Getting Volume Output from AVAudioSynthesiser in IOS via swift - ios

I am trying to add a Siri like button to a game I am working on. I am using AVSpeech Synthesiser and I am trying to create an animation that will move with the speech output volume.
I don't see a method to get the volume output of AVAudiosynthesiser. Is there a way to get it via another framework?

An easy solution might be to show some visuals by registering an AVSpeechSynthesizerDelegate and listening for calls to speechSynthesizer:willSpeakRangeOfSpeechString:utterance:

NOTE: This is not a solution but more a hint of what can be done based on experience.
A bit hard to do setup would be to route the sound through AVFoundation core buffers and make a simple Fourier transformation to get the Amplitudes and use the Amplitude as "Volume".
I use a similar technique to visualize in real-time the music played and live recording from microphone input for a karaoke app I made.

Related

IOS: Custom real time audio effect for audioEngine?

What is best way for creating custom real time audio effect for audioEngine in iOS ?
I want to process audio at a low level, how to do it right? Be sure to use AudioUnitExtension? By simpler, I meant, is it possible to inherit from Audio Unit and using C code to change audio Data and send it back to the audioUnit connection chain in audioEngine?
You may find that the framework AudioKit will let you do what you want, the problem with manipulating audio at a low level is you have to deal with a lot of complex stuff tangental to what you are trying to achieve, just changing the playback rate of a sample means you have to deal with interpolation and antialias filters, AudioKit handles all of that for you but it may mean you have to change your way of thinking about what you are trying to.
https://github.com/AudioKit/AudioKit

Using AVAudioRecorder inside of AudioKit

Is there a known way to convert an AVAudioRecorder object into an AKNode object?
My use case for this is that I have an application that is pulling an audio stream from a custom piece of bluetooth hardware. I've already written all the handlers for this, and the output of the hardware ends up as an AVAudioRecorder.
I'd like to make use of all the nicer visualisation of audio that AK offers - specifically the plotting of amplitude on a graph in my view as it is recorded, but to get it to work, it appears that I need to turn the AVAudioRecorder into an AKNode.
Is there an easy way to do this without going back through all the code that interfaces with the hardware and replacing it to use AKNode from the start?
I have gone through the documentation of AK and it doesn't seem possible at this time to use an existing AVAudioRecorder as a source node.
Thanks!
I don't believe so. AVAudioPlayer is also unavailable, but we do have AVAudioPlayerNode. There is not a corresponding AVAudioRecorderNode.

Generate a sound (not from a file)

I'm building a small game prototype, and I'd like to be able to play simple sounds whose length/tone/pitch will vary based on what the user is doing.
This is surprisingly hard to do. Closest resource I found was:
http://www.tmroyal.com/playing-sounds-in-swift-audioengine.html
But this does not actually generate any sound on my device or on the iOS simulator.
Does anyone know of any working code to play ANY procedurally generated audio? Simple Sine Wave would do.
https://gist.github.com/rgcottrell/5b876d9c5eea4c9e411c
This code on the other hand works, and it's beautifully written...
Success!
You can try AudioKit.
It's an audio framework built on top of Core Audio.
In their Continuous Control example they use a simple FM oscillator with controlled parameters.

IOS apply effects all over my audio engine sound result

is there a way in ios to put over my audio engine a kind of layer to apply DSP on all of my stuff?
In fact I want to reproduce something like add a dsp hardware between a mixer and my speaker to apply an echo for example to the sound result without dealing with the stream.
Just say for example get the global sound and apply an EQ High pass on it, that's it.
Thanks for your help
If you're using AVAudioPlayer you can use MTAudioProcessingTap to do this. It isn't the simplest task but here are some resources that should help:
MTAudioProcessingTap Audio Processor shows how to apply a bandpass filter to the audio data: https://developer.apple.com/library/ios/samplecode/AudioTapProcessor/Introduction/Intro.html
Processing AVPlayer’s audio with MTAudioProcessingTap is a fairly complete example showing how to create a tap: http://chritto.wordpress.com/2013/01/07/processing-avplayers-audio-with-mtaudioprocessingtap/

Virtual Instrument App Recording Functionality With RemoteIO

I'm developing a virtual instrument app for iOS and am trying to implement a recording function so that the app can record and playback the music the user makes with the instrument. I'm currently using the CocosDenshion sound engine (with a few of my own hacks involving fades etc) which is based on OpenAL. From my research on the net it seems I have two options:
Keep a record of the user's inputs (ie. which notes were played at what volume) so that the app can recreate the sound (but this cannot be shared/emailed).
Hack my own low-level sound engine using AudioUnits & specifically RemoteIO so that I manually mix all the sounds and populate the final output buffer by hand and hence can save said buffer to a file. This will be able to be shared by email etc.
I have implemented a RemoteIO callback for rendering the output buffer in the hope that it would give me previously played data in the buffer but alas the buffer is always all 00.
So my question is: is there an easier way to sniff/listen to what my app is sending to the speakers than my option 2 above?
Thanks in advance for your help!
I think you should use remoteIO, I had a similar project several months ago and wanted to avoid remoteIO and audio units as much as possible, but in the end, after I wrote tons of code and read lots of documentations from third party libraries (including cocosdenshion) I end up using audio units anyway. More than that, it's not that hard to set up and work with. If you however look for a library to do most of the work for you, you should look for one written a top of core audio not open al.
You might want to take a look at the AudioCopy framework. It does a lot of what you seem to be looking for, and will save you from potentially reinventing some wheels.

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