How to utilize hardware decode for audio? - ios

I have a buffer that contain packets read by ffmpeg from a video file encoded using H264/AAC
According to Apple document, audio stream encoded in AAC can be decode with hardware support,
how to decode the audio stream with hardware support ?
UPDATE: I use Audio Queue Service to output the audio. Right now i decode AAC packet using ffmpeg and send LPCM audio to AQS. According to the Apple document, I can send directly AAC audio to AQ and it will take care of decoding task. Does it decode with hardware? Do i need, and how to set Audio Queue's parameter to enable audio hardware decoding?

You can tell the system to not use hardware decoding but probably not the other way around.
constant to determine which hardware codecs can be used.
enum {
kAudioFormatProperty_HardwareCodecCapabilities = 'hwcc',
};
Constants
kAudioFormatProperty_HardwareCodecCapabilities
A UInt32 value indicating the number of codecs from the specified list that can be used, if the application were to begin using them in the specified order. Set the inSpecifier parameter to an array of AudioClassDescription structures that describes a set of one or more audio codecs. If the property value is the same as the size of the array in the inSpecifier parameter, all of the specified codecs can be used.
Available in iOS 3.0 and later.
Declared in AudioFormat.h.
Discussion
Use this property to determine whether a desired set of codecs can be simultaneously instantiated.
Hardware-based codecs can be used only when playing or recording using Audio Queue Services or using interfaces, such as AV Foundation, which use Audio Queue Services. In particular, you cannot use hardware-based audio codecs with OpenAL or when using the I/O audio unit.
When describing the presence of a hardware codec, the system does not consider the current audio session category. Some categories disallow the use of hardware codecs. A set of hardware codecs is considered available, by this constant, based only on whether the hardware supports the specified combination of codecs.
Some codecs may be available in both hardware and software implementations. Use the kAudioFormatProperty_Encoders and kAudioFormatProperty_Decoders constants to determine whether a given codec is present, and whether it is hardware or software-based.
Software-based codecs can always be instantiated, so there is no need to use this constant when using software encoding or decoding.
The following code example illustrates how to check whether or not a hardware AAC encoder and a hardware AAC decoder are available, in that order of priority:
AudioClassDescription requestedCodecs[2] = {
{
kAudioEncoderComponentType,
kAudioFormatAAC,
kAppleHardwareAudioCodecManufacturer
},
{
kAudioDecoderComponentType,
kAudioFormatAAC,
kAppleHardwareAudioCodecManufacturer
}
};
UInt32 successfulCodecs = 0;
size = sizeof (successfulCodecs);
OSStatus result = AudioFormatGetProperty (
kAudioFormatProperty_HardwareCodecCapabilities,
requestedCodecs,
sizeof (requestedCodecs),
&size,
&successfulCodecs
);
switch (successfulCodecs) {
case 0:
// aac hardware encoder is unavailable. aac hardware decoder availability
// is unknown; could ask again for only aac hardware decoding
case 1:
// aac hardware encoder is available but, while using it, no hardware
// decoder is available.
case 2:
// hardware encoder and decoder are available simultaneously
}
https://github.com/mooncatventures-group/sampleDecoder
You probably better off using audioUnits however rather than audio queue

You can, though as usual with Core Audio there are various caveats and edge cases to watch for.
Set the property kExtAudioFileProperty_CodecManufacturer to kAppleHardwareAudioCodecManufacturer. Do this before you set the client data format.
Some docs in ExtendedAudioFile.h

rather than doing this calculation just force a very large buffer size here.
status = AudioQueueAllocateBufferWithPacketDescriptions(audioQueue_,
_audioCodecContext->bit_rate * kAudioBufferSeconds / 8,
_audioCodecContext->sample_rate * kAudioBufferSeconds /
_audioCodecContext->frame_size + 1,
&audioQueueBuffer_[i]);

Found this:
https://developer.apple.com/library/ios/qa/qa1663/_index.html
Since the AudioFormatGetProperty doesn't work too often. The above describes how to use AudioFormatGetPropetyInfo for the Encoder or decoder and detect which is present in HW or SW.

Related

Invalid video decoder config in MediaSource

I'm using MSE to play fragmented MP4 streams (H264 video) in browser(s).
The concept is working, there is a MediaSource and SourceBuffer, and I'm pushing data to SourceBuffer, and MediaSource is being displayed on the HTML page correctly.
However I've now found a stream which my configuration simply can't play.
I'd like to emphasize, that my MSE configuration is good and working for most of the streams - for all the streams I've tried until now. So I'd just skip the details of implementation for sake of simplicity.
There is an error message with a lot of details:
CHUNK_DEMUXER_ERROR_APPEND_FAILED: Invalid video decoder config: codec: h264, profile: h264 baseline, level: not available, alpha_mode: is_opaque, coded size: [0,0], visible rect: [0,0,0,0], natural size: [0,0], has extra data: false, encryption scheme: Unencrypted, rotation: 0°, flipped: 0, color space: {primaries:BT709, transfer:BT709, matrix:BT709, range:LIMITED}
It seems the video itself doesn't have the correct size information.
So the obvious question: (How) is it possible to configure the MediaSource's video decoder to update the stream's size (width and height) parameters?
This looks like a problem with the video bitstream of that particular piece of content. More specifically, in the decoder initialization config which usually is contained in special NAL units (SPS and PPS) of the initialization segment(s).
You probably won't be able to work around that. If you were to fix it you'd most likely have to re-write those NAL units in the bitstream which is not typically something to do on the client side. It's a content authoring issue.
Also, you might want to cross-validate with https://conformance.dashif.org/ or the dash.js reference player.

How to save just raw PCM to file with iOS SDK (Core Audio)?

I'm converting an MP3 file into raw PCM, and I need to save it as just raw PCM. (Note, am using Java/RoboVM to port to iOS.)
I'm using the coreaudio package, and the relevant part of my code looks like this:
// Define the output PCM format.
AudioStreamBasicDescription outputFormat = new AudioStreamBasicDescription();
outputFormat.setFormat(AudioFormat.LinearPCM);
outputFormat.setFormatFlags(AudioFormatFlags.Canonical);
outputFormat.setBitsPerChannel(16);
outputFormat.setChannelsPerFrame(1);
outputFormat.setFramesPerPacket(1);
outputFormat.setBytesPerFrame(2);
outputFormat.setBytesPerPacket(2);
outputFormat.setSampleRate(22050);
// ...
outputFile = ExtAudioFile.create(outputFileURL, AudioFileType.CAF, outputFormat, null, AudioFileFlags.EraseFile);
I then run through a loop, reading from the MP3 file and writing to the output file.
Upon importing this raw file into Audacity, I notice it always has a spike at the start, indicating that it's not actually a raw PCM file but instead is inside of a wrapper with a header (whether it be WAV or CAF headers, etc).
I understand I can just take the file and strip the header off and get the raw PCM data, but in terms of space/performance of this part of my app, I'd love if I can just keep it simple and save the raw PCM data as-is without a wrapper, but I don't know how to go about doing that.
The issue arises here:
outputFile = ExtAudioFile.create(outputFileURL, AudioFileType.CAF, outputFormat, null, AudioFileFlags.EraseFile);
There aren't many choices for AudioFileType, I've tried WAVE and CAF. Ideally there would be a PCM or RAW option but there's not. Is there a specific AudioFileType I should choose, or do I need to go about this another way?
The extended audio file services framework doesn't support a "raw" PCM format.
For an application to understand a PCM format it needs to know data stuff like:
How many channels are there
Are they interleaved or not
What is the sample rate
Is the data floating point or not
What is the bit depth
etc...
In fact, on iOS and OS X the AudioStreamBasicDescription is a struct which tells you what is required to interpret a PCM stream. For this reason, a "raw PCM" format doesn't really work, it needs at least some metadata. The closest formats to raw PCM are WAV, AIFF and CAF. If these don't serve your purposes you'll have to create a custom file format. But this doesn't need to be difficult.
The extended audio file services APIs are quite configurable. After opening an audio file to read (ExtAudioFileOpenURL) you can set various properties on the ExtAudioFileRef handle.
In your case consider setting kExtAudioFileProperty_ClientDataFormat. This property controls the format of the PCM data read from the file. As ExtAudioFileRead decodes the input file, it will convert the data it sends back to the format you specify. There are some limitations to this method. IIRC, it does not support doing sample rate conversion and things like that.
As you read the properly decoded data, you can then use something like NSOutputStream to write the "raw PCM" format of your choice directly to a file with no metadata at all.

How to decode a H.264 frame on iOS by hardware decoding?

I have been used ffmpeg to decode every single frame that I received from my ip cam. The brief code looks like this:
-(void) decodeFrame:(unsigned char *)frameData frameSize:(int)frameSize{
AVFrame frame;
AVPicture picture;
AVPacket pkt;
AVCodecContext *context;
pkt.data = frameData;
pat.size = frameSize;
avcodec_get_frame_defaults(&frame);
avpicture_alloc(&picture, PIX_FMT_RGB24, targetWidth, targetHeight);
avcodec_decode_video2(&context, &frame, &got_picture, &pkt);
}
The code woks fine, but it's software decoding. I want to enhance the decoding performance by hardware decoding. After lots of research, I know it may be achieved by AVFoundation framework.
The AVAssetReader class may help, but I can't figure out what's the next.Could anyone points out the following steps for me? Any help would be appreciated.
iOS does not provide any public access directly to the hardware decode engine, because hardware is always used to decode H.264 video on iOS.
Therefore, session 513 gives you all the information you need to allow frame-by-frame decoding on iOS. In short, per that session:
Generate individual network abstraction layer units (NALUs) from your H.264 elementary stream. There is much information on how this is done online. VCL NALUs (IDR and non-IDR) contain your video data and are to be fed into the decoder.
Re-package those NALUs according to the "AVCC" format, removing NALU start codes and replacing them with a 4-byte NALU length header.
Create a CMVideoFormatDescriptionRef from your SPS and PPS NALUs via CMVideoFormatDescriptionCreateFromH264ParameterSets()
Package NALU frames as CMSampleBuffers per session 513.
Create a VTDecompressionSessionRef, and feed VTDecompressionSessionDecodeFrame() with the sample buffers
Alternatively, use AVSampleBufferDisplayLayer, whose -enqueueSampleBuffer: method obviates the need to create your own decoder.
Edit:
This link provide more detail explanation on how to decode h.264 step by step: stackoverflow.com/a/29525001/3156169
Original answer:
I watched the session 513 "Direct Access to Video Encoding and Decoding" in WWDC 2014 yesterday, and got the answer of my own question.
The speaker says:
We have Video Toolbox(in iOS 8). Video Toolbox has been there on
OS X for a while, but now it's finally populated with headers on
iOS.This provides direct access to encoders and decoders.
So, there is no way to do hardware decoding frame by frame in iOS 7, but it can be done in iOS 8.
Is there anyone figure out how to directly access to video encoding and decoding frame by frame in iOS 8?

CMSampleBufferRef pool to write H.264 AVCC stream

I'm using AVAssetWriter/AVAssetWriterInput to write H.264 raw data to an MP4 file. As I'm receiving the data from a remote server, I use the following CoreMedia APIs to get a sample buffer (CMSampleBufferRef) containing the H.264 data in AVCC format that is in turned appended to an MP4 file by sending to an AVAssetWriterInput the message (BOOL)appendSampleBuffer:(CMSampleBufferRef)sampleBuffer:
CMBlockBufferCreateWithMemoryBlock to create a memory block
CMBlockBufferReplaceDataBytes to write the H.264 in AVCC format to the memory block
CMSampleBufferCreate to create a sample buffer with the memory block and a format descriptor containing the H.264 "extradata"
Everything works as expected, the only problem with this approach is that I'm periodically calling the above APIs and what I would really like is instead to be able to reuse the resources allocated - in particular CMSampleBufferRef and CMBlockBufferRef. Basically, I would like to have a pool of CMSampleBuffer's and be able to update its memory content and format descriptor as I'm receiving new H.264 data from the remote server.
I know that exists AVAssetWriterInputPixelBufferAdaptorthat gives access to a CVPixelBufferPool but, I can't use it in my case because as far as I know, to properly instantiate a pixel buffer adaptor, at minimum I need to be able to pass the video frame dimensions which I would' know until I parse the stream. Further, I don't know how to write the H.264 "extradata" with a CVPixelBuffer. So, I'm thinking that I need to stick with CMSampleBuffer. Unfortunately, it seems that CoreMedia APIs don't offer the possibility to update the memory block nor the format descriptor of a sample buffer once created (as far as I can tell, I only have access to immutable references of those objects). Thus, the best I can do so far is to reuse the memory block CMBlockBufferRef but I'm still recreating the sample buffer. My code is below. Hopefully someone here will have some ideas on how to implement a pool of CMSampleBuffer's or perhaps a more efficient way to write H.264 AVCC stream to MP4?
- (CMSampleBufferRef)sampleBufferWithData:(NSData*)data formatDescriptor:(CMFormatDescriptionRef)formatDescription
{
OSStatus result;
CMSampleBufferRef sampleBuffer = NULL;
// _blockBuffer is a CMBlockBufferRef instance variable
if (!_blockBuffer)
{
size_t blockLength = MAX_LENGTH;
result = CMBlockBufferCreateWithMemoryBlock(kCFAllocatorDefault,
NULL,
blockLength,
kCFAllocatorDefault,
NULL,
0,
blockLength,
kCMBlockBufferAssureMemoryNowFlag,
&_blockBuffer);
// check error
}
result = CMBlockBufferReplaceDataBytes([data bytes], _blockBuffer, 0, [data length]);
// check error
const size_t sampleSizes = [data length];
CMSampleTimingInfo timing = [self sampleTimingInfo];
result = CMSampleBufferCreate(kCFAllocatorDefault,
_blockBuffer,
YES,
NULL,
NULL,
formatDescription,
1,
1,
&timing,
1,
&sampleSizes,
&sampleBuffer);
// check error
return sampleBuffer;
}
If you are receiving raw H.264 data, then there is not much do to and no need to deal with CoreMedia at all.
Buffer all VCL NAL units until you get SPS/PPS NAL units. Create the extradata from them, then just append all buffered and new VCL NAL units to the file. In case you are received the NAL units in Annex B format you need to convert them to AVCC format (basically replacing the start code with a length code)
You only need to work with 'CMSampleBuffer' if you want to decode uncompressed pictures or if you want to decode compressed pictures. As you are already working with a raw H.264 stream and just want to write it into an MP4 file, just do so. No need to touch CoreMedia at all here.
Regarding CoreMedia: you wrap your video information in a CMBlockBuffer. This buffers together with a CMVideoFormatDescriptor (generated from SPS/PPS) plus CMTime make up a CMSampleBuffer. And multiple CMSampleBuffers make up a 'CMSampleBufferPool'.
'CVPixelBuffer' and 'CVPixelBufferPool' are not involved. These are either the input or output of a 'VTCompressionSession' or "VTDecompressionSession' when dealing with encoding/decoding h.264 video.
As said in your case, no need to touch any of the core framworks at all as you are just creating a file.
An overview about Annex B and AVCC stream format can be found here: Possible Locations for Sequence/Picture Parameter Set(s) for H.264 Stream

iOS Audio Units : When is usage of AUGraph's necessary?

I'm totally new to iOS programing (I'm more an Android guy..) and have to build an application dealing with audio DSP. (I know it's not the easiest way to approach iOS dev ;) )
The app needs to be able to accept inputs both from :
1- built-in microphone
2- iPod library
Then filters may be applied to the input sound and the resulting is to be outputed to :
1- Speaker
2- Record to a file
My question is the following : Is an AUGraph necessary in order to be able for example to apply multiple filters to the input or can these different effects be applied by processing the samples with different render callbacks ?
If I go with AUGraph do I need : 1 Audio Unit for each input, 1 Audio Unit for the output and 1 Audio Input for each effect/filter ?
And finally if I don't may I only have 1 Audio Unit and reconfigure it in order to select the source/destination ?
Many thanks for your answers ! I'm getting lost with this stuff...
You may indeed use render callbacks if you so wished to but the built in Audio Units are great (and there are things coming that I can't say here yet under NDA etc., I've said too much, if you have access to the iOS 5 SDK I recommend you have a look).
You can implement the behavior you wish without using AUGraph, however it is recommended you do as it takes care of a lot of things under the hood and saves you time and effort.
Using AUGraph
From the Audio Unit Hosting Guide (iOS Developer Library):
The AUGraph type adds thread safety to the audio unit story: It enables you to reconfigure a processing chain on the fly. For example, you could safely insert an equalizer, or even swap in a different render callback function for a mixer input, while audio is playing. In fact, the AUGraph type provides the only API in iOS for performing this sort of dynamic reconfiguration in an audio app.
Choosing A Design Pattern (iOS Developer Library) goes into some detail on how you would choose how to implement your Audio Unit environment. From setting up the audio session, graph and configuring/adding units, writing callbacks.
As for which Audio Units you would want in the graph, in addition to what you already stated, you will want to have a MultiChannel Mixer Unit (see Using Specific Audio Units (iOS Developer Library)) to mix your two audio inputs and then hook up the mixer to the Output unit.
Direct Connection
Alternatively, if you were to do it directly without using AUGraph, the following code is a sample to hook up Audio units together yourself. (From Constructing Audio Unit Apps (iOS Developer Library))
You can, alternatively, establish and break connections between audio
units directly by using the audio unit property mechanism. To do so,
use the AudioUnitSetProperty function along with the
kAudioUnitProperty_MakeConnection property, as shown in Listing 2-6.
This approach requires that you define an AudioUnitConnection
structure for each connection to serve as its property value.
/*Listing 2-6*/
AudioUnitElement mixerUnitOutputBus = 0;
AudioUnitElement ioUnitOutputElement = 0;
AudioUnitConnection mixerOutToIoUnitIn;
mixerOutToIoUnitIn.sourceAudioUnit = mixerUnitInstance;
mixerOutToIoUnitIn.sourceOutputNumber = mixerUnitOutputBus;
mixerOutToIoUnitIn.destInputNumber = ioUnitOutputElement;
AudioUnitSetProperty (
ioUnitInstance, // connection destination
kAudioUnitProperty_MakeConnection, // property key
kAudioUnitScope_Input, // destination scope
ioUnitOutputElement, // destination element
&mixerOutToIoUnitIn, // connection definition
sizeof (mixerOutToIoUnitIn)
);

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