How to get the volume of an AudioUnit - ios

I am using AudioUnit to play input from the microphone to the earphones.
It's working great. Now I need to increase the volume of weak sounds and decrease strong ones.
I found a way to increase the sound:
static OSStatus performRender (void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
OSStatus err = noErr;
if (*cd.audioChainIsBeingReconstructed == NO)
{
// we are calling AudioUnitRender on the input bus of AURemoteIO
// this will store the audio data captured by the microphone in ioData
err = AudioUnitRender(cd.rioUnit, ioActionFlags, inTimeStamp, 1, inNumberFrames, ioData);
// filter out the DC component of the signal
cd.dcRejectionFilter->ProcessInplace((Float32*) ioData->mBuffers[0].mData, inNumberFrames);
//Add Volume
float desiredGain = 2.0f;
for(UInt32 bufferIndex = 0; bufferIndex < ioData->mNumberBuffers; ++bufferIndex) {
float *rawBuffer = (float *)ioData->mBuffers[bufferIndex].mData;
vDSP_vsmul(rawBuffer, 1, &desiredGain, rawBuffer, 1, inNumberFrames);
}
// mute audio if needed
if (*cd.muteAudio)
{
for (UInt32 i=0; i<ioData->mNumberBuffers; ++i)
memset(ioData->mBuffers[i].mData, 0, ioData->mBuffers[i].mDataByteSize);
}
}
return err;
}
My question is how to I get what is the current volume so I would know how much to gain it and vice versa
Thanks!

Getting the "volume" depends on the type of AudioUnit. Some audio units have input levels, output levels, and "global" volume levels.
// MatrixMixer
Float32 volume = 0;
OSStatus result = AudioUnitGetParameter(mxmx_unit, kMatrixMixerParam_Volume, kAudioUnitScope_Global, 0, &volume);
// MultiChannelMixer
Float32 volume = 0;
OSStatus result = AudioUnitGetParameter(mcmx_unit, kMultiChannelMixerParam_Volume, kAudioUnitScope_Global, 0, &volume);

Related

Audiokit, how to playback a modified buffer in a tap?

I use Audiokit (in Objective-C) for realtime audio processing. I feed a C++ algorithm through a tap or lazy tap where the buffer is being modified.
I thought that would be obvious but...how can I playback the modified buffer in the output? Are taps only for analysis?
[self->microphoneGain.avAudioNode installTapOnBus:0 bufferSize:1024 format:format block:^(AVAudioPCMBuffer * _Nonnull buffer, AVAudioTime * _Nonnull when) {
if (buffer.frameLength == 0) {
return;
}
// Process data -> return modified buffer
processData(buffer.floatChannelData[0], buffer.floatChannelData[1], buffer.frameLength);
// -> How to play back buffer?
}];
Furthermore, I can't get taps buffer size lower than 4800 samples. What would be my best option to get a better latency? I read about AUAudioUnit subclassing, render callback or realtime mode for AudioEngine, but I'm quite lost when trying to implement one of these with AudioKit. Thanks!
EDIT:
I managed to set a render callback which has apparently solved both of my problems.
AURenderCallbackStruct processingCallback;
processingCallback.inputProc = processingCalbackProc;
processingCallback.inputProcRefCon = (__bridge void *)(self);
OSStatus status = AudioUnitSetProperty(AudioKit.engine.outputNode.audioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&processingCallback,
sizeof(processingCallback));
if(status != noErr) {
return false;
}
OSStatus processingCalbackProc (void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
__unsafe_unretained MyClass *self = (__bridge MyClass *)inRefCon;
printf("%u, ", (unsigned int)inNumberFrames); // -> low latency!
if (!ioData) ioData = self->audioBufferList;
OSStatus status = AudioUnitRender(AudioKit.engine.outputNode.audioUnit,
ioActionFlags,
inTimeStamp,
1,
inNumberFrames,
ioData);
if(status != noErr) { return status; }
// Get buffers
unsigned int inputChannels = 2;
float *buffer[inputChannels];
for (int i = 0; i < inputChannels; i++) {
buffer[i] = (float *)ioData->mBuffers[i].mData;
}
// Process data
processData(buffer[0], buffer[1], inNumberFrames);
return noErr;
}
Now I can easily get buffers as low as 256samples (probably even less but not needed in my case) and when buffer[n]are modified, it outputs the modified buffers.
Everything seems to be fine, I just hope this is the right approach.

AudioUnit noise if there is no output buffer

I am trying to implement playing pcm audio received from remote server via socket. Here was my previous question link. This works fine as I use circular buffer to always feed in the incoming buffer.
However I have a problem that there is a huge noise sound that is being produced if I have no buffer supplied to my output. This happens when I begin to use AudioOutputUnitStart(_audioUnit) and when there is no buffer to play.
I suspect I have to fix this in my OutputRenderCallback function below or may be there is something else I need to do :
static OSStatus OutputRenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
Test *output = (__bridge Test*)inRefCon;
TPCircularBuffer *circularBuffer = [output outputShouldUseCircularBuffer];
if( !circularBuffer ){
SInt32 *left = (SInt32*)ioData->mBuffers[0].mData;
for(int i = 0; i < inNumberFrames; i++ ){
left[ i ] = 0.0f;
}
return noErr;
};
int32_t bytesToCopy = ioData->mBuffers[0].mDataByteSize;
SInt16* outputBuffer = ioData->mBuffers[0].mData;
uint32_t availableBytes;
SInt16 *sourceBuffer = TPCircularBufferTail(circularBuffer, &availableBytes);
int32_t amount = MIN(bytesToCopy,availableBytes);
memcpy(outputBuffer, sourceBuffer, amount);
TPCircularBufferConsume(circularBuffer,amount);
return noErr;
}
I highly appreciate you help.Thanks.
An audio unit callback requires that you always put the requested amount of samples in the AudioBufferList buffers. Your code does not do that if the amount (from that available circular buffer) is less.
So put something in the output buffer always, as your code does if there is no circular buffer.
BTW: calling a method:
[output outputShouldUseCircularBuffer]
inside a callback is a violation of Apple's rules for real-time audio.
I am posting my answer incase someone else stumbles at the same point as I was. I am new to objective c so incase someone has a better solution. I do welcome any suggestions.
As #hotpaw2 suggested the AudioBufferList needs to be feed with samples and in my case when my circularBuffer had nothing inside of it. I had to feed the AudioBufferList with frames being set to 0.0f
static OSStatus OutputRenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
Test *output = (__bridge Test*)inRefCon;
TPCircularBuffer *circularBuffer = [output outputShouldUseCircularBuffer];
int32_t bytesToCopy = ioData->mBuffers[0].mDataByteSize;
SInt16* outputBuffer = ioData->mBuffers[0].mData;
uint32_t availableBytes;
SInt16 *sourceBuffer = TPCircularBufferTail(circularBuffer, &availableBytes);
int32_t amount = MIN(bytesToCopy,availableBytes);
if (amount>0) {
memcpy(outputBuffer, sourceBuffer, amount);
TPCircularBufferConsume(circularBuffer,amount);
}
else{
SInt32 *left = (SInt32*)ioData->mBuffers[0].mData;
for(int i = 0; i < inNumberFrames; i++ ){
left[ i ] = 0.0f;
}
return noErr;
}
return noErr; }

Using multiple AudioUnits with MTAudioProcessingTap on iOS

I'm attempting to play audio files from the users' iPod library on an iOS device, while using AudioUnit to apply a parametric EQ effect. I have been using this sample as a guide: https://developer.apple.com/library/ios/samplecode/AudioTapProcessor/Introduction/Intro.html
I have the EQ effect working, but I need to add multiple EQ effects.
In my 'process' callback, I tried running AudioUnitRender multiple times, on multiple AudioUnit effects (all of type Parametric EQ).
status = AudioUnitRender(audioUnit, 0, &audioTimeStamp, 0, (UInt32)numberFrames, bufferListInOut);
With any more than 1 AudioUnitRender call, the audio skips and cuts out.
How can I use multiple Parametric EQ effects at once?
Thanks
I'm still not sure what the reason of the glitch is, but I've found the solution and it's probably what AUGraph does internally.
The trick is to call AudioUnitRender() of the next AU from within the render callback function of the previous AU. The last render callback calls MTAudioProcessingTapGetSourceAudio(). Assuming you have a single render callback for all your AU's and assuming you have an array with all the AU's you created:
UInt64 processedFrames;
UInt32 curAudioUnit;
UInt32 audioUnitCount;
AudioUnit audioUnits[MAX_AUDIO_UNITS];
OSStatus AU_RenderCallback(void *tap, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)
{
curAudioUnit++;
if (curAudioUnit == audioUnitCount)
return MTAudioProcessingTapGetSourceAudio(tap, inNumberFrames, ioData, NULL, NULL, NULL);
AudioTimeStamp audioTimeStamp;
audioTimeStamp.mSampleTime = processedFrames;
audioTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
return AudioUnitRender(audioUnits[curAudioUnit], 0, &audioTimeStamp, 0, inNumberFrames, ioData);
}
void tap_ProcessCallback(MTAudioProcessingTapRef tap, CMItemCount inNumberFrames, MTAudioProcessingTapFlags flags, AudioBufferList *bufferListInOut, CMItemCount *numberFramesOut, MTAudioProcessingTapFlags *flagsOut)
{
if (audioUnitCount)
{
curAudioUnit = 0;
AudioTimeStamp audioTimeStamp;
audioTimeStamp.mSampleTime = processedFrames;
audioTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
AudioUnitRender(audioUnits[curAudioUnit], 0, &audioTimeStamp, 0, inNumberFrames, bufferListInOut);
}
else
MTAudioProcessingTapGetSourceAudio(tap, inNumberFrames, bufferListInOut, flagsOut, NULL, numberFramesOut);
processedFrames += inNumberFrames;
}

Amplify audiobuffer xcode ios

I have AudioBuffer as shown below. It can play through the speaker. I would like to know a way to amplify those buffer before I play. How shall I modify?
/**
This callback is called when the audioUnit needs new data to play through the
speakers. If you don't have any, just don't write anything in the buffers
*/
static OSStatus playbackCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
// Notes: ioData contains buffers (may be more than one!)
// Fill them up as much as you can. Remember to set the size value in each buffer to match how
// much data is in the buffer.
for (int i=0; i < ioData->mNumberBuffers; i++) { // in practice we will only ever have 1 buffer, since audio format is mono
AudioBuffer buffer = ioData->mBuffers[i];
// NSLog(#" Buffer %d has %d channels and wants %d bytes of data.", i, buffer.mNumberChannels, buffer.mDataByteSize);
// copy temporary buffer data to output buffer
UInt32 size = min(buffer.mDataByteSize, [iosAudio tempBuffer].mDataByteSize); // dont copy more data then we have, or then fits
memcpy(buffer.mData, [iosAudio tempBuffer].mData, size);
buffer.mDataByteSize = size; // indicate how much data we wrote in the buffer
// uncomment to hear random noise
/*
UInt16 *frameBuffer = buffer.mData;
for (int j = 0; j < inNumberFrames; j++) {
frameBuffer[j] = rand();
}
*/
}
return noErr;
}

How to write output of AUGraph to a file?

I am trying to write (what should be) a simple app that has a bunch of audio units in sequence in an AUGraph and then writes the output to a file. I added a callback using AUGraphAddRenderNotify. Here is my callback function:
OSStatus MyAURenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *actionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
if (*actionFlags & kAudioUnitRenderAction_PostRender) {
ExtAudioFileRef outputFile = (ExtAudioFileRef)inRefCon;
ExtAudioFileWriteAsync(outputFile, inNumberFrames, ioData);
}
}
This sort of works. The file is playable and I can hear what I recorded but there is horrible amounts of static that makes it barely audible.
Does anybody know what is wrong with this? Or does anyone know of a better way to record the AUGraph output to a file?
Thanks for the help.
I had a epiphany with regards to Audio Units just now which helped me solve my own problem. I had a misconception about how audio unit connections and render callbacks work. I thought they were completely separate things but it turns out that a connection is just short hand for a render callback.
Doing an kAudioUnitProperty_MakeConnection from the output of audio unit A to the input of audio unit B is the same as doing kAudioUnitProperty_SetRenderCallback on the input of unit B and having the callback function call AudioUnitRender on the output of audio unit A.
I tested this by doing a make connection after setting my render callback and the render callback was no longer invoked.
Therefore, I was able to solve my problem by doing the following:
AURenderCallbackStruct callbackStruct = {0};
callbackStruct.inputProc = MyAURenderCallback;
callbackStruct.inputProcRefCon = mixerUnit;
AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&callbackStruct,
sizeof(callbackStruct));
And them my callback function did something like this:
OSStatus MyAURenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *actionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
AudioUnit mixerUnit = (AudioUnit)inRefCon;
AudioUnitRender(mixerUnit,
actionFlags,
inTimeStamp,
0,
inNumberFrames,
ioData);
ExtAudioFileWriteAsync(outputFile,
inNumberFrames,
ioData);
return noErr;
}
This probably should have been obvious to me but since it wasn't I'll bet there are others that were confused in the same way so hopefully this is helpful to them too.
I'm still not sure why I had trouble with the AUGraphAddRenderNotify callback. I will dig deeper into this later but for now I found a solution that seems to work.
Here is some sample code from Apple (the project is PlaySequence, but it isn't MIDI specific) that might help:
{
CAStreamBasicDescription clientFormat = CAStreamBasicDescription();
ca_require_noerr (result = AudioUnitGetProperty(outputUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output, 0,
&clientFormat, &size), fail);
size = sizeof(clientFormat);
ca_require_noerr (result = ExtAudioFileSetProperty(outfile, kExtAudioFileProperty_ClientDataFormat, size, &clientFormat), fail);
{
MusicTimeStamp currentTime;
AUOutputBL outputBuffer (clientFormat, numFrames);
AudioTimeStamp tStamp;
memset (&tStamp, 0, sizeof(AudioTimeStamp));
tStamp.mFlags = kAudioTimeStampSampleTimeValid;
int i = 0;
int numTimesFor10Secs = (int)(10. / (numFrames / srate));
do {
outputBuffer.Prepare();
AudioUnitRenderActionFlags actionFlags = 0;
ca_require_noerr (result = AudioUnitRender (outputUnit, &actionFlags, &tStamp, 0, numFrames, outputBuffer.ABL()), fail);
tStamp.mSampleTime += numFrames;
ca_require_noerr (result = ExtAudioFileWrite(outfile, numFrames, outputBuffer.ABL()), fail);
ca_require_noerr (result = MusicPlayerGetTime (player, &currentTime), fail);
if (shouldPrint && (++i % numTimesFor10Secs == 0))
printf ("current time: %6.2f beats\n", currentTime);
} while (currentTime < sequenceLength);
}
}
Maybe try this. Copy the data from the audio unit callback to a long buffer. Play the buffer to test it, then write the entire buffer to a file after you have verified that the whole buffer is OK.

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