MTAudioProcessingTap with kMTAudioProcessingTapCreationFlag_PostEffects not reflecting AVAudioMix volume - ios

I am trying to build level metering for AVPlayer. I am doing this with an MTAudioProcessingTap that gets passed to an AVAudioMix, which in turns gets passed to the AVPlayerItem. The MTAudioProcessingTap gets created with the kMTAudioProcessingTapCreationFlag_PostEffects flag.
Technical Q&A QA1783 has the following to say about the PreEffects and PostEffects flags:
When you create a "pre-effects" audio tap using the kMTAudioProcessingTapCreationFlag_PreEffects flag, the tap will be called before any effects specified by AVAudioMixInputParameters are applied; when you create a "post-effects" tap by using the kMTAudioProcessingTapCreationFlag_PostEffects flag, the tap will be called after those effects are applied. Currently the only "effect" that AVAudioMixInputParameters supports is a linear volume ramp.
The problem:
When created with the kMTAudioProcessingTapCreationFlag_PostEffects, I would expect the that samples received by the MTAudioProcessingTap would reflect the the volume or audio ramps set on the AVAudioMixInputParameters. For example, if I set the volume to 0, I would expect to get all 0 samples. However the samples I receive seem to be totally unaffected by the volume or volume ramps.
Am I doing something wrong?
Here is a quick an dirty playground that illustrates the problem. The example sets the volume directly, but I observed the same problem when using audio ramps. Tested on both macOS and iOS:
import Foundation
import XCPlayground
import PlaygroundSupport
import AVFoundation
import Accelerate
PlaygroundPage.current.needsIndefiniteExecution = true;
let assetURL = Bundle.main.url(forResource: "sample", withExtension: "mp3")!
let asset = AVAsset(url: assetURL)
let playerItem = AVPlayerItem(asset: asset)
var audioMix = AVMutableAudioMix()
// The volume. Set to > 0 to hear something.
let kVolume: Float = 0.0
var parameterArray: [AVAudioMixInputParameters] = []
for assetTrack in asset.tracks(withMediaType: .audio) {
let parameters = AVMutableAudioMixInputParameters(track: assetTrack);
parameters.setVolume(kVolume, at: kCMTimeZero)
parameterArray.append(parameters)
// Omitting most callbacks to keep sample short:
var callbacks = MTAudioProcessingTapCallbacks(
version: kMTAudioProcessingTapCallbacksVersion_0,
clientInfo: nil,
init: nil,
finalize: nil,
prepare: nil,
unprepare: nil,
process: { (tap, numberFrames, flags, bufferListInOut, numberFramesOut, flagsOut) in
guard MTAudioProcessingTapGetSourceAudio(tap, numberFrames, bufferListInOut, flagsOut, nil, numberFramesOut) == noErr else {
preconditionFailure()
}
// Assume 32bit float format, native endian:
for i in 0..<bufferListInOut.pointee.mNumberBuffers {
let buffer = bufferListInOut.pointee.mBuffers
let stride: vDSP_Stride = vDSP_Stride(buffer.mNumberChannels)
let numElements: vDSP_Length = vDSP_Length(buffer.mDataByteSize / UInt32(MemoryLayout<Float>.stride))
for j in 0..<Int(buffer.mNumberChannels) {
// Use vDSP_maxmgv tof ind the maximum amplitude
var start = buffer.mData!.bindMemory(to: Float.self, capacity: Int(numElements))
start += Int(j * MemoryLayout<Float>.stride)
var magnitude: Float = 0
vDSP_maxmgv(start, stride, &magnitude, numElements - vDSP_Length(j))
DispatchQueue.main.async {
print("buff: \(i), chan: \(j), max: \(magnitude)")
}
}
}
}
)
var tap: Unmanaged<MTAudioProcessingTap>?
guard MTAudioProcessingTapCreate(kCFAllocatorDefault, &callbacks, kMTAudioProcessingTapCreationFlag_PostEffects, &tap) == noErr else {
preconditionFailure()
}
parameters.audioTapProcessor = tap?.takeUnretainedValue()
}
audioMix.inputParameters = parameterArray
playerItem.audioMix = audioMix
let player = AVPlayer(playerItem: playerItem)
player.rate = 1.0

Related

Audiokit AKSampler not playing sounds

currently trying to get my AKSampler to play sounds that I send it but not having much luck getting audio to output. My AKMidiCallbackInstrument is properly logging the notes playing (although I'm seeing the print for each note twice..) However, the call to my sampler is not producing any audio and I can't figure out why.
class Sequencer {
var sampler: AKSampler
var sequencer: AKAppleSequencer
var mixer: AKMixer
init() {
sampler = AKSampler()
sequencer = AKAppleSequencer()
mixer=AKMixer(sampler)
let midicallback = AKMIDICallbackInstrument()
let url = Bundle.main.url(forResource: "UprightPianoKW-20190703", withExtension: "sfz")!;
let track = sequencer.newTrack()
track?.setMIDIOutput(midicallback.midiIn)
sampler.loadSFZ(url: url)
//generate some notes and add thtem to the track
generateSequence()
midicallback >>> mixer
AudioKit.output = mixer
AKSettings.playbackWhileMuted = true
AKSettings.audioInputEnabled = true
midicallback.callback = { status, note, vel in
guard let status = AKMIDIStatus(byte: status),
let type = status.type,
type == .noteOn else { return print("note off: \(note)") }
print("note on: \(note)")
self.sampler.play(noteNumber: note, velocity: vel) }
}
func play() {
try? AudioKit.start()
sequencer.rewind()
sequencer.play()
try? AudioKit.stop()
}
func stop() {
sequencer.stop()
}
you need to connect your sampler to the mixer:
sampler >>> mixer
Fwiw,
midicallback >>> mixer isn't necessary with AKAppleSequencer/AKMIDICallbackInstrument although it would be with AKSequencer/AKCallbackInstrument

MTAudioProcessingTap EXC_BAD_ACCESS , doesnt always fire the finalize callback. how to Release it?

Im trying to implement MTAudioProcessingTap and it works great. The problem is when Im done using the Tap and I reinstaniate my class and create a new Tap.
How Im supposely releasing the tap
1- I retain the tap as a property when created, hoping I can access it and release it later
2- In deinit() method of the class, I set the audiomix to nil and try to do a self.tap?.release()
The thing is.. sometimes it works and calls the FINALIZE callback and everything is great, and sometimes it doesn't and just crashes at the tapProcess Callback line:
let selfMediaInput = Unmanaged<VideoMediaInput>.fromOpaque(MTAudioProcessingTapGetStorage(tap)).takeUnretainedValue()
Here's the full code: https://gist.github.com/omarojo/03d08165a1a7962cb30c17ec01f809a3
import Foundation
import UIKit
import AVFoundation;
import MediaToolbox
protocol VideoMediaInputDelegate: class {
func videoFrameRefresh(sampleBuffer: CMSampleBuffer) //could be audio or video
}
class VideoMediaInput: NSObject {
private let queue = DispatchQueue(label: "com.GenerateMetal.VideoMediaInput")
var videoURL: URL!
weak var delegate: VideoMediaInputDelegate?
private var playerItemObserver: NSKeyValueObservation?
var displayLink: CADisplayLink!
var player = AVPlayer()
var playerItem: AVPlayerItem!
let videoOutput = AVPlayerItemVideoOutput(pixelBufferAttributes: [String(kCVPixelBufferPixelFormatTypeKey): NSNumber(value: kCVPixelFormatType_32BGRA)])
var audioProcessingFormat: AudioStreamBasicDescription?//UnsafePointer<AudioStreamBasicDescription>?
var tap: Unmanaged<MTAudioProcessingTap>?
override init(){
}
convenience init(url: URL){
self.init()
self.videoURL = url
self.playerItem = AVPlayerItem(url: url)
playerItemObserver = playerItem.observe(\.status) { [weak self] item, _ in
guard item.status == .readyToPlay else { return }
self?.playerItemObserver = nil
self?.player.play()
}
setupProcessingTap()
player.replaceCurrentItem(with: playerItem)
player.currentItem!.add(videoOutput)
NotificationCenter.default.removeObserver(self)
NotificationCenter.default.addObserver(forName: NSNotification.Name.AVPlayerItemDidPlayToEndTime, object: nil, queue: nil) {[weak self] notification in
if let weakSelf = self {
/*
Setting actionAtItemEnd to None prevents the movie from getting paused at item end. A very simplistic, and not gapless, looped playback.
*/
weakSelf.player.actionAtItemEnd = .none
weakSelf.player.seek(to: CMTime.zero)
weakSelf.player.play()
}
}
NotificationCenter.default.addObserver(
self,
selector: #selector(applicationDidBecomeActive(_:)),
name: UIApplication.didBecomeActiveNotification,
object: nil)
}
func stopAllProcesses(){
self.queue.sync {
self.player.pause()
self.player.isMuted = true
self.player.currentItem?.audioMix = nil
self.playerItem.audioMix = nil
self.playerItem = nil
self.tap?.release()
}
}
deinit{
print(">> VideoInput deinited !!!! 📌📌")
if let link = self.displayLink {
link.invalidate()
}
NotificationCenter.default.removeObserver(self)
stopAllProcesses()
}
public func playVideo(){
if (player.currentItem != nil) {
print("Starting playback!")
player.play()
}
}
public func pauseVideo(){
if (player.currentItem != nil) {
print("Pausing playback!")
player.pause()
}
}
#objc func applicationDidBecomeActive(_ notification: NSNotification) {
playVideo()
}
//MARK: GET AUDIO BUFFERS
func setupProcessingTap(){
var callbacks = MTAudioProcessingTapCallbacks(
version: kMTAudioProcessingTapCallbacksVersion_0,
clientInfo: UnsafeMutableRawPointer(Unmanaged.passUnretained(self).toOpaque()),
init: tapInit,
finalize: tapFinalize,
prepare: tapPrepare,
unprepare: tapUnprepare,
process: tapProcess)
var tap: Unmanaged<MTAudioProcessingTap>?
let err = MTAudioProcessingTapCreate(kCFAllocatorDefault, &callbacks, kMTAudioProcessingTapCreationFlag_PostEffects, &tap)
self.tap = tap
print("err: \(err)\n")
if err == noErr {
}
print("tracks? \(playerItem.asset.tracks)\n")
let audioTrack = playerItem.asset.tracks(withMediaType: AVMediaType.audio).first!
let inputParams = AVMutableAudioMixInputParameters(track: audioTrack)
inputParams.audioTapProcessor = tap?.takeRetainedValue()//tap?.takeUnretainedValue()
// tap?.release()
// print("inputParms: \(inputParams), \(inputParams.audioTapProcessor)\n")
let audioMix = AVMutableAudioMix()
audioMix.inputParameters = [inputParams]
playerItem.audioMix = audioMix
}
//MARK: TAP CALLBACKS
let tapInit: MTAudioProcessingTapInitCallback = {
(tap, clientInfo, tapStorageOut) in
tapStorageOut.pointee = clientInfo
print("init \(tap, clientInfo, tapStorageOut)\n")
}
let tapFinalize: MTAudioProcessingTapFinalizeCallback = {
(tap) in
print("finalize \(tap)\n")
}
let tapPrepare: MTAudioProcessingTapPrepareCallback = {
(tap, itemCount, basicDescription) in
print("prepare: \(tap, itemCount, basicDescription)\n")
let selfMediaInput = Unmanaged<VideoMediaInput>.fromOpaque(MTAudioProcessingTapGetStorage(tap)).takeUnretainedValue()
selfMediaInput.audioProcessingFormat = AudioStreamBasicDescription(mSampleRate: basicDescription.pointee.mSampleRate,
mFormatID: basicDescription.pointee.mFormatID, mFormatFlags: basicDescription.pointee.mFormatFlags, mBytesPerPacket: basicDescription.pointee.mBytesPerPacket, mFramesPerPacket: basicDescription.pointee.mFramesPerPacket, mBytesPerFrame: basicDescription.pointee.mBytesPerFrame, mChannelsPerFrame: basicDescription.pointee.mChannelsPerFrame, mBitsPerChannel: basicDescription.pointee.mBitsPerChannel, mReserved: basicDescription.pointee.mReserved)
}
let tapUnprepare: MTAudioProcessingTapUnprepareCallback = {
(tap) in
print("unprepare \(tap)\n")
}
let tapProcess: MTAudioProcessingTapProcessCallback = {
(tap, numberFrames, flags, bufferListInOut, numberFramesOut, flagsOut) in
print("callback \(bufferListInOut)\n")
let selfMediaInput = Unmanaged<VideoMediaInput>.fromOpaque(MTAudioProcessingTapGetStorage(tap)).takeUnretainedValue()
let status = MTAudioProcessingTapGetSourceAudio(tap, numberFrames, bufferListInOut, flagsOut, nil, numberFramesOut)
//print("get audio: \(status)\n")
if status != noErr {
print("Error TAPGetSourceAudio :\(String(describing: status.description))")
return
}
selfMediaInput.processAudioData(audioData: bufferListInOut, framesNumber: UInt32(numberFrames))
}
func processAudioData(audioData: UnsafeMutablePointer<AudioBufferList>, framesNumber: UInt32) {
var sbuf: CMSampleBuffer?
var status : OSStatus?
var format: CMFormatDescription?
//FORMAT
// var audioFormat = self.audioProcessingFormat//self.audioProcessingFormat?.pointee
guard var audioFormat = self.audioProcessingFormat else {
return
}
status = CMAudioFormatDescriptionCreate(allocator: kCFAllocatorDefault, asbd: &audioFormat, layoutSize: 0, layout: nil, magicCookieSize: 0, magicCookie: nil, extensions: nil, formatDescriptionOut: &format)
if status != noErr {
print("Error CMAudioFormatDescriptionCreater :\(String(describing: status?.description))")
return
}
print(">> Audio Buffer mSampleRate:\(Int32(audioFormat.mSampleRate))")
var timing = CMSampleTimingInfo(duration: CMTimeMake(value: 1, timescale: Int32(audioFormat.mSampleRate)), presentationTimeStamp: self.player.currentTime(), decodeTimeStamp: CMTime.invalid)
status = CMSampleBufferCreate(allocator: kCFAllocatorDefault,
dataBuffer: nil,
dataReady: Bool(truncating: 0),
makeDataReadyCallback: nil,
refcon: nil,
formatDescription: format,
sampleCount: CMItemCount(framesNumber),
sampleTimingEntryCount: 1,
sampleTimingArray: &timing,
sampleSizeEntryCount: 0, sampleSizeArray: nil,
sampleBufferOut: &sbuf);
if status != noErr {
print("Error CMSampleBufferCreate :\(String(describing: status?.description))")
return
}
status = CMSampleBufferSetDataBufferFromAudioBufferList(sbuf!,
blockBufferAllocator: kCFAllocatorDefault ,
blockBufferMemoryAllocator: kCFAllocatorDefault,
flags: 0,
bufferList: audioData)
if status != noErr {
print("Error cCMSampleBufferSetDataBufferFromAudioBufferList :\(String(describing: status?.description))")
return
}
let currentSampleTime = CMSampleBufferGetOutputPresentationTimeStamp(sbuf!);
print(" audio buffer at time: \(currentSampleTime)")
self.delegate?.videoFrameRefresh(sampleBuffer: sbuf!)
}
}
How I use my class
self.inputVideoMedia = nil
self.inputVideoMedia = VideoMediaInput(url: videoURL)
self.inputVideoMedia!.delegate = self
the second time I do that.. it crashes (but not always). The times it doesnt crash I can see printed in the console the FINALIZE print.
If VideoMediaInput is deallocated before the tap is deallocated (which can happen as there seems to be no way to synchronously stop a tap), then the tap callback can choke on a reference to your deallocated class.
You can fix this by passing (a wrapped, I guess) weak reference to your class. You can do it like this:
First delete your tap instance variable, and any references to it - it's not needed. Then make these changes:
class VideoMediaInput: NSObject {
class TapCookie {
weak var input: VideoMediaInput?
deinit {
print("TapCookie deinit")
}
}
...
func setupProcessingTap(){
let cookie = TapCookie()
cookie.input = self
var callbacks = MTAudioProcessingTapCallbacks(
version: kMTAudioProcessingTapCallbacksVersion_0,
clientInfo: UnsafeMutableRawPointer(Unmanaged.passRetained(cookie).toOpaque()),
init: tapInit,
finalize: tapFinalize,
prepare: tapPrepare,
unprepare: tapUnprepare,
process: tapProcess)
...
let tapFinalize: MTAudioProcessingTapFinalizeCallback = {
(tap) in
print("finalize \(tap)\n")
// release cookie
Unmanaged<TapCookie>.fromOpaque(MTAudioProcessingTapGetStorage(tap)).release()
}
let tapPrepare: MTAudioProcessingTapPrepareCallback = {
(tap, itemCount, basicDescription) in
print("prepare: \(tap, itemCount, basicDescription)\n")
let cookie = Unmanaged<TapCookie>.fromOpaque(MTAudioProcessingTapGetStorage(tap)).takeUnretainedValue()
let selfMediaInput = cookie.input!
...
let tapProcess: MTAudioProcessingTapProcessCallback = {
(tap, numberFrames, flags, bufferListInOut, numberFramesOut, flagsOut) in
print("callback \(bufferListInOut)\n")
let cookie = Unmanaged<TapCookie>.fromOpaque(MTAudioProcessingTapGetStorage(tap)).takeUnretainedValue()
guard let selfMediaInput = cookie.input else {
print("Tap callback: VideoMediaInput was deallocated!")
return
}
...
I'm not sure if the cookie class is necessary, it exists only to wrap the weak reference. Cutting edge Swift experts may know how to mash the weakness through all the teenage mutant ninja raw pointers, but I don't.
The audio context runs in its own real-time thread. So audio processes don't stop synchronously with a stop or cancel function call, but some unknown time later (on the order of the duration of some number of audio samples in some internal audio buffers), after the real-time thread drains.
Thus, audio buffers, objects, and callbacks should not be released (or reallocated) until some (unknown, but less than a couple seconds) time after stopping any real-time audio stream.
Depending on deallocation object messages or instance variable states (including weak references) betweens real-time threads is reported to be currently unsafe in Swift (see WWDC 2018 session on audio). Thus, I recommend using semaphores (outside of a real-time context, such as audio), or posix memory barriers (inside a bridged call to a C function). (...until some future version of Swift figures out a real-time concurrency mechanism.) (...especially on iOS or Apple Silicon (M1) devices which can re-order memory writes).

How to loop AVPlayer from 4 second to 8 second in swift 3?

I have an AVPlayer in swift 3 that plays video - the problem is that I want to use loop from A to B seconds (for example from 4 to 8 second)here is my codes for loop but didn't work
NotificationCenter.default.addObserver(forName: .AVPlayerItemDidPlayToEndTime, object: self.Player.currentItem, queue: nil, using: { (_) in
DispatchQueue.main.async {
self.Player.seek(to: kCMTimeZero)
self.Player.play()
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 4.0) {
// check if player is still playing
if self.Player.rate != 0 {
print("OK")
print("Player reached 4.0 seconds")
let timeScale = self.Player.currentItem?.asset.duration.timescale;
// let seconds = kCMTimeZero
let time = CMTimeMakeWithSeconds( 8.0 , timeScale!)
self.Player.seek(to: time, toleranceBefore: kCMTimeZero, toleranceAfter: kCMTimeZero)
self.Player.play()
}
}
}
})
the problem is that this loop doesn't work and because of AVPlayerItemDidPlayToEndTime the print("OK") won't work until the player has finished the movie
There are a few options:
If you want gapless playback, you can start off by using:
Pre iOS 10: https://developer.apple.com/library/content/samplecode/avloopplayer/Introduction/Intro.html
iOS 10+:
https://developer.apple.com/documentation/avfoundation/avplayerlooper
The pre-ios10 "solution" from apple does work, and is the only way I have gotten gapless looping since I target ios9.
If you are using that solution, you also need to either feed it an avplayeritem the right length or add to the solution to cut it up as you send it to the player.
For that, you can do something like how I changed apples code (sorry if its a bit sparse - just trying to show the main changes) - Basically adding in sending the track and the chunk of time to use, then make that an AVMutableCompositionTrack (I got rid of all the stuff for video - you will want to keep that in) :
class myClass: someClass {
var loopPlayer:QueuePlayerLooper!
var avAssetLength:Int64!
var avAssetTimescale:CMTimeScale!
var avAssetTimeRange:CMTimeRange!
let composition = AVMutableComposition()
var playerItem:AVPlayerItem!
var avAssetrack:AVAssetTrack!
var compAudioTrack:AVMutableCompositionTrack!
var uurl:URL!
var avAsset:AVURLAsset!
func createCMTimeRange(start:TimeInterval, end:TimeInterval) -> CMTimeRange {
avAssetTimescale = avAssetTrack.naturalTimeScale
let a:CMTime = CMTime(seconds: start, preferredTimescale: avAssetTimescale)
let b:CMTime = CMTime(seconds: end, preferredTimescale: avAssetTimescale)
return CMTimeRange(start: a, end: b)
}
func startLoopingSection() {
loopPlayer = QueuePlayerLooper(audioURL: uurl, loopCount: -1, timeRange: createCMTimeRange(start: a_playbackPosition, end: b_playbackPosition))
loopPlayer.start()
}
}
//--==--==--==--==--==--==--==--==--
/*
Copyright (C) 2016 Apple Inc. All Rights Reserved.
See LICENSE.txt for this sample’s licensing information
Abstract:
An object that uses AVQueuePlayer to loop a video.
*/
// Marked changed code with ++
class QueuePlayerLooper : NSObject, Looper {
// MARK: Types
private struct ObserverContexts {
static var playerStatus = 0
static var playerStatusKey = "status"
static var currentItem = 0
static var currentItemKey = "currentItem"
static var currentItemStatus = 0
static var currentItemStatusKey = "currentItem.status"
static var urlAssetDurationKey = "duration"
static var urlAssetPlayableKey = "playable"
}
// MARK: Properties
private var player: AVQueuePlayer?
private var playerLayer: AVPlayerLayer?
private var isObserving = false
private var numberOfTimesPlayed = 0
private let numberOfTimesToPlay: Int
private let videoURL: URL
++var assetTimeRange:CMTimeRange!
++let composition = AVMutableComposition()
++var currentTrack:AVAssetTrack!
++var assetTimeRange:CMTimeRange!
// MARK: Looper
required init(videoURL: URL, loopCount: Int, ++timeRange:CMTimeRange) {
self.videoURL = videoURL
self.numberOfTimesToPlay = loopCount
++self.assetTimeRange = timeRange
super.init()
super.init()
}
func start(in parentLayer: CALayer) {
stop()
player = AVQueuePlayer()
playerLayer = AVPlayerLayer(player: player)
guard let playerLayer = playerLayer else { fatalError("Error creating player layer") }
playerLayer.frame = parentLayer.bounds
parentLayer.addSublayer(playerLayer)
let videoAsset = AVURLAsset(url: videoURL)
++currentTrack = composition.addMutableTrack(withMediaType: AVMediaTypeVideo, preferredTrackID: CMPersistentTrackID())
++currentTrack = videoAsset.tracks(withMediaType: AVMediaTypeVideo)
++try! compositionTrack.insertTimeRange(assetTimeRange, of: currentTrack, at: CMTimeMake(0, 1))
videoAsset.loadValuesAsynchronously(forKeys: [ObserverContexts.urlAssetDurationKey, ObserverContexts.urlAssetPlayableKey]) {
/*
The asset invokes its completion handler on an arbitrary queue
when loading is complete. Because we want to access our AVQueuePlayer
in our ensuing set-up, we must dispatch our handler to the main
queue.
*/
DispatchQueue.main.async(execute: {
var durationError: NSError?
let durationStatus = videoAsset.statusOfValue(forKey: ObserverContexts.urlAssetDurationKey, error: &durationError)
guard durationStatus == .loaded else { fatalError("Failed to load duration property with error: \(durationError)") }
var playableError: NSError?
let playableStatus = videoAsset.statusOfValue(forKey: ObserverContexts.urlAssetPlayableKey, error: &playableError)
guard playableStatus == .loaded else { fatalError("Failed to read playable duration property with error: \(playableError)") }
guard videoAsset.isPlayable else {
print("Can't loop since asset is not playable")
return
}
guard CMTimeCompare(videoAsset.duration, CMTime(value:1, timescale:100)) >= 0 else {
print("Can't loop since asset duration too short. Duration is(\(CMTimeGetSeconds(videoAsset.duration)) seconds")
return
}
/*
Based on the duration of the asset, we decide the number of player
items to add to demonstrate gapless playback of the same asset.
*/
let numberOfPlayerItems = (Int)(1.0 / CMTimeGetSeconds(videoAsset.duration)) + 2
for _ in 1...numberOfPlayerItems {
let loopItem = AVPlayerItem(asset: ++self.composition)
self.player?.insert(loopItem, after: nil)
}
self.startObserving()
self.numberOfTimesPlayed = 0
self.player?.play()
})
}
}
}}
You can add periodic time observer to monitor current time
let timeObserverToken = player.addPeriodicTimeObserver(forInterval: someInterval, queue: DispatchQueue.main) { [unowned self] time in
let seconds = CMTimeGetSeconds(cmTime)
if seconds >= 8.0 {
// jump back to 4 seconds
// do stuff
}
}

Details on using the AVAudioEngine

Background: I found one of Apple WWDC sessions called "AVAudioEngine in Practice" and am trying to make something similar to the last demo shown at 43:35 (https://youtu.be/FlMaxen2eyw?t=2614). I'm using SpriteKit instead of SceneKit but the principle is the same: I want to generate spheres, throw them around and when they collide the engine plays a sound, unique to each sphere.
Problems:
I want a unique AudioPlayerNode attached to each SpriteKitNode so that I can play a different sound for each sphere. i.e Right now, if I create two spheres and set a different pitch for each of their AudioPlayerNode, only the most recently created AudioPlayerNode seems to be playing, even when the original sphere collides. During the demo, he mentions "I'm tying a player, a dedicated player to each ball". How would I go about doing that?
There are audio clicks/artefacts every time a new collision happens. I'm assuming this has to do with the AVAudioPlayerNodeBufferOptions and/or the fact that I'm trying to create, schedule and consume buffers very quickly each time contact occurs, which is not the most efficient method. What would be a good work around for this?
Code: As mentioned in the video, "...for every ball that's born into this world, a new player node is also created". I have a separate class for the spheres, with a method that returns a SpriteKitNode and also creates an AudioPlayerNode every time it is called :
class Sphere {
var sphere: SKSpriteNode = SKSpriteNode(color: UIColor(), size: CGSize())
var sphereScale: CGFloat = CGFloat(0.01)
var spherePlayer = AVAudioPlayerNode()
let audio = Audio()
let sphereCollision: UInt32 = 0x1 << 0
func createSphere(position: CGPoint, pitch: Float) -> SKSpriteNode {
let texture = SKTexture(imageNamed: "Slice")
let collisionTexture = SKTexture(imageNamed: "Collision")
// Define the node
sphere = SKSpriteNode(texture: texture, size: texture.size())
sphere.position = position
sphere.name = "sphere"
sphere.physicsBody = SKPhysicsBody(texture: collisionTexture, size: sphere.size)
sphere.physicsBody?.dynamic = true
sphere.physicsBody?.mass = 0
sphere.physicsBody?.restitution = 0.5
sphere.physicsBody?.usesPreciseCollisionDetection = true
sphere.physicsBody?.categoryBitMask = sphereCollision
sphere.physicsBody?.contactTestBitMask = sphereCollision
sphere.zPosition = 1
// Create AudioPlayerNode
spherePlayer = audio.createPlayer(pitch)
return sphere
}
Here's my Audio Class with which I create AudioPCMBuffers and AudioPlayerNodes
class Audio {
let engine: AVAudioEngine = AVAudioEngine()
func createBuffer(name: String, type: String) -> AVAudioPCMBuffer {
let audioFilePath = NSBundle.mainBundle().URLForResource(name as String, withExtension: type as String)!
let audioFile = try! AVAudioFile(forReading: audioFilePath)
let buffer = AVAudioPCMBuffer(PCMFormat: audioFile.processingFormat, frameCapacity: UInt32(audioFile.length))
try! audioFile.readIntoBuffer(buffer)
return buffer
}
func createPlayer(pitch: Float) -> AVAudioPlayerNode {
let player = AVAudioPlayerNode()
let buffer = self.createBuffer("PianoC1", type: "wav")
let pitcher = AVAudioUnitTimePitch()
let delay = AVAudioUnitDelay()
pitcher.pitch = pitch
delay.delayTime = 0.2
delay.feedback = 90
delay.wetDryMix = 0
engine.attachNode(pitcher)
engine.attachNode(player)
engine.attachNode(delay)
engine.connect(player, to: pitcher, format: buffer.format)
engine.connect(pitcher, to: delay, format: buffer.format)
engine.connect(delay, to: engine.mainMixerNode, format: buffer.format)
engine.prepare()
try! engine.start()
return player
}
}
In my GameScene class I then test for collision, schedule a buffer and play the AudioPlayerNode if contact has occurred
func didBeginContact(contact: SKPhysicsContact) {
let firstBody: SKPhysicsBody = contact.bodyA
if (firstBody.categoryBitMask & sphere.sphereCollision != 0) {
let buffer1 = audio.createBuffer("PianoC1", type: "wav")
sphere.spherePlayer.scheduleBuffer(buffer1, atTime: nil, options: AVAudioPlayerNodeBufferOptions.Interrupts, completionHandler: nil)
sphere.spherePlayer.play()
}
}
I'm new to Swift and only have basic knowledge of programming so any suggestion/criticism is welcome.
I've been working on AVAudioEngine in scenekit and trying to do something else, but this will be what you are looking for:
https://developer.apple.com/library/mac/samplecode/AVAEGamingExample/Listings/AVAEGamingExample_AudioEngine_m.html
It explains the process of:
1-Instantiating your own AVAudioEngine sub-class
2-Methods to load PCMBuffers for each AVAudioPlayer
3-Changing your Environment node's parameters to accomodate the reverb for the large number of pinball objects
Edit: Converted, tested and added a few features:
1-You create a subclass of AVAudioEngine, name it AudioLayerEngine for example. This is to access the AVAudioUnit effects such as distortion, delay, pitch and many of the other effects available as AudioUnits.
2-Initialise by setting up some configurations for the audio engine, such as rendering algorithm, exposing the AVAudioEnvironmentNode to play with 3D positions of your SCNNode objects or SKNode objects if you are in 2D but want 3D effects
3-Create some helper methods to load presets for each AudioUnit effect you want
4-Create a helper method to create an audio player then add it to whatever node you want, as many times as you want since that SCNNode accepts a .audioPlayers methods which returns [AVAudioPlayer] or [SCNAudioPlayer]
5-Start playing.
I've pasted the entire class for reference so that you can then structure it as you wish, but keep in mind that if you are coupling this with SceneKit or SpriteKit, you use this audioEngine to manage all your sounds instead of SceneKit's internal AVAudioEngine. This means that you instantiate this in your gameView during the AwakeFromNib method
import Foundation
import SceneKit
import AVFoundation
class AudioLayerEngine:AVAudioEngine{
var engine:AVAudioEngine!
var environment:AVAudioEnvironmentNode!
var outputBuffer:AVAudioPCMBuffer!
var voicePlayer:AVAudioPlayerNode!
var multiChannelEnabled:Bool!
//audio effects
let delay = AVAudioUnitDelay()
let distortion = AVAudioUnitDistortion()
let reverb = AVAudioUnitReverb()
override init(){
super.init()
engine = AVAudioEngine()
environment = AVAudioEnvironmentNode()
engine.attachNode(self.environment)
voicePlayer = AVAudioPlayerNode()
engine.attachNode(voicePlayer)
voicePlayer.volume = 1.0
outputBuffer = loadVoice()
wireEngine()
startEngine()
voicePlayer.scheduleBuffer(self.outputBuffer, completionHandler: nil)
voicePlayer.play()
}
func startEngine(){
do{
try engine.start()
}catch{
print("error loading engine")
}
}
func loadVoice()->AVAudioPCMBuffer{
let URL = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("art.scnassets/sounds/interface/test", ofType: "aiff")!)
do{
let soundFile = try AVAudioFile(forReading: URL, commonFormat: AVAudioCommonFormat.PCMFormatFloat32, interleaved: false)
outputBuffer = AVAudioPCMBuffer(PCMFormat: soundFile.processingFormat, frameCapacity: AVAudioFrameCount(soundFile.length))
do{
try soundFile.readIntoBuffer(outputBuffer)
}catch{
print("somethign went wrong with loading the buffer into the sound fiel")
}
print("returning buffer")
return outputBuffer
}catch{
}
return outputBuffer
}
func wireEngine(){
loadDistortionPreset(AVAudioUnitDistortionPreset.MultiCellphoneConcert)
engine.attachNode(distortion)
engine.attachNode(delay)
engine.connect(voicePlayer, to: distortion, format: self.outputBuffer.format)
engine.connect(distortion, to: delay, format: self.outputBuffer.format)
engine.connect(delay, to: environment, format: self.outputBuffer.format)
engine.connect(environment, to: engine.outputNode, format: constructOutputFormatForEnvironment())
}
func constructOutputFormatForEnvironment()->AVAudioFormat{
let outputChannelCount = self.engine.outputNode.outputFormatForBus(1).channelCount
let hardwareSampleRate = self.engine.outputNode.outputFormatForBus(1).sampleRate
let environmentOutputConnectionFormat = AVAudioFormat(standardFormatWithSampleRate: hardwareSampleRate, channels: outputChannelCount)
multiChannelEnabled = false
return environmentOutputConnectionFormat
}
func loadDistortionPreset(preset: AVAudioUnitDistortionPreset){
distortion.loadFactoryPreset(preset)
}
func createPlayer(node: SCNNode){
let player = AVAudioPlayerNode()
distortion.loadFactoryPreset(AVAudioUnitDistortionPreset.SpeechCosmicInterference)
engine.attachNode(player)
engine.attachNode(distortion)
engine.connect(player, to: distortion, format: outputBuffer.format)
engine.connect(distortion, to: environment, format: constructOutputFormatForEnvironment())
let algo = AVAudio3DMixingRenderingAlgorithm.HRTF
player.renderingAlgorithm = algo
player.reverbBlend = 0.3
player.renderingAlgorithm = AVAudio3DMixingRenderingAlgorithm.HRTF
}
}

Swift 2 : AVAssetReader and NSInputStream Audio Graph

I'm trying to convert an example from Bob McCune's Learning AVFoundation book and having some issues using AVAssetReader and NSInputStream. The graph should be a pure sine wave but the values seem reflected on the X-axis somehow.
I've tried every iteration of byte swapping I could think of and that didn't work.
Playground posted to github here:
https://github.com/justinlevi/AVAssetReader
//: Playground - noun: a place where people can play
import UIKit
import AVFoundation
import XCPlayground
func plotArrayInPlayground<T>(arrayToPlot:Array<T>, title:String) {
for currentValue in arrayToPlot {
XCPCaptureValue(title, value: currentValue)
}
}
class SSSampleDataFilter {
var sampleData:NSData?
init(data:NSData) {
sampleData = data
}
func filteredSamplesForSize(size:CGSize) -> [Int]{
var filterSamples = [UInt16]()
if let sampleData = sampleData {
let sampleCount = sampleData.length
let binSize = CGFloat(sampleCount) / size.width
let stream = NSInputStream(data: sampleData)
stream.open()
var readBuffer = Array<UInt8>(count: 16 * 1024, repeatedValue: 0)
var totalBytesRead = 0
let size = sizeof(UInt16)
while (totalBytesRead < sampleData.length) {
let numberOfBytesRead = stream.read(&readBuffer, maxLength: size)
let u16: UInt16 = UnsafePointer<UInt16>(readBuffer).memory
var sampleBin = [UInt16]()
for _ in 0..<Int(binSize) {
sampleBin.append(u16)
}
filterSamples.append(sampleBin.maxElement()!)
totalBytesRead += numberOfBytesRead
}
//plotArrayInPlayground(filterSamples, title: "Samples")
}
return [0]
}
}
let sineURL = NSBundle.mainBundle().URLForResource("440.0-sine", withExtension: "aif")!
let asset = AVAsset(URL: sineURL)
var assetReader:AVAssetReader
do{
assetReader = try AVAssetReader(asset: asset)
}catch{
fatalError("Unable to read Asset: \(error) : \(__FUNCTION__).")
}
let track = asset.tracksWithMediaType(AVMediaTypeAudio).first
let outputSettings: [String:Int] =
[ AVFormatIDKey: Int(kAudioFormatLinearPCM),
AVLinearPCMIsBigEndianKey: 0,
AVLinearPCMIsFloatKey: 0,
AVLinearPCMBitDepthKey: 16,
AVLinearPCMIsNonInterleaved: 0]
let trackOutput = AVAssetReaderTrackOutput(track: track!, outputSettings: outputSettings)
assetReader.addOutput(trackOutput)
assetReader.startReading()
var sampleData = NSMutableData()
while assetReader.status == AVAssetReaderStatus.Reading {
if let sampleBufferRef = trackOutput.copyNextSampleBuffer() {
if let blockBufferRef = CMSampleBufferGetDataBuffer(sampleBufferRef) {
let bufferLength = CMBlockBufferGetDataLength(blockBufferRef)
var data = NSMutableData(length: bufferLength)
CMBlockBufferCopyDataBytes(blockBufferRef, 0, bufferLength, data!.mutableBytes)
var samples = UnsafeMutablePointer<Int16>(data!.mutableBytes)
sampleData.appendBytes(samples, length: bufferLength)
CMSampleBufferInvalidate(sampleBufferRef)
}
}
}
let view = UIView(frame: CGRectMake(0, 0, 375.0, 667.0))
//view.backgroundColor = UIColor.lightGrayColor()
if assetReader.status == AVAssetReaderStatus.Completed {
print("complete")
let filter = SSSampleDataFilter(data: sampleData)
let filteredSamples = filter.filteredSamplesForSize(view.bounds.size)
}
//XCPShowView("Bezier Path", view: view)
XCPSetExecutionShouldContinueIndefinitely(true)
Here's what the graph should look like (taken from Audacity)
Here's what the graph looks like in the playground
Unfortunately your playground doesn't render anything for me in Xcode7b5, however you're asking the AVAssetReaderTrackOutput to give you signed 16bit ints, yet your code treats them as unsigned UInt16s (and your Audacity file uses floats).
Changing all instances of UInt16 to Int16 in your playground seems to print sensible looking sinusoidal data.

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