically my question is, even though I'm using an AVAudioEngine, should I still have an AVAudioSession?
If so, what is the relationship between these two objects? Or is there a way to connect an AVAudioEngine to an AVAudioSession?
If this is not the case, and there is no relation between an AVAudioEngine and an AVAudioSession, than how do you reroute audio so that it plays out of the main speakers on an iOS device rather than the earpiece.
Thank you!
AVAudioSession is specific to iOS and coordinates audio playback between apps, so that, for example, audio is stopped when a call comes in, or music playback stops when the user starts a movie. This API is needed to make sure an app behaves correctly in response to such events
AVAudioEngine is a modern Objective-C API for playback and recording. It provides a level of control for which you previously had to drop down to the C APIs of the Audio Toolbox framework (for example, with real-time audio tasks). The audio engine APIs are built to interface well with lower-level APIs, so you can still drop down to Audio Toolbox if you have to.
The basic concept of this API is to build up a graph of audio nodes, ranging from source nodes (players and microphones) and overprocessing nodes (mixers and effects) to destination nodes (hardware outputs). Each node has a certain number of input and output busses with well-defined data formats. This architecture makes it very flexible and powerful. And it even integrates with audio units.
so there is no inclusive relation between this .
Source Link : https://www.objc.io/issues/24-audio/audio-api-overview/
Yes it is not clearly commented , however, I found this comment from ios developer documentation.
AVFoundation playback and recording classes automatically activate your audio session.
Document Link : https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/ConfiguringanAudioSession/ConfiguringanAudioSession.html
I hope this may help you.

Audio record and play simultaneously

I am trying to develop an iOS app which reads sound from the microphone, apply some effects and play it through the headset instantly, may be with some acceptable delay.
Is this possible? As a first step, i am trying to play the sound received from microphone in my headsets at the same time, but struggling to do so...
I was able to record the sound, save it and then play it easily. Relevant questions, articles couldn't be found easily. Any ideas, links are much appreciated
I did check Apple's aurioTouch. I couldn't find simultaneous record and play of same signal.
Request the shortest buffers possible using audio session APIs (less than 6 mS is possible on most iOS devices). Then feed the raw audio samples you get from RemoteIO recording callbacks to the buffers in the RemoteIO play callbacks, possibly using a lock free circular fifo in between.

Echoprint not recognizing a single song

Echoprint “listens” to audio on a phone or on your computer to figure out what song it is. It does so very fast and with such good accuracy that it can identify very noisy versions of the original or recordings made on a mobile device with a lot of interference from outside sources.
I compiled the iOS example provided on the website. So far so good.
Sadly, Echoprint failed to recognize any song via the iPhone's microphone (recording time up to 1 minute).
On the other hand, it was capable of recognizing songs by "uploading" them directly from the iPhone's media library.
Any idea, what the problem could be?
Echo print is not intended to work over the air. At least not with the given configuration. You can adapt the code, focus on the matching functions (best_match), to get some results for over-the-air configuration. The actual best_match function returns a song only if it is really close to the reference, which won't happened with songs recorded with the microphone of your phone. Also consider recording a longer segment.
I think the problem is the sampling rate at which the song is being recorded. If it's at 8 kHz it probably won't work; it has to be at least a minimum of 11 kHz.

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