Converting 1ch 16000Hz PCM to 2ch 44100Hz PCM - ios

I need to convert PCM audio data with format:
Data format: 1 ch, 16000 Hz, 'lpcm' (0x0000000C) 16-bit little-endian signed integer
no channel layout.
estimated duration: 1.101063 sec
audio bytes: 35234
audio packets: 17617
bit rate: 256000 bits per second
packet size upper bound: 2
maximum packet size: 2
audio data file offset: 44
optimized
source bit depth: I16
to 16bit 2ch (stereo) 44100Hz PCM.
My input file comes as NSData and ideally would be if I could end up with NSData instead of saving output to file. I've seen many tutorials and examples of converting different audio formats but they seems very complicated and I'm wondering if there is any simple solution to do that. This is code I've tried so far:
-(void)convertAudioToRequiredFormat:(NSData *)data {
AudioFileID refAudioFileID;
ExtAudioFileRef inputFileID;
ExtAudioFileRef outputFileID;
OSStatus result = AudioFileOpenWithCallbacks((__bridge void *)(data), readProc, 0, getSizeProc, 0, kAudioFormatLinearPCM, &refAudioFileID);
if (result != noErr) {
DLog(#"error reading input audio file");
}
result = ExtAudioFileWrapAudioFileID(refAudioFileID, false, &inputFileID);
if (result != noErr){
DLog(#"problem in theAudioFileReaderWithData function Wraping the audio FileID: result code %i \n", (int)result);
}
AudioStreamBasicDescription clientFormat;
memset(&clientFormat, 0, sizeof(clientFormat));
clientFormat.mFormatID = kAudioFormatLinearPCM;
clientFormat.mSampleRate = 16000;
clientFormat.mFramesPerPacket = 1;
clientFormat.mBytesPerPacket = 2; //16 bits * 1 channel
clientFormat.mBytesPerFrame = 2;
clientFormat.mChannelsPerFrame = 1; //1 channel
clientFormat.mBitsPerChannel = 16;
clientFormat.mFormatFlags = kCAFLinearPCMFormatFlagIsLittleEndian;
clientFormat.mReserved = 0;
AudioStreamBasicDescription outputFormat;
memset(&outputFormat, 0, sizeof(outputFormat));
outputFormat.mFormatID = kAudioFormatLinearPCM;
outputFormat.mSampleRate = 44100;
outputFormat.mFramesPerPacket = 1; //it is always 1 for PCM
outputFormat.mBytesPerPacket = 4; //4 Bytes = 2 * 16 bits
outputFormat.mBytesPerFrame = 4;
outputFormat.mChannelsPerFrame = 2; //2 channels = stereo
outputFormat.mBitsPerChannel = 16; //16 bits per channel
outputFormat.mFormatFlags = kCAFLinearPCMFormatFlagIsLittleEndian;
clientFormat.mReserved = 0;
UInt32 outputFormatSize = sizeof(outputFormat);
result = 0;
result = AudioFormatGetProperty(kAudioFormatProperty_FormatInfo, 0, NULL, &outputFormatSize, &outputFormat);
if(result != noErr)
NSLog(#"could not set the output format with status code %i \n",(int)result);
NSArray *docPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *docPath = [docPaths objectAtIndex:0];
NSString *path = [docPath stringByAppendingPathComponent:#"newFormat.wav"];
CFURLRef sourceURL = (__bridge CFURLRef)[[NSURL alloc] initFileURLWithPath:path];
NSFileManager *fm = [NSFileManager defaultManager];
if (![fm fileExistsAtPath:path]) {
NSData *content = [NSData dataWithBytes:NULL length:0];
[fm createFileAtPath:path contents:content attributes:nil];
}
result = 0;
result = ExtAudioFileCreateWithURL(sourceURL, kAudioFileM4AType, &outputFormat, NULL, kAudioFileFlags_EraseFile, &outputFileID);
if(result != noErr){
NSLog(#"ExtAudioFileCreateWithURL failed for outputFileID with status %i \n", (int)result);
}
int size = sizeof(clientFormat);
result = 0;
result = ExtAudioFileSetProperty(inputFileID, kExtAudioFileProperty_ClientDataFormat, size, &clientFormat);
if(result != noErr)
NSLog(#"error on ExtAudioFileSetProperty for input File with result code %i \n", (int)result);
size = sizeof(clientFormat);
result = 0;
result = ExtAudioFileSetProperty(outputFileID, kExtAudioFileProperty_ClientDataFormat, size, &clientFormat);
if(result != noErr)
NSLog(#"error on ExtAudioFileSetProperty for output File with result code %i \n", (int)result);
int totalFrames = 0;
UInt32 outputFilePacketPosition = 0; //in bytes
UInt32 encodedBytes = 0;
while (1) {
UInt32 bufferByteSize = 22050 * 4 * 2;
char srcBuffer[bufferByteSize];
UInt32 numFrames = (bufferByteSize/clientFormat.mBytesPerFrame);
AudioBufferList fillBufList;
fillBufList.mNumberBuffers = 1;
fillBufList.mBuffers[0].mNumberChannels = clientFormat.mChannelsPerFrame;
fillBufList.mBuffers[0].mDataByteSize = bufferByteSize;
fillBufList.mBuffers[0].mData = srcBuffer;
result = 0;
result = ExtAudioFileRead(inputFileID, &numFrames, &fillBufList);
if (result != noErr) {
NSLog(#"Error on ExtAudioFileRead with result code %i \n", (int)result);
totalFrames = 0;
break;
}
if (!numFrames)
break;
totalFrames = totalFrames + numFrames;
result = 0;
result = ExtAudioFileWrite(outputFileID,
numFrames,
&fillBufList);
if(result!= noErr){
NSLog(#"ExtAudioFileWrite failed with code %i \n", (int)result);
}
encodedBytes += numFrames * clientFormat.mBytesPerFrame;
}
//Clean up
ExtAudioFileDispose(inputFileID);
ExtAudioFileDispose(outputFileID);
AudioFileClose(refAudioFileID);
}
static OSStatus readProc(void* clientData, SInt64 position, UInt32 requestCount, void* buffer, UInt32* actualCount)
{
NSData *inAudioData = (__bridge NSData *) clientData;
size_t dataSize = inAudioData.length;
size_t bytesToRead = 0;
if(position < dataSize) {
size_t bytesAvailable = dataSize - position;
bytesToRead = requestCount <= bytesAvailable ? requestCount : bytesAvailable;
[inAudioData getBytes: buffer range:NSMakeRange(position, bytesToRead)];
} else {
NSLog(#"data was not read \n");
bytesToRead = 0;
}
if(actualCount)
*actualCount = bytesToRead;
return noErr;
}
static SInt64 getSizeProc(void* clientData) {
NSData *inAudioData = (__bridge NSData *) clientData;
size_t dataSize = inAudioData.length;
return dataSize;
}
Unfortunately it doesn't work and I'm ending up with EXC_BAD_ACCESS in that line:
result = ExtAudioFileCreateWithURL(sourceURL, kAudioFileM4AType, &outputFormat, NULL, kAudioFileFlags_EraseFile, &outputFileID);
I have no idea what's causing that error (wrong AudioStreamBasicDescription?). Can someone help me to fix it? Or maybe there is easier way to convert that audio data to desired PCM format?

Some tipps.
1.)
AudioFileID refAudioFileID;
ExtAudioFileRef inputFileID;
ExtAudioFileRef outputFileID;
^ init the pointers with NULL.
2.)
CFURLRef sourceURL = (__bridge CFURLRef)[[NSURL alloc] initFileURLWithPath:path];
^ do:
NSURL *sourceURL = [NSURL fileURLWithPath:path];
3.)
NSData *content = [NSData dataWithBytes:NULL length:0];
^ use:
NSData *content = [NSData data];
4.)
result = ExtAudioFileCreateWithURL(sourceURL, kAudioFileM4AType, &outputFormat, NULL, kAudioFileFlags_EraseFile, &outputFileID);
^ it looks as if you are using the wrong kAudioFileType: try kAudioFileAIFFType or kAudioFileWAVEType
My two cents on this. Have luck!

Related

Play aac audio from RTMP stream ios

I'm trying to play audio I'm receiving from an RTMP stream (I have managed to play the video part). The audio comes in .aac format. I have the NSData coming. Then I'm putting it into a CMAudiSampleBuffer and enqueing it into a AVSampleBufferAudioRenderer. (Basically I'm doing the same thing that I have done for the video packets).
Everything is going fine except that I get no sound. Now I'm pretty new to objective-c and iOS programming so the issue ight come from somewhere else, all ideas are welcome.
Here is the code I use to make the format description
-(void)createFormatDescription:(NSData*)payload
{
OSStatus status;
NSData* data = [NSData dataWithData:[payload subdataWithRange:NSMakeRange(2, [payload length]-2)]];
const uint8_t* bytesBuffer = [data bytes];
_type = bytesBuffer[0]>>3;
_frequency = [self getSampleRate:(bytesBuffer[0] & 0b00000111) << 1 | (bytesBuffer[1] >> 7)];
_channel = (bytesBuffer[1] & 0b01111000) >> 3;
AudioStreamBasicDescription audioFormat;
audioFormat.mFormatID = kAudioFormatMPEG4AAC;
audioFormat.mSampleRate = _frequency;
audioFormat.mFormatFlags = _type;
audioFormat.mBytesPerPacket = 0;
audioFormat.mFramesPerPacket = 1024;
audioFormat.mBytesPerFrame = 0;
audioFormat.mChannelsPerFrame = _channel;
audioFormat.mBitsPerChannel = 0;
audioFormat.mReserved = 0;
status = CMAudioFormatDescriptionCreate(kCFAllocatorDefault, &audioFormat, 0, nil, 0, nil, nil, &_formatDesc);
}
Here is the code that I use the add the adts data in front of the packets and create the buffers :
- (NSData*) adts:(int)length
{
int size = 7;
int fullSize =length + size;
uint8_t adts[size];
adts[0] = 0xFF;
adts[1] = 0xF9;
adts[2] = (_type - 1) << 6 | (_frequency << 2) | (_channel >> 2);
adts[3] = (_channel & 3) << 6 | (fullSize >> 11);
adts[4] = (fullSize & 0x7FF) >> 3;
adts[5] = ((fullSize & 7) << 5) + 0x1F;
adts[6] = 0xFC;
NSData* result = [NSData dataWithBytes:adts length:size];
return result;
}
-(void)enqueueBuffer:(RTMPMessage*)message {
OSStatus status;
NSData* payloadData = [NSData dataWithData:[message.payloadData
subdataWithRange:NSMakeRange(2, [message.payloadData length]-2)]];
NSData* adts = [NSData dataWithData:[self adts:(int)[payloadData length]]];
NSMutableData* data = [NSMutableData dataWithData:adts];
[data appendData:payloadData];
uint8_t* bytesBuffer[[data length]];
[data getBytes:bytesBuffer length:[data length]];
const size_t sampleSize = [data length];
AudioStreamPacketDescription packetDescription;
packetDescription.mDataByteSize = (int)sampleSize;
packetDescription.mStartOffset = 0;
packetDescription.mVariableFramesInPacket = 0;
CMBlockBufferRef blockBuffer = NULL;
CMSampleBufferRef sampleBuffer = NULL;
CMTime time = CMTimeMake(5, _frequency);
status = CMBlockBufferCreateWithMemoryBlock(NULL, bytesBuffer, [data length], kCFAllocatorNull, NULL, 0, [data length], 0, &blockBuffer);
status = CMAudioSampleBufferCreateWithPacketDescriptions(kCFAllocatorDefault, blockBuffer, true, NULL, NULL, _formatDesc, 1, time, &packetDescription, &sampleBuffer);
CFArrayRef attachments = CMSampleBufferGetSampleAttachmentsArray(sampleBuffer, YES);
CFMutableDictionaryRef dict = (CFMutableDictionaryRef)CFArrayGetValueAtIndex(attachments, 0);
CFDictionarySetValue(dict, kCMSampleAttachmentKey_DisplayImmediately, kCFBooleanTrue);
[_audioRenderer enqueueSampleBuffer:sampleBuffer];
}
Thanks in advance for any help
ADTS header is not required. AVAudioSampleRenderer just need naked aac compressed packet for playing. But the precondition is that you set the correct formatDescription, and correct parameters for samplebuffer creation.
You need aware that, HE-AAC(LC+SBR) packed like a AAC-LC, but has 22050 sample rate. HE-V2(LC+SBR+PS) packed like a AAC-LC, but has 22050 sample rate, and one channel per sample.
And all HE-AAC(v1,v2), samplesPerFrame always 2048, not like LC's 1024.
That's all I know how to play aac stream with AVAudioSampleRenderer correctly. It's a long way succeed..

Is there a way to read .wav files as float/int arrays in swift/objective-c and after processing the samples, output it to a speaker or store as pcm?

I'm trying to build an iOS app and I need to read a .wav file or microphone input as a float or int array to feed to already existing audio signal processing algorithms in C. Is there an easy way like how wavread is in Matlab?
void readAudio() {
NSString * name = #"Test";
NSString * source = [[NSBundle mainBundle] pathForResource:name ofType:#"caf"];
const char * cString = [source cStringUsingEncoding:NSASCIIStringEncoding];
CFStringRef str = CFStringCreateWithCString(NULL, cString, kCFStringEncodingMacRoman);
CFURLRef inputFileURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, str, kCFURLPOSIXPathStyle, false);
AudioFileID fileID;
OSStatus err = AudioFileOpenURL(inputFileURL, kAudioFileReadPermission, 0, &fileID);
CheckError(err, "AudioFileOpenURL");
ExtAudioFileRef fileRef;
err = ExtAudioFileOpenURL(inputFileURL, &fileRef);
CheckError(err, "ExtAudioFileOpenURL");
AudioStreamBasicDescription clientFormat;
memset(&clientFormat, 0, sizeof(clientFormat));
clientFormat.mFormatID = kAudioFormatLinearPCM;
clientFormat.mFramesPerPacket = 1;
clientFormat.mChannelsPerFrame = 1;
clientFormat.mBitsPerChannel = 16;
clientFormat.mBytesPerPacket = clientFormat.mChannelsPerFrame * sizeof(SInt16);
clientFormat.mBytesPerFrame = clientFormat.mChannelsPerFrame * sizeof(SInt16);
clientFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
clientFormat.mSampleRate = 8000;
err = ExtAudioFileSetProperty(fileRef, kExtAudioFileProperty_ClientDataFormat, sizeof(AudioStreamBasicDescription), &clientFormat);
CheckError(err, "ExtAudioFileSetProperty");
int numSamples = 64;
UInt32 sizePerPacket = clientFormat.mBytesPerPacket;
UInt32 packetsPerBuffer = numSamples;
UInt32 outputBufferSize = packetsPerBuffer * sizePerPacket;
UInt8 *outputBuffer = (UInt8 *)malloc(sizeof(UInt8 *) * outputBufferSize);
AudioBufferList convertedData;
convertedData.mNumberBuffers = 1;
convertedData.mBuffers[0].mNumberChannels = clientFormat.mChannelsPerFrame;
convertedData.mBuffers[0].mDataByteSize = outputBufferSize;
convertedData.mBuffers[0].mData = outputBuffer;
UInt32 frameCount = numSamples;
short *samplesAsCArray, *output = (short *)malloc(sizeof(UInt8 *) * numSamples);
while (frameCount > 0) {
err = ExtAudioFileRead(fileRef, &frameCount, &convertedData);
if(frameCount > 0) {
uint64_t startTime = mach_absolute_time() ;
AudioBuffer audioBuffer = convertedData.mBuffers[0];
samplesAsCArray = (short *)audioBuffer.mData;
FIRFilter(samplesAsCArray, audioBuffer.mDataByteSize/(sizeof(short)), output);
memcpy([iosAudio tempBuffer].mData, output, audioBuffer.mDataByteSize);
uint64_t duration = mach_absolute_time() - startTime;
NSLog(#"%f milliseconds", (float)duration/1e6);
/*for (int i =0; i< frameCount; i++) {
printf("%d\n", output[i]);
}*/
}
}
free(output);
}
I've implemented this much until now. I need to be able to save the edited file as a linear PCM (CAF, as apple works better with that), as text and be able to play the edited audio in real time also.

read segments from multiple audio files to one buffer with extaudiofile

I need to be able to assemble audio from several files into a single buffer (stereo). My code is working as expected if I load each file into its own buffer. Looping through several files and losing into one larger buffer only plays back the segment from the last file.
Its possible that the header info is getting copied each time, or that the same area of the buffer is just being over-written with each new file.
Any suggestions would be appreciated.
Some code is listed below. I'm reading from encrypted files, so I'm using NSData and AudioFileOpenWithCallbacks.
// Assign the frame count to the soundStructArray instance variable
UInt64 totalFrames = [[inputNotes.stopTimes lastObject] intValue];
self.soundStructArray[0]->frameCount = (UInt32)totalFrames;
self.soundStructArray[0]->audioDataLeft =
(AudioUnitSampleType *) calloc (totalFrames, sizeof (AudioUnitSampleType));
AudioStreamBasicDescription importFormat = {0};
// if (2 == channelCount) {
self.soundStructArray[0]->isStereo = YES;
self.soundStructArray[0]->audioDataRight =
(AudioUnitSampleType *) calloc (totalFrames, sizeof (AudioUnitSampleType));
// Allocate memory for the buffer list struct according to the number of
// channels it represents.
AudioBufferList *bufferList;
UInt32 channelCount = 2;
bufferList = (AudioBufferList *) malloc (
sizeof (AudioBufferList) + sizeof (AudioBuffer) * (channelCount - 1)
);
if (NULL == bufferList) {DLog (#"*** malloc failure for allocating bufferList memory"); return;}
// initialize the mNumberBuffers member
bufferList->mNumberBuffers = channelCount;
// initialize the mBuffers member to 0
AudioBuffer emptyBuffer = {0};
size_t arrayIndex;
for (arrayIndex = 0; arrayIndex < channelCount; arrayIndex++) {
bufferList->mBuffers[arrayIndex] = emptyBuffer;
}
// set up the AudioBuffer structs in the buffer list
bufferList->mBuffers[0].mNumberChannels = 1;
bufferList->mBuffers[0].mDataByteSize = (UInt32)totalFrames * sizeof (AudioUnitSampleType);
bufferList->mBuffers[0].mData = self.soundStructArray[0]->audioDataLeft;
if (2 == channelCount) {
bufferList->mBuffers[1].mNumberChannels = 1;
bufferList->mBuffers[1].mDataByteSize = (UInt32)totalFrames * sizeof (AudioUnitSampleType);
bufferList->mBuffers[1].mData = self.soundStructArray[0]->audioDataRight;
}
NSString *fileType = #"m4a";
for (int audioFile = 0; audioFile < inputVoicesCount; ++audioFile) {
#autoreleasepool {
NSData *encData;
NSData *audioData;
AudioFileID refAudioFileID;
DLog (#"readAudioFilesIntoMemory - file %i", audioFile);
NSString *source = [[NSBundle mainBundle] pathForResource:[inputNotes.notes objectAtIndex:audioFile] ofType:fileType];
// NSURL *url = [NSURL encryptedFileURLWithPath:source];
if ([[NSFileManager defaultManager] fileExistsAtPath:source])
{
//File exists
encData = [[NSData alloc] initWithContentsOfFile:source];
if (encData)
{
NSError *error;
audioData = [RNDecryptor decryptData:encData
withPassword:key
error:&error];
}
}
else
{
DLog(#"File does not exist");
}
OSStatus result = AudioFileOpenWithCallbacks((__bridge void *)(audioData), readProc, 0, getSizeProc, NULL, kAudioFileMPEG4Type, &refAudioFileID);
if(result != noErr){
DLog(#"problem in theAudioFileReaderWithData function: result code %i \n", result);
}
// Instantiate an extended audio file object.
ExtAudioFileRef audioFileObject = 0;
result = ExtAudioFileWrapAudioFileID(refAudioFileID, NO, &audioFileObject);
if (result != noErr){
DLog(#"problem in theAudioFileReaderWithData function Wraping the audio FileID: result code %i \n", result);
}
// Get the audio file's number of channels.
AudioStreamBasicDescription fileAudioFormat = {0};
UInt32 formatPropertySize = sizeof (fileAudioFormat);
result = ExtAudioFileGetProperty (
audioFileObject,
kExtAudioFileProperty_FileDataFormat,
&formatPropertySize,
&fileAudioFormat
);
if (noErr != result) {[self printErrorMessage: #"ExtAudioFileGetProperty (file audio format)" withStatus: result]; return;}
importFormat = stereoStreamFormat;
result = ExtAudioFileSetProperty (
audioFileObject,
kExtAudioFileProperty_ClientDataFormat,
sizeof (importFormat),
&importFormat
);
if (noErr != result) {[self printErrorMessage: #"ExtAudioFileSetProperty (client data format)" withStatus: result]; return;}
// Assign the frame count to the soundStructArray instance variable
UInt64 desiredFrames = (UInt64) ([[inputNotes.stopTimes objectAtIndex:audioFile] intValue] - [[inputNotes.startTimes objectAtIndex:audioFile] intValue]);
// Perform a synchronous, sequential read of the audio data out of the file and
// into the soundStructArray[audioFile].audioDataLeft and (if stereo) .audioDataRight members.
UInt32 numberOfPacketsToRead = (UInt32) desiredFrames;
result = ExtAudioFileRead (
audioFileObject,
&numberOfPacketsToRead,
bufferList
);
if (noErr != result) {
[self printErrorMessage: #"ExtAudioFileRead failure - " withStatus: result];
// If reading from the file failed, then free the memory for the sound buffer.
// free (soundStructArray[audioFile].audioDataLeft);
// soundStructArray[audioFile].audioDataLeft = 0;
free (self.soundStructArray[0]->audioDataLeft);
self.soundStructArray[0]->audioDataLeft = 0;
free (self.soundStructArray[0]->audioDataRight);
self.soundStructArray[0]->audioDataRight = 0;
ExtAudioFileDispose (audioFileObject);
return;
}
ExtAudioFileDispose (audioFileObject);
AudioFileClose(refAudioFileID);
}
}//end of #autoreleasepool
free (bufferList);
// Set the sample index to zero, so that playback starts at the
// beginning of the sound.
self.soundStructArray[0]->sampleNumber = 0;
DLog (#"Finished reading all files into memory");
readingFiles = NO;
}

How to trim audio data?

I wanted to remove last 5 second audio data and save it to different location as new audio.I'm trying to get it done by following code using ExtAudioFile service but here my audio output size is increasing from 2.5 MB to 26.5 MB..where am i wrong.
UInt32 size; NSString *docsDir;
NSArray *dirPaths;
dirPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
docsDir = [dirPaths objectAtIndex:0];
NSString *destinationURL = [docsDir
stringByAppendingPathComponent:#"Audio3.m4a"];
NSURL * soundFilePath = [NSURL fileURLWithPath:[[NSBundle mainBundle]
pathForResource:#"Audio1"
ofType:#"m4a"]];
ExtAudioFileRef inputFile= NULL;
ExtAudioFileRef outputFile= NULL;
ExtAudioFileOpenURL((CFURLRef)soundFilePath, &inputFile);
AudioStreamBasicDescription destFormat;
destFormat.mFormatID = kAudioFormatMPEG4AAC;
destFormat.mFormatFlags = kAudioFormatFlagsCanonical;
destFormat.mSampleRate = 441000;
destFormat.mBytesPerPacket = 2;
destFormat.mFramesPerPacket = 1;
destFormat.mBytesPerFrame = 2;
destFormat.mChannelsPerFrame = 2;
destFormat.mBitsPerChannel = 16;
destFormat.mReserved = 0;
OSStatus createStatus =ExtAudioFileCreateWithURL((CFURLRef)[NSURL fileURLWithPath:destinationURL],kAudioFileM4AType,&destFormat,NULL,kAudioFileFlags_EraseFile,&outputFile);
//ExtAudioFileDispose(outputFile);
NSLog(#"createStatus: %i", createStatus);
//this is not needed as file url is already opened.
ExtAudioFileOpenURL((CFURLRef)soundFilePath, &inputFile);
//ExtAudioFileOpenURL((CFURLRef)[NSURL fileURLWithPath:destinationURL], &outputFile);
//find out how many frames long this file is 
SInt64 length = 0;
UInt32 dataSize2 = (UInt32)sizeof(length);
ExtAudioFileGetProperty(inputFile, kExtAudioFileProperty_FileLengthFrames, &dataSize2, &length);
AudioStreamBasicDescription clientFormat;
clientFormat.mFormatID = kAudioFormatMPEG4AAC;
clientFormat.mSampleRate = 441000;
clientFormat.mFormatFlags = kAudioFormatFlagsCanonical;
clientFormat.mBitsPerChannel = 16;
clientFormat.mChannelsPerFrame = 2;
clientFormat.mFramesPerPacket = 1;
clientFormat.mBytesPerPacket = 2;
clientFormat.mBytesPerFrame = 2;
destFormat.mReserved = 0;
size = sizeof(clientFormat);
//set the intermediate format to canonical on the source file for conversion (?) 
ExtAudioFileSetProperty(inputFile, kExtAudioFileProperty_ClientDataFormat, size, &clientFormat);
ExtAudioFileSetProperty(outputFile, kExtAudioFileProperty_ClientDataFormat, size, &clientFormat);
OSStatus seekStatus = ExtAudioFileSeek(outputFile, 0);  
NSLog(#"seekstatus %i", seekStatus);
SInt64 newLength = length - (5); //shorten by 5 seconds worth of frames 
NSLog(#"length: %i frames", length);
UInt8 *buffer = malloc(64*1024); //64K 
UInt32 totalFramecount = 0;
while(true) {
AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0].mNumberChannels = 2;
bufferList.mBuffers[0].mData = buffer; //pointer to buffer of audio data 
bufferList.mBuffers[0].mDataByteSize =64*1024; //number of bytes in the buffer 
UInt32 frameCount = 64*1024 / 2; //2 bytes per frame 
// Read a chunk of input 
SInt64 outFrameOffset;
ExtAudioFileTell(inputFile, &outFrameOffset) ;
NSLog(#"head status %i", outFrameOffset);
OSStatus status = ExtAudioFileRead(inputFile, &frameCount, &bufferList);
totalFramecount += frameCount;
NSLog(#"read status %i", status);
NSLog(#"loaded %i frames and stopping at %i", totalFramecount, newLength);
if (!frameCount ||(totalFramecount >= newLength)) {
//termination condition 
break;
}
OSStatus writeStatus = ExtAudioFileWrite(outputFile, frameCount, &bufferList);
NSLog(#"ws: %i", writeStatus);
}
free(buffer);
ExtAudioFileDispose(inputFile);
ExtAudioFileDispose(outputFile);
You are taking compressed audio (M4A) and uncompressing it, which is what you need to do to trim down the audio content. If you want to get back to the 2.5 MB range, you will need to recompress your audio when done.
Keep in mind that repeated lossy uncompress-edit-recompress cycles will degrade the quality of your audio. If you are going to be performing a lot of audio edit operations, you should transform your audio from compressed to uncompressed, then run your transforms, and finally recompress at the end.

AudioFileWriteBytes is taking way too long to do its job

This problem may be a bit too vast and nebulous for this space, but I'll give it a go.
I have an array of samples that I'm trying to write to a .wav file on my iOS and it is taking up to a minute and a half to do. Here is the loop where the drag is occurring:
for (int i=0; i< 1430529; i++) // 1430529 is the length of the array of samples
{
SInt16 sample;
sample = sample_array[i];
audioErr = AudioFileWriteBytes(audioFile, false, sampleCount*2, &bytesToWrite, &sample);
sampleCount++;
}
Any ideas?
EDIT 1
If it helps, this is the code that precedes it:
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// THIS IS MY BIT TO CONVERT THE LOCATION TO NSSTRING
NSString *filePath = [[NSString alloc]init];
filePath = [NSString stringWithUTF8String:location];
// HERE I WANT TO REMOVE THE FILE NAME FROM THE LOCATION.
NSString *truncatedFilePath = filePath;
truncatedFilePath = [truncatedFilePath stringByReplacingOccurrencesOfString:#"/recordedFile.wav"
// withString:#"/newFile.caf"];
withString:#"/recordedFile.wav"];
NSLog(truncatedFilePath);
NSURL *fileURL = [NSURL fileURLWithPath:truncatedFilePath];
AudioStreamBasicDescription asbd;
memset(&asbd,0, sizeof(asbd));
asbd.mSampleRate = SAMPLE_RATE;
asbd.mFormatID = kAudioFormatLinearPCM;
asbd.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsPacked;
asbd.mBitsPerChannel = 16;
asbd.mChannelsPerFrame = 1;
asbd.mFramesPerPacket = 1;
asbd.mBytesPerFrame = 2;
asbd.mBytesPerPacket = 2;
AudioFileID audioFile;
OSStatus audioErr = noErr;
audioErr = AudioFileCreateWithURL((CFURLRef)fileURL, kAudioFileWAVEType, &asbd, kAudioFileFlags_EraseFile, &audioFile);
assert (audioErr == noErr);
long sampleCount = 0;
UInt32 bytesToWrite = 2;
Why do you need the loop ? Can't you write all the samples in one go, e.g.
numSamples = 1430529;
bytesToWrite = numSamples * 2;
audioErr = AudioFileWriteBytes(audioFile, false, 0, &bytesToWrite, sample_array);
?
Perhaps the number of bytes you are writing at each call to AudioFileWriteBytes is too small. How large is bytesToWrite?

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