In my audio app I need to be able to change the format of an audio file (AIFF), more specifically the sample rate. The audio session is running at 22050 Hz, and the audio file itself is created in libpd/Pure Data also running the same sample rate. The problem is that the file appears to be a 44100 Hz audio file, which means that when played back on the device it plays twice as fast.
Is it possible to change the header of the file or something so that its sample rate becomes 22050 Hz, without resampling the audio?
I have seen other related topics where one suggestion is to play the file at half speed. However, this will not solve my problem, as the file will be further compressed to AAC for uploading to a server, and it need to be able to play back at correct speed on other devices.
Thanks!
I discovered that the problem was caused by a bug in a file creating object in Pure Data. No matter what sample rate I set the file to be, it ended up being 44100 Hz. So I simply switched to using wav files, and the files ended up having the correct sample rate of 22050, and now play back at correct speed.
All good now!
Related
I'm recording audio files at a bit rate of 44.1khz. I like having high quality audio for playback purposes. However, when I want to export via text or email, the audio files fail to export because they're larger than 15MB (usually for audio files +3mins). Is there a way to reduce the bit rate only when I want to export? I've seen the following tutorial, but I'd rather keep my files as m4a rather than converting to aac:
http://atastypixel.com/blog/easy-aac-compressed-audio-conversion-on-ios/.
You can use AVAssetReader and AVAssetWriter to transcode an audio file to one with different parameters (lower bit rate, higher compression, etc.). Just because you create a new (temporary?) audio file for export doesn't force you to delete the current higher quality audio file you want for playback.
Is this possible to access the raw audio PCM data that is being played when using XAudio2 to play file?
I've been searching for several ways to access a decoded version of audio files being played in SL4/Windows Phone, without success.
According to this post someone had success writing a custom XAPO that just grabs samples and is enabled on a Submix Voice. http://social.msdn.microsoft.com/Forums/windowsapps/en-US/05593fad-dfd8-4c77-983b-8c84cd4a324b/xaudio2-saving-output-custom-xapos-slow-down-audio-play-backwards
Please note that if you just want to do this for audio processing this approach is not optimal because you are limited to the speed of audio playback.
I am designing an AUGraph for an iOS application and would appreciate help on the following things.
If I want to play a number of audio files at once, does each file need an audio unit?
From the Core-Audio docs
Linear PCM and IMA/ADPCM (IMA4) audio You can play multiple linear PCM or IMA4 format sounds simultaneously in iOS without incurring CPU resource problems.
AAC, MP3, and Apple Lossless (ALAC) audio Playback for AAC, MP3, and Apple Lossless (ALAC) sounds uses efficient hardware-based decoding on iPhone and iPod touch. You can play only one such sound at a time.
So multiple AAC or MP3 files cannot be played at the same time. What is the optimal LPCM format to play multiple sounds at once?
Does this apply to Audio-Units too, as this in under the AudioQueue documentation.
Can an audio unit in an AUGraph be inactive? If an AUGraph looks like this
Speaker/output < recorder unit < mixer unit < number of audio file playing units
what happens if the recorder is not active, would it still pull, but just not write the buffers to a file?
No; you need to use the mixer audio unit. Check this:
http://developer.apple.com/library/ios/DOCUMENTATION/MusicAudio/Conceptual/AudioUnitHostingGuide_iOS/ConstructingAudioUnitApps/ConstructingAudioUnitApps.html#//apple_ref/doc/uid/TP40009492-CH16-SW1
Mostly reading the document above, wrapping the sample code in a class and creating a pair of utility structures, I coded this 'Simple Sound Engine' from scratch:
ttp://nicolasmiari.com/blog/a-simple-sound-engine-for-ios-using-the-audio-unit-framework/
(Link to article in my blog containing the source code). Sorry, moved blog to Jekyll/Github and this article didn't make the cut.
...I was going to start a repo on github, but it's too much trouble. I am a visual guy, still pretty much git-phobic. Okay, that was a long time ago... Now I use git from the command line :-)
You can use it as-is, or extract the Audio Unit-related code and adapt it to your project.
I believe the Cocos Denshion 'Simple Audio Engine' does pretty much the same thing, but haven't checked the source code.
Known issues
If you have an exception breakpoint set for C++ exceptions, when debugging, the code will stop 2 or 3 times on AUGraphInitialize(). This is a 'non-crashing' exception, so you can click on continue and the code works OK.
To convert your wav files to the uncompressed .caf format, use this command on the Terminal:
%afconvert -f caff -d LEI16 mysoundFile.wav mySoundFile.caf
EDIT: So I created a GitHub repo after all:
https://github.com/nicolas-miari/Sound-Engine
Both ordinary common .wav and .caf files contain raw PCM audio samples, and can be played without hardware assist or DSP processing if already at the destination sample rate.
When there's no audio file or other synthesized data to feed an audio unit that's pulling buffers, the usual practice is to feed it buffers of silence (or perhaps a taper to zero if the previous buffer ended with non-zero amplitude).
I'm working on an Adobe Air application written in Flex 4 that plays .mp3 audio files on the user's computer. Note: these are are not audio files shipped with the application -- they are .mp3's on the user's computer that they select for playback through the application.
The application works fine for .mp3s encoded at 44.1 kHz, but can give unpredictable results if other sample rates are used. I've done plenty of research to know the limitations of the Sound class and how .mp3 will basically be my only option in Flex.
My question is: Is there a way to detect the sample rate of the .mp3 audio in Flex 4 ActionScript?
Rather than worry about making the application work well with non-standard sample rates, at this point I'd like to just catch those cases and prevent files with non-44.1 kHz sample rates from loading.
To be specific: if a user selects an .mp3 for playback that has been encoded at 48 kHz, for example, I'd like to be able to detect that case and take action preventing the file from loading and then announce to the user that this is not a supported audio file.
Thanks in advance,
Fitz
Use mp3infoutil
Long story short, I am trying to implement a naive solution for streaming video from the iOS camera/microphone to a server.
I am using AVCaptureSession with audio and video AVCaptureOutputs, and then using AVAssetWriter/AVAssetWriterInput to capture video and audio in the captureOutput:didOutputSampleBuffer:fromConnection method and write the resulting video to a file.
To make this a stream, I am using an NSTimer to break the video files into 1 second chunks (by hot-swapping in a different AVAssetWriter that has a different outputURL) and upload these to a server over HTTP.
This is working, but the issue I'm running into is this: the beginning of the .mp4 files appear to always be missing audio in the first frame, so when the video files are concatenated on the server (running ffmpeg) there is a noticeable audio skip at the intersections of these files. The video is just fine - no skipping.
I tried many ways of making sure there were no CMSampleBuffers dropped and checked their timestamps to make sure they were going to the right AVAssetWriter, but to no avail.
Checking the AVCam example with AVCaptureMovieFileOutput and AVCaptureLocation example with AVAssetWriter and it appears the files they generate do the same thing.
Maybe there is something fundamental I am misunderstanding here about the nature of audio/video files, as I'm new to video/audio capture - but thought I'd check before I tried to workaround this by learning to use ffmpeg as some seem to do to fragment the stream (if you have any tips on this, too, let me know!). Thanks in advance!
I had the same problem and solved it by recording audio with a different API, Audio Queue. This seems to solve it, just need to take care of timing in order to avoid sound delay.