AudioQueue Bytes send to server - ios

i am using AudioQueues to get Chunks of audio samples.
here is my callback method
void AQRecorder::MyInputBufferHandler( void * inUserData,
AudioQueueRef inAQ,
AudioQueueBufferRef inBuffer,
const AudioTimeStamp * inStartTime,
UInt32 inNumPackets,
const AudioStreamPacketDescription* inPacketDesc)
there is api which expect me to send byte array (that i am not familiar with) which variable should i send in this case?
there is not a lot of docs about this one

The mDataByteSize element of the C struct pointed to by inPacketDesc will tell you the number of bytes per packet. And the inNumPackets function parameter is the number of packets sent to your Audio Queue callback function. Multiply the two to get the total number of bytes to send.
The app might also have set up the number of bytes per packet when configuring the Audio Queue, so you could just use that number.

Related

Last AudioQueueBuffer has exagerated magnitudes

The one who solves this has to have the Sherlock Holmes trophy. Here it goes.
I'm using AudioQueues to record sound (LPCM, SInt16, 4 buffers) In the callback, I tried measuring the mean amplitude by converting the samples to float and using vDSP_meamgv. Here are some example means:
Mean, No of samples
44.400364, 44100
36.077393, 44100
27.672422, 41984
2889.821289, 44100
57.481972, 44100
58.967506, 42872
54.691631, 44100
2894.467285, 44100
62.697800, 42872
63.732948, 44100
66.575623, 44100
2979.566406, 42872
As you can see, every fourth (last) buffer is wild. I looked at the separate samples, there are lots of 0's and lots of huge numbers, and no normal numbers, like for the other buffers. Things get more interesting. If I use 3 buffers instead, the third one (always the last) is a bogey. And this holds for any number of buffers I choose.
I put an if in the callback to not enqueue the wild buffers, and once it's gone, there are no more huge numbers, the other buffers continue to fill normally. I put in a button that reenqueues this queue after it is being dropped, and once I reenqueue it, it again gets filled with gigantic samples (namely that buffer!)
And now the cherry - I put my code to calculate the mean in other projects, like SpeakHere from Apple, and the same thing happens there o.O , although the app works fine, recording and playing back what was recorded.
I just don't get it, I've cracked my brain trying to figure this one out. If somebody would have a clue...
Here's the callback, if it helps:
void Recorder::MyInputBufferHandler(void * inUserData,
AudioQueueRef inAQ,
AudioQueueBufferRef inBuffer,
const AudioTimeStamp * inStartTime,
UInt32 inNumPackets,
const AudioStreamPacketDescription* inPacketDesc) {
Recorder* eu = (Recorder*)inUserData;
vDSP_vflt16((SInt16*)inBuffer->mAudioData, 1, eu->conveier, 1, inBuffer->mAudioDataByteSize);
float mean;
vDSP_meamgv(eu->conveier, 1, &mean, inBuffer->mAudioDataByteSize);
printf("values: %f, %d\n",mean,inBuffer->mAudioDataByteSize);
// if (mean<2300)
AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);
}
'conveier' is a float array I've preallocated.
It's also me that gets the trophy. The error was that the vDSP functions shouldn't have got the mAudioDataByteSize parameter, because they need the number of ELEMENTS in the array. In my case each element (SInt16) has 2 bytes, so I should have passed mAudioDataByteSize / 2. When it read the last buffer, it fell off the edge by another length and counted some random data. Voila! Very basic mistake, but when you look in all the wrong places, it doesn't appear so.
For anybody that stepped on the same rake...
PS. It came to me while taking a bath :)

Reading and Writing Structs to and from Arduino's EEPROM

I'm trying to write data structures defines in C to my Arduino Uno board's non-volatile memory, so the values of the struct will be retained after the power goes off or it is reset.
To my understanding, the only way to do this (while the sketch is running) would be to write to arduino's EEPROM. Although I can write individual bytes (sets a byte with value 1 at address 0):
eeprom_write_byte(0,1);
I am stuck trying to write a whole struct:
typedef struct NewProject_Sequence {
NewProject_SequenceId sequenceId;
NewProject_SequenceLength maxRange;
NewProject_SequenceLength minRange;
NewProject_SequenceLength seqLength;
NewProject_SceneId sceneList[5];
} NewProject_Sequence;
Because of the EEPROM's limit of 100,000 writes, I don't want to write to the Arduino in a loop going through each byte, for this will probably use it up pretty fast. Does anyone know a more efficient way of doing this, either with EEPROM or if there's a way to write to PROGMEM while the sketch is running? (without using the Arduino Library, just C).
RESOLVED
I ended up writing two custom functions -- eepromWrite and eepromRead. They are listed below:
void eepromRead(uint16_t addr, void* output, uint16_t length) {
uint8_t* src;
uint8_t* dst;
src = (uint8_t*)addr;
dst = (uint8_t*)output;
for (uint16_t i = 0; i < length; i++) {
*dst++ = eeprom_read_byte(src++);
}
}
void eepromWrite(uint16_t addr, void* input, uint16_t length) {
uint8_t* src;
uint8_t* dst;
src = (uint8_t*)input;
dst = (uint8_t*)addr;
for (uint16_t i = 0; i < length; i++) {
eeprom_write_byte(dst++, *src++);
}
}
The would be implemented like this:
uint16_t currentAddress;
struct {
uint16_t x;
uint16_t y;
} data;
struct {
} output;
uint16_t input
eepromWrite(currentAddress, data, sizeof(data);
eepromRead(currentAddress, output, sizeof(data));
Several solutions and or combinations.
setup a timer event to store the values periodically, rather then
back to back.
use a checksum, then increment the initial offset,
when writing. Where when reading you attempt each increment until
you have a valid checksum. this spreads your data across the entire
range increasing your life. modern flash drives do this.
Catch the unit turning off, by using an external Brown Out Detector to trigger an INT to then quickly write the EEPROM. Where you can then also use the internal BOD to prevent corruption, before it falls below safe writing voltages. By having the external significantly higher than the internal thresholds. The time to write before complete shutdown can be increased by increasing the VCC capacitance. Where the external BOD is compared before the VCC and not directly the VCC itself.
Here is a video explaining how to enable the internal BOD, for a ATtiny, where it is nearly identical for the other ATmega's. Video
The Arduino EEPROM library provides get/put functions that are able to read and write structs...
Link to EEPROM.put(...)
The write is made only when a byte has changed.
So, using put/get is the solution to your problem.
I'm using these in a wide (25k) project without any problem.
And as already said I've used a timer to write not each time but some time to times.
Turning off detection is also a very good way to do this.

Understanding Remote I/O AudioStreamBasicDescription (ASBD)

I need help understanding the following ASBD. It's the default ASBD assigned to a fresh instance of RemoteIO (I got it by executing AudioUnitGetProperty(..., kAudioUnitProperty_StreamFormat, ...) on the RemoteIO audio unit, right after allocating and initializing it).
Float64 mSampleRate 44100
UInt32 mFormatID 1819304813
UInt32 mFormatFlags 41
UInt32 mBytesPerPacket 4
UInt32 mFramesPerPacket 1
UInt32 mBytesPerFrame 4
UInt32 mChannelsPerFrame 2
UInt32 mBitsPerChannel 32
UInt32 mReserved 0
The question is, shouldn't mBytesPerFrame be 8? If I have 32 bits (4 bytes) per channel, and 2 channels per frame, shouldn't each frame be 8 bytes long (instead of 4)?
Thanks in advance.
The value of mBytesPerFrame depends on mFormatFlags. From CoreAudioTypes.h:
Typically, when an ASBD is being used, the fields describe the complete layout
of the sample data in the buffers that are represented by this description -
where typically those buffers are represented by an AudioBuffer that is
contained in an AudioBufferList.
However, when an ASBD has the kAudioFormatFlagIsNonInterleaved flag, the
AudioBufferList has a different structure and semantic. In this case, the ASBD
fields will describe the format of ONE of the AudioBuffers that are contained in
the list, AND each AudioBuffer in the list is determined to have a single (mono)
channel of audio data. Then, the ASBD's mChannelsPerFrame will indicate the
total number of AudioBuffers that are contained within the AudioBufferList -
where each buffer contains one channel. This is used primarily with the
AudioUnit (and AudioConverter) representation of this list - and won't be found
in the AudioHardware usage of this structure.
I believe that because the format flags specify kAudioFormatFlagIsNonInterleaved it follows that the size of a frame in any buffer can only be the size of a 1 channel frame. If this is correct mChannelsPerFrame is certainly a confusing name.
I hope someone else will confirm / clarify this.

AudioQueue get a wrong numbers of Packet?

My app uses ffmpeg to parse mms streaming to buffers, and uses Audio queue to play the buffered data. Now I can confirm the buffered data is good, but I can not play it. The structure of playing is based on the AudioFileStreamExample demo's client, and it can play the http stream(AudioFileStreamExample demo's server). I notice in the callback function:
void MyPacketsProc(void *inClientData, UInt32 inNumberBytes,
UInt32 inNumberPackets, const void *inInputData,
AudioStreamPacketDescription *inPacketDescriptions),
When I directly play the AudioFileStreamExample demo's http stream, the param inNumberPackets is bigger than 1 at most times; when I play the mms stream, the inNumberPackets is always 1. audioQueue only play the first packet, all of the last packets are missed.
The log of using AudioFileStreamExample demo's http stream:
*AudioStreamBasicDescription info ----*
SampleRate :44100.000000
FormatID :778924083
FormatFlags :0
BytesPerPacket :0
FramesPerPacket :1152
BytesPerFrame :0
ChannelsPerFrame :2
BitsPerChannel :0
got data. bytes: 1253 packets: 2
packetSize:626
kAQBufSize:24576
bytesFilled:0
packetSize:627
kAQBufSize:24576
bytesFilled:626
got data. bytes: 627 packets: 1
packetSize:627
kAQBufSize:24576
bytesFilled:1253
The log of using parsed mms stream:
*AudioStreamBasicDescription info ----*
SampleRate :48000.000000
FormatID :1819304813
FormatFlags :12
BytesPerPacket :4
FramesPerPacket :1
BytesPerFrame :4
ChannelsPerFrame :2
BitsPerChannel :16
got data. bytes: 4498 packets: 1
packetSize:216
kAQBufSize:24576
bytesFilled:0
got data. bytes: 1090 packets: 1
packetSize:576
kAQBufSize:24576
bytesFilled:216
got data. bytes: 3064 packets: 1
packetSize:576
kAQBufSize:24576
bytesFilled:792
got data. bytes: 3978 packets: 1
packetSize:252
kAQBufSize:24576
bytesFilled:1368
I don't know how to solve this problem. It seems that MyPacketsProc function gets wrong params, but how to get fix it?
thanks very much.
Same problem happens with me also,
it seems it happens when AudioQueue callback doesn't invoke on the time.

AudioQueue: Can't read raw data in AudioFileReadPackets

I'm working on a DSP related iOS app. Part of the work is to copy audio data from outBuffer ->mAudioData to an user-specified array for data processing. The read method is like this:
OSStatus result = AudioFileReadPackets(myInfo->mAudioFile, // The audio file from which packets of audio data are to be read.
false, // Set to true to cache the data. Otherwise, set to false.
&numBytes, // On output, a pointer to the number of bytes actually returned.
myInfo->mPacketDescs, // A pointer to an array of packet descriptions that have been allocated.
myInfo->mCurrentPacket, // The packet index of the first packet you want to be returned.
&nPackets, // On input, a pointer to the number of packets to read. On output, the number of packets actually read.
outBuffer->mAudioData); // A pointer to user-allocated memory.
This process is successful. But when I'm trying to read data from outBuffer->mAudioData, there is always an error saying invalid conversion from 'void* const' to 'SInt16*':
outBuffer->mAudioDataByteSize = numBytes;
SInt16 *testBuffer = outBuffer->mAudioData; //Read data from buffer... Error!
for (int i=0; i<numBytes; i++)
{
UInt16 currentData = testBuffer[i];
printf("Current data in testbuffer is %d", currentData);
}
I have gone through several related questions like THIS and THIS, seems theirs are working...
I also tried to replace outBuffer->mAudioData to testBuffer in AudioFileReadPackets(), but the testBuffer turns out to be an empty array.
So is it the right approach? Is there any other way to read the raw data to an int/float array?
Or more generally, how to access an void constant pointer and perform read/write operation to it? (Yeah my C++ is not that strong...)
Any help will be appreciated :-)
Cheers,
Manca
I just put a cast in front and it seemed to work:
SInt16* frames = (SInt16*)inBuffer->mAudioData;

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