AudioConverterFillComplexBuffer work with Internet streamed mp3 - ios

I am currently streaming mp3 audio through the Internet. I am using AudioFileStream to parse the mp3 steam
comes through a CFReadStreamRef, decode the mp3 using AudioConverterFillComplexBuffer and copy the converted PCM
data into a ring buffer and finally play the PCM using RemoteIO.
The problem I am currently facing is the AudioConverterFillComplexBuffer always returns 0 (no error) but the conversion
result seems incorrect. In details, I can notice,
A. The UInt32 *ioOutputDataPacketSize keeps the same value I sent in.
B. The convertedData.mBuffers[0].mDataByteSize always been set to the size of the outputbuffer (doesn't matter how big the buffer is).
C. I can only hear clicking noise with the output data.
Below is my procedures for rendering the audio.
The same procedure works for my Audio queue implementation so I believe
I didn't something wrong in either the place I invoking the AudioConverterFillComplexBuffer or the callback of AudioConverterFillComplexBuffer.
I have been stuck on this issue for a long time. Any help will be highly appreciated.
Open a AudioFileStream.
// create an audio file stream parser
AudioFileTypeID fileTypeHint = kAudioFileMP3Type;
AudioFileStreamOpen(self, MyPropertyListenerProc, MyPacketsProc, fileTypeHint, &audioFileStream);
Handle the parsed data in the callback function ("MyPacketsProc").
void MyPacketsProc(void * inClientData,
UInt32 inNumberBytes,
UInt32 inNumberPackets,
const void * inInputData,
AudioStreamPacketDescription *inPacketDescriptions)
{
#synchronized(self)
{
// Init the audio converter.
if (!audioConverter)
AudioConverterNew(&asbd, &asbd_out, &audioConverter);
struct mp3Data mSettings;
memset(&mSettings, 0, sizeof(mSettings));
UInt32 packetsPerBuffer = 0;
UInt32 outputBufferSize = 1024 * 32; // 32 KB is a good starting point.
UInt32 sizePerPacket = asbd.mBytesPerPacket;
// Calculate the size per buffer.
// Variable Bit Rate Data.
if (sizePerPacket == 0)
{
UInt32 size = sizeof(sizePerPacket);
AudioConverterGetProperty(audioConverter, kAudioConverterPropertyMaximumOutputPacketSize, &size, &sizePerPacket);
if (sizePerPacket > outputBufferSize)
outputBufferSize = sizePerPacket;
packetsPerBuffer = outputBufferSize / sizePerPacket;
}
//CBR
else
packetsPerBuffer = outputBufferSize / sizePerPacket;
// Prepare the input data for the callback.
mSettings.inputBuffer.mDataByteSize = inNumberBytes;
mSettings.inputBuffer.mData = (void *)inInputData;
mSettings.inputBuffer.mNumberChannels = 1;
mSettings.numberPackets = inNumberPackets;
mSettings.packetDescription = inPacketDescriptions;
// Set up our output buffers
UInt8 * outputBuffer = (UInt8*)malloc(sizeof(UInt8) * outputBufferSize);
memset(outputBuffer, 0, outputBufferSize);
// describe output data buffers into which we can receive data.
AudioBufferList convertedData;
convertedData.mNumberBuffers = 1;
convertedData.mBuffers[0].mNumberChannels = 1;
convertedData.mBuffers[0].mDataByteSize = outputBufferSize;
convertedData.mBuffers[0].mData = outputBuffer;
// Convert.
UInt32 ioOutputDataPackets = packetsPerBuffer;
OSStatus result = AudioConverterFillComplexBuffer(audioConverter,
converterComplexInputDataProc,
&mSettings,
&ioOutputDataPackets,
&convertedData,
NULL
);
// Enqueue the ouput pcm data.
TPCircularBufferProduceBytes(&m_pcmBuffer, convertedData.mBuffers[0].mData, convertedData.mBuffers[0].mDataByteSize);
free(outputBuffer);
}
}
Feed the audio converter from its callback function ("converterComplexInputDataProc").
OSStatus converterComplexInputDataProc(AudioConverterRef inAudioConverter,
UInt32* ioNumberDataPackets,
AudioBufferList* ioData,
AudioStreamPacketDescription** ioDataPacketDescription,
void* inUserData)
{
struct mp3Data THIS = (struct mp3Data) inUserData;
if (THIS->inputBuffer.mDataByteSize > 0)
{
*ioNumberDataPackets = THIS->numberPackets;
ioData->mNumberBuffers = 1;
ioData->mBuffers[0].mDataByteSize = THIS->inputBuffer.mDataByteSize;
ioData->mBuffers[0].mData = THIS->inputBuffer.mData;
ioData->mBuffers[0].mNumberChannels = 1;
if (ioDataPacketDescription)
*ioDataPacketDescription = THIS->packetDescription;
}
else
*ioDataPacketDescription = 0;
return 0;
}
Playback using the RemoteIO component.
The input and output AudioStreamBasicDescription.
Input:
Sample Rate: 16000
Format ID: .mp3
Format Flags: 0
Bytes per Packet: 0
Frames per Packet: 576
Bytes per Frame: 0
Channels per Frame: 1
Bits per Channel: 0
output:
Sample Rate: 44100
Format ID: lpcm
Format Flags: 3116
Bytes per Packet: 4
Frames per Packet: 1
Bytes per Frame: 4
Channels per Frame: 1
Bits per Channel: 32

Related

iOS using AudioQueueNewOutput to output sound in both left and right channel

I am developing an app to show sin wave.
I am using AudioQueueNewOutput to output mono sound is OK, but when I come to stereo output, I have no idea how to do it.
I know the mChannelsPerFrame = 2 can generate wave in both left and right channel.
I also want to know what is the sequence of sending bytes to left and right channel? Is the first byte to left channel and the second byte to right channel?
Code:
_audioFormat = new AudioStreamBasicDescription();
_audioFormat->mSampleRate = SAMPLE_RATE; // 44100
_audioFormat->mFormatID = kAudioFormatLinearPCM;
_audioFormat->mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
_audioFormat->mFramesPerPacket = 1;
_audioFormat->mChannelsPerFrame = NUM_CHANNELS; // 1
_audioFormat->mBitsPerChannel = BITS_PER_CHANNEL; // 16
_audioFormat->mBytesPerPacket = BYTES_PER_FRAME; // 2
_audioFormat->mBytesPerFrame = BYTES_PER_FRAME; // 2
and
_sineTableLength = _audioFormat.mSampleRate / SAMPLE_LIMIT_FACTOR; // 44100/100 = 441
_sineTable = new SInt16[_sineTableLength];
for(int i = 0; i < _sineTableLength; i++)
{
// Transfer values between -1.0 and 1.0 to integer values between -sample max and sample max
_sineTable[i] = (SInt16)(sin(i * 2 * M_PI / _sineTableLength) * 32767);
}
and
AudioQueueNewOutput (&_audioFormat,
playbackCallback,
(__bridge void *)(self),
nil,
nil,
0,
&_queueObject);
static void playbackCallback (void* inUserData,
AudioQueueRef inAudioQueue,
AudioQueueBufferRef bufferReference){
SInt16* sample = (SInt16*)bufferReference->mAudioData;
// bufferSize 1024
for(int i = 0; i < bufferSize; i += _audioFormat.mBytesPerFrame, sample++)
{
// set value for *sample
// 9ms sin wave and 4.5ms 0
...
}
...
AudioQueueEnqueueBuffer(...)
}
Several days later,I have found the answer.
First: AudioStreamBasicDescription can set just like this ;
Then: bufferSize change from 1024 to 2048 ;
And: SInt16 in SInt16* sample = (SInt16*)bufferReference->mAudioData; all change to SInt32. Because the channel double,the bits double;
Last: Each 16 bits contains data that left or right channel need in sample,just feed it whatever you want.

Enumerate samples of AudioBuffer?

I have an AudioBuffer from AVCaptureSession CMSampleBuffer, like:
Sample Rate: 44100
Format ID: lpcm
Format Flags: C
Bytes per Packet: 2
Frames per Packet: 1
Bytes per Frame: 2
Channels per Frame: 1
Bits per Channel: 16
kAudioFormatFlagIsSignedInteger
kAudioFormatFlagIsPacked
kLinearPCMFormatFlagIsSignedInteger
kLinearPCMFormatFlagIsPacked
kLinearPCMFormatFlagsSampleFractionShift
kAppleLosslessFormatFlag_32BitSourceData
How can I properly cast / enumerate samples? (to do some processing)
To what type should I cast mData with the above configuration?
Am I parsing format flags right at all? The output above was made by https://gist.github.com/eppz/11272305
Once I parsed flags above, kAudioFormatFlagIsSignedInteger seems the answer, having 16 bits per channel.
So far it goes like:
// Enumerate audio buffers (probably faceing a sole buffer handling mono PCM anyway).
for (int audioBufferIndex = 0; audioBufferIndex <= audioBufferList.mNumberBuffers; audioBufferIndex++)
{
AudioBuffer eachAudioBuffer = audioBufferList.mBuffers[audioBufferIndex];
// Enumerate samples.
SInt16 *samples;
samples = (SInt16*)eachAudioBuffer.mData;
for (int sampleIndex = 0; sampleIndex <= sampleCount; sampleIndex++)
{
SInt16 eachSample = samples[sampleIndex];
printf("%i \n", eachSample);
}
}

Audio Queue Interface can deal with 40ms Audio Frame?

I am trying to record the audio in segment of 40ms.
Audio Queue Interface can deal with 40ms Audio Frame?
If 'Yes' then how can we achieve it?
Thanks.
yes, its possible , you need to set configure AudioQueue Accordingly,
Basically the AudioQueue Buffer size, has to be set for 40ms, so it would be around,
int AQRecorder::ComputeRecordBufferSize(const AudioStreamBasicDescription *format, float seconds)
{
int packets, frames, bytes = 0;
try {
frames = (int)ceil(seconds * format->mSampleRate);
if (format->mBytesPerFrame > 0)
bytes = frames * format->mBytesPerFrame;
else {
UInt32 maxPacketSize;
if (format->mBytesPerPacket > 0)
maxPacketSize = format->mBytesPerPacket; // constant packet size
else {
UInt32 propertySize = sizeof(maxPacketSize);
XThrowIfError(AudioQueueGetProperty(mQueue, kAudioQueueProperty_MaximumOutputPacketSize, &maxPacketSize,
&propertySize), "couldn't get queue's maximum output packet size");
}
if (format->mFramesPerPacket > 0)
packets = frames / format->mFramesPerPacket;
else
packets = frames; // worst-case scenario: 1 frame in a packet
if (packets == 0) // sanity check
packets = 1;
bytes = packets * maxPacketSize;
}
} catch (CAXException e) {
char buf[256];
return 0;
}
return bytes;
}
and to set the format,
void AQRecorder::SetupAudioFormat(UInt32 inFormatID)
{
AudioStreamBasicDescription sRecordFormat;
FillOutASBDForLPCM (sRecordFormat,
SAMPLING_RATE,
1,
8*BYTES_PER_PACKET,
8*BYTES_PER_PACKET,
false,
false
);
memset(&mRecordFormat, 0, sizeof(mRecordFormat));
mRecordFormat.SetFrom(sRecordFormat);
}
for my case, values of these Macros are,
#define SAMPLING_RATE 16000
#define kNumberRecordBuffers 3
#define BYTES_PER_PACKET 2

AudioConverter number of packets is wrong

I've set up a class to convert audio from one format to another given an input and output AudioStreamBasicDescription. When I convert Linear PCM from the mic to iLBC, it works and gives me 6 packets when I give it 1024 packets from the AudioUnitRender function. I then send those 226 bytes via UDP to the same app running on a different device. The problem is that when I use the same class to convert back into Linear PCM for giving to an audio unit input, the AudioConverterFillComplexBuffer function doesn't give 1024 packets, it gives 960... This means that the audio unit input is expecting 4096 bytes (2048 x 2 for stereo) but I can only give it 3190 or so, and so it sounds really crackly and distorted...
If I give AudioConverter 1024 packets of LinearPCM, convert to iLBC, convert back to LinearPCM, surely I should get 1024 packets again?
Audio converter function:
-(void) doConvert {
// Start converting
if (converting) return;
converting = YES;
while (true) {
// Get next buffer
id bfr = [buffers getNextBuffer];
if (!bfr) {
converting = NO;
return;
}
// Get info
NSArray* bfrs = ([bfr isKindOfClass:[NSArray class]] ? bfr : #[bfr]);
int bfrSize = 0;
for (NSData* dat in bfrs) bfrSize += dat.length;
int inputPackets = bfrSize / self.inputFormat.mBytesPerPacket;
int outputPackets = (inputPackets * self.inputFormat.mFramesPerPacket) / self.outputFormat.mFramesPerPacket;
// Create output buffer
AudioBufferList* bufferList = (AudioBufferList*) malloc(sizeof(AudioBufferList) * self.outputFormat.mChannelsPerFrame);
bufferList -> mNumberBuffers = self.outputFormat.mChannelsPerFrame;
for (int i = 0 ; i < self.outputFormat.mChannelsPerFrame ; i++) {
bufferList -> mBuffers[i].mNumberChannels = 1;
bufferList -> mBuffers[i].mDataByteSize = 4*1024;
bufferList -> mBuffers[i].mData = malloc(bufferList -> mBuffers[i].mDataByteSize);
}
// Create input buffer
AudioBufferList* inputBufferList = (AudioBufferList*) malloc(sizeof(AudioBufferList) * bfrs.count);
inputBufferList -> mNumberBuffers = bfrs.count;
for (int i = 0 ; i < bfrs.count ; i++) {
inputBufferList -> mBuffers[i].mNumberChannels = 1;
inputBufferList -> mBuffers[i].mDataByteSize = [[bfrs objectAtIndex:i] length];
inputBufferList -> mBuffers[i].mData = (void*) [[bfrs objectAtIndex:i] bytes];
}
// Create sound data payload
struct SoundDataPayload payload;
payload.data = inputBufferList;
payload.numPackets = inputPackets;
payload.packetDescriptions = NULL;
payload.used = NO;
// Convert data
UInt32 numPackets = outputPackets;
OSStatus err = AudioConverterFillComplexBuffer(converter, acvConverterComplexInput, &payload, &numPackets, bufferList, NULL);
if (err)
continue;
// Check how to output
if (bufferList -> mNumberBuffers > 1) {
// Output as array
NSMutableArray* array = [NSMutableArray arrayWithCapacity:bufferList -> mNumberBuffers];
for (int i = 0 ; i < bufferList -> mNumberBuffers ; i++)
[array addObject:[NSData dataWithBytes:bufferList -> mBuffers[i].mData length:bufferList -> mBuffers[i].mDataByteSize]];
// Save
[convertedBuffers addBuffer:array];
} else {
// Output as data
NSData* newData = [NSData dataWithBytes:bufferList -> mBuffers[0].mData length:bufferList -> mBuffers[0].mDataByteSize];
// Save
[convertedBuffers addBuffer:newData];
}
// Free memory
for (int i = 0 ; i < bufferList -> mNumberBuffers ; i++)
free(bufferList -> mBuffers[i].mData);
free(inputBufferList);
free(bufferList);
// Tell delegate
if (self.convertHandler)
//dispatch_async(dispatch_get_main_queue(), self.convertHandler);
self.convertHandler();
}
}
Formats when converting to iLBC:
// Get input format from mic
UInt32 size = sizeof(AudioStreamBasicDescription);
AudioStreamBasicDescription inputDesc;
AudioUnitGetProperty(self.ioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 1, &inputDesc, &size);
// Set output stream description
size = sizeof(AudioStreamBasicDescription);
AudioStreamBasicDescription outputDescription;
memset(&outputDescription, 0, size);
outputDescription.mFormatID = kAudioFormatiLBC;
OSStatus err = AudioFormatGetProperty(kAudioFormatProperty_FormatInfo, 0, NULL, &size, &outputDescription);
Formats when converting from iLBC:
// Set input stream description
size = sizeof(AudioStreamBasicDescription);
AudioStreamBasicDescription inputDescription;
memset(&inputDescription, 0, size);
inputDescription.mFormatID = kAudioFormatiLBC;
AudioFormatGetProperty(kAudioFormatProperty_FormatInfo, 0, NULL, &size, &inputDescription);
// Set output stream description
UInt32 size = sizeof(AudioStreamBasicDescription);
AudioStreamBasicDescription outputDesc;
AudioUnitGetProperty(unit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &outputDesc, &size);
You have to use an intermediate buffer to save up enough bytes from enough incoming packets to exactly match the number requested by the audio unit input. Depending on any one UDP packet in compressed format to be exactly the right size won't work.
The AudioConverter may buffer samples and change the packet sizes depending on the compression format.

iOS: How to read an audio file into a float buffer

I have a really short audio file, say a 10th of a second in (say) .PCM format
I want to use RemoteIO to loop through the file repeatedly to produce a continuous musical tone. So how do I read this into an array of floats?
EDIT: while I could probably dig out the file format, extract the file into an NSData and process it manually, I'm guessing there is a more sensible generic approach... ( that eg copes with different formats )
You can use ExtAudioFile to read data from any supported data format in numerous client formats. Here is an example to read a file as 16-bit integers:
CFURLRef url = /* ... */;
ExtAudioFileRef eaf;
OSStatus err = ExtAudioFileOpenURL((CFURLRef)url, &eaf);
if(noErr != err)
/* handle error */
AudioStreamBasicDescription format;
format.mSampleRate = 44100;
format.mFormatID = kAudioFormatLinearPCM;
format.mFormatFlags = kAudioFormatFormatFlagIsPacked;
format.mBitsPerChannel = 16;
format.mChannelsPerFrame = 2;
format.mBytesPerFrame = format.mChannelsPerFrame * 2;
format.mFramesPerPacket = 1;
format.mBytesPerPacket = format.mFramesPerPacket * format.mBytesPerFrame;
err = ExtAudioFileSetProperty(eaf, kExtAudioFileProperty_ClientDataFormat, sizeof(format), &format);
/* Read the file contents using ExtAudioFileRead */
If you wanted Float32 data, you would set up format like this:
format.mFormatID = kAudioFormatLinearPCM;
format.mFormatFlags = kAudioFormatFlagsNativeFloatPacked;
format.mBitsPerChannel = 32;
This is the code I have used to convert my audio data (audio file ) into floating point representation and saved into an array.
-(void) PrintFloatDataFromAudioFile {
NSString * name = #"Filename"; //YOUR FILE NAME
NSString * source = [[NSBundle mainBundle] pathForResource:name ofType:#"m4a"]; // SPECIFY YOUR FILE FORMAT
const char *cString = [source cStringUsingEncoding:NSASCIIStringEncoding];
CFStringRef str = CFStringCreateWithCString(
NULL,
cString,
kCFStringEncodingMacRoman
);
CFURLRef inputFileURL = CFURLCreateWithFileSystemPath(
kCFAllocatorDefault,
str,
kCFURLPOSIXPathStyle,
false
);
ExtAudioFileRef fileRef;
ExtAudioFileOpenURL(inputFileURL, &fileRef);
AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100; // GIVE YOUR SAMPLING RATE
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kLinearPCMFormatFlagIsFloat;
audioFormat.mBitsPerChannel = sizeof(Float32) * 8;
audioFormat.mChannelsPerFrame = 1; // Mono
audioFormat.mBytesPerFrame = audioFormat.mChannelsPerFrame * sizeof(Float32); // == sizeof(Float32)
audioFormat.mFramesPerPacket = 1;
audioFormat.mBytesPerPacket = audioFormat.mFramesPerPacket * audioFormat.mBytesPerFrame; // = sizeof(Float32)
// 3) Apply audio format to the Extended Audio File
ExtAudioFileSetProperty(
fileRef,
kExtAudioFileProperty_ClientDataFormat,
sizeof (AudioStreamBasicDescription), //= audioFormat
&audioFormat);
int numSamples = 1024; //How many samples to read in at a time
UInt32 sizePerPacket = audioFormat.mBytesPerPacket; // = sizeof(Float32) = 32bytes
UInt32 packetsPerBuffer = numSamples;
UInt32 outputBufferSize = packetsPerBuffer * sizePerPacket;
// So the lvalue of outputBuffer is the memory location where we have reserved space
UInt8 *outputBuffer = (UInt8 *)malloc(sizeof(UInt8 *) * outputBufferSize);
AudioBufferList convertedData ;//= malloc(sizeof(convertedData));
convertedData.mNumberBuffers = 1; // Set this to 1 for mono
convertedData.mBuffers[0].mNumberChannels = audioFormat.mChannelsPerFrame; //also = 1
convertedData.mBuffers[0].mDataByteSize = outputBufferSize;
convertedData.mBuffers[0].mData = outputBuffer; //
UInt32 frameCount = numSamples;
float *samplesAsCArray;
int j =0;
double floatDataArray[882000] ; // SPECIFY YOUR DATA LIMIT MINE WAS 882000 , SHOULD BE EQUAL TO OR MORE THAN DATA LIMIT
while (frameCount > 0) {
ExtAudioFileRead(
fileRef,
&frameCount,
&convertedData
);
if (frameCount > 0) {
AudioBuffer audioBuffer = convertedData.mBuffers[0];
samplesAsCArray = (float *)audioBuffer.mData; // CAST YOUR mData INTO FLOAT
for (int i =0; i<1024 /*numSamples */; i++) { //YOU CAN PUT numSamples INTEAD OF 1024
floatDataArray[j] = (double)samplesAsCArray[i] ; //PUT YOUR DATA INTO FLOAT ARRAY
printf("\n%f",floatDataArray[j]); //PRINT YOUR ARRAY'S DATA IN FLOAT FORM RANGING -1 TO +1
j++;
}
}
}}
I'm not familiar with RemoteIO, but I am familiar with WAV's and thought I'd post some format information on them. If you need, you should be able to easily parse out information such as duration, bit rate, etc...
First, here is an excellent website detailing the WAVE PCM soundfile format. This site also does an excellent job illustrating what the different byte addresses inside the "fmt" sub-chunk refer to.
WAVE File format
A WAVE is composed of a "RIFF" chunk and subsequent sub-chunks
Every chunk is at least 8 bytes
First 4 bytes is the Chunk ID
Next 4 bytes is the Chunk Size (The Chunk Size gives the size of the remainder of the chunk excluding the 8 bytes used for the Chunk ID and Chunk Size)
Every WAVE has the following chunks / sub chunks
"RIFF" (first and only chunk. All the rest are technically sub-chunks.)
"fmt " (usually the first sub-chunk after "RIFF" but can be anywhere between "RIFF" and "data". This chunk has information about the WAV such as number of channels, sample rate, and byte rate)
"data" (must be the last sub-chunk and contains all the sound data)
Common WAVE Audio Formats:
PCM
IEEE_Float
PCM_EXTENSIBLE (with a sub format of PCM or IEEE_FLOAT)
WAVE Duration and Size
A WAVE File's duration can be calculated as follows:
seconds = DataChunkSize / ByteRate
Where
ByteRate = SampleRate * NumChannels * BitsPerSample/8
and DataChunkSize does not include the 8 bytes reserved for the ID and Size of the "data" sub-chunk.
Knowing this, the DataChunkSize can be calculated if you know the duration of the WAV and the ByteRate.
DataChunkSize = seconds * ByteRate
This can be useful for calculating the size of the wav data when converting from formats like mp3 or wma. Note that a typical wav header is 44 bytes followed by DataChunkSize (this is always the case if the wav was converted using the Normalizer tool - at least as of this writing).
Update for Swift 5
This is a simple function that helps get your audio file into an array of floats. This is for both mono and stereo audio, To get the second channel of stereo audio, just uncomment sample 2
import AVFoundation
//..
do {
guard let url = Bundle.main.url(forResource: "audio_example", withExtension: "wav") else { return }
let file = try AVAudioFile(forReading: url)
if let format = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: file.fileFormat.sampleRate, channels: file.fileFormat.channelCount, interleaved: false), let buf = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: AVAudioFrameCount(file.length)) {
try file.read(into: buf)
guard let floatChannelData = buf.floatChannelData else { return }
let frameLength = Int(buf.frameLength)
let samples = Array(UnsafeBufferPointer(start:floatChannelData[0], count:frameLength))
// let samples2 = Array(UnsafeBufferPointer(start:floatChannelData[1], count:frameLength))
print("samples")
print(samples.count)
print(samples.prefix(10))
// print(samples2.prefix(10))
}
} catch {
print("Audio Error: \(error)")
}

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