I am using RemoteIO Audio Unit for audio playback in my app with kAudioUnitProperty_ScheduledFileIDs.
Audio files are in PCM format. How can I implement a render callback function for this case, so I could manually modify buffer samples?
Here is my code:
static AudioComponentInstance audioUnit;
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
AudioComponent comp = AudioComponentFindNext(NULL, &desc);
CheckError(AudioComponentInstanceNew(comp, &audioUnit), "error AudioComponentInstanceNew");
NSURL *playerFile = [[NSBundle mainBundle] URLForResource:#"short" withExtension:#"wav"];
AudioFileID audioFileID;
CheckError(AudioFileOpenURL((__bridge CFURLRef)playerFile, kAudioFileReadPermission, 0, &audioFileID), "error AudioFileOpenURL");
// Determine file properties
UInt64 packetCount;
UInt32 size = sizeof(packetCount);
CheckError(AudioFileGetProperty(audioFileID, kAudioFilePropertyAudioDataPacketCount, &size, &packetCount),
"AudioFileGetProperty(kAudioFilePropertyAudioDataPacketCount)");
AudioStreamBasicDescription dataFormat;
size = sizeof(dataFormat);
CheckError(AudioFileGetProperty(audioFileID, kAudioFilePropertyDataFormat, &size, &dataFormat),
"AudioFileGetProperty(kAudioFilePropertyDataFormat)");
// Assign the region to play
ScheduledAudioFileRegion region;
memset (®ion.mTimeStamp, 0, sizeof(region.mTimeStamp));
region.mTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
region.mTimeStamp.mSampleTime = 0;
region.mCompletionProc = NULL;
region.mCompletionProcUserData = NULL;
region.mAudioFile = audioFileID;
region.mLoopCount = 0;
region.mStartFrame = 0;
region.mFramesToPlay = (UInt32)packetCount * dataFormat.mFramesPerPacket;
CheckError(AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ScheduledFileRegion, kAudioUnitScope_Global, 0, ®ion, sizeof(region)),
"AudioUnitSetProperty(kAudioUnitProperty_ScheduledFileRegion)");
// Prime the player by reading some frames from disk
UInt32 defaultNumberOfFrames = 0;
CheckError(AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ScheduledFilePrime, kAudioUnitScope_Global, 0, &defaultNumberOfFrames, sizeof(defaultNumberOfFrames)),
"AudioUnitSetProperty(kAudioUnitProperty_ScheduledFilePrime)");
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = MyCallback;
callbackStruct.inputProcRefCon = (__bridge void * _Nullable)(self);
CheckError(AudioUnitSetProperty(audioUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 0, &callbackStruct, sizeof(callbackStruct)), "error AudioUnitSetProperty[kAudioUnitProperty_setRenderCallback]");
CheckError(AudioUnitInitialize(audioUnit), "error AudioUnitInitialize");
Callback function:
static OSStatus MyCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
printf("my callback");
return noErr;
}
Audio Unit start playback on button press:
- (IBAction)playSound:(id)sender {
CheckError(AudioOutputUnitStart(audioUnit), "error AudioOutputUnitStart");
}
This code fails during compiling with kAudioUnitErr_InvalidProperty(-10879) error. The goal is to modify buffer samples that has been read from the AudioFileID and send the result to the speakers.
Seeing as how you are just getting familiar with core audio, I suggest you first get your remoteIO callback working independently of your file player. Just remove all of your file player related code and try to get that working first.
Then, once you have that working, move on to incorporating your file player.
As far as what I can see that's wrong, I think you are confusing the Audio File Services API with an audio unit. This API is used to read a file into a buffer which you would manually feed to to remoteIO, if you do want to go this route, use the Extended Audio File Services API, it's a LOT easier. The kAudioUnitProperty_ScheduledFileRegion property is supposed to be called on a file player audio unit. To get one of those, you would need to create it the same way as your remmoteIO with the exception that AudioComponentDescription's componentSubType and componentType are kAudioUnitSubType_AudioFilePlayer and kAudioUnitType_Generator respectively. Then, once you have that unit you would need to connect it to the remoteIO using the kAudioUnitProperty_MakeConnection property.
But seriously, start with just getting your remoteIO callback working, then try making a file player audio unit and connecting it (without the callback), then go from there.
Ask very specific questions about each of these steps independently, posting code you have tried that's not working, and you'll get a ton of help.
I've started down the path on learning Audio Unit with aurioTouch. After a few days of learning Audio Unit, I'm still feeling a bit lost and I think I'm missing something very obvious.
Full source can be view at: http://pastebin.com/LXLYDEhy
Also listed the partial source down here
In my performRender callback, I've changed the code to
static OSStatus performRender (void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
OSStatus err = noErr;
AudioController *audioController = (__bridge AudioController *)inRefCon;
AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0].mData = NULL;
OSStatus status;
status = AudioUnitRender(cd.rioUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
&bufferList); // bufferList.mBuffers[0].mData is null
status = ExtAudioFileWriteAsync(audioController.extAudioFileRef, bufferList.mNumberBuffers, &bufferList);
}
The audio units are setup like this
- (AudioStreamBasicDescription)getAudioDescription {
AudioStreamBasicDescription audioDescription = {0};
audioDescription.mFormatID = kAudioFormatLinearPCM;
audioDescription.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked | kAudioFormatFlagsNativeEndian;
audioDescription.mChannelsPerFrame = 1;
audioDescription.mBytesPerPacket = sizeof(SInt16)*audioDescription.mChannelsPerFrame;
audioDescription.mFramesPerPacket = 1;
audioDescription.mBytesPerFrame = sizeof(SInt16)*audioDescription.mChannelsPerFrame;
audioDescription.mBitsPerChannel = 8 * sizeof(SInt16);
audioDescription.mSampleRate = 44100.0;
return audioDescription;
}
- (void)setupIOUnit
{
try {
// Create a new instance of AURemoteIO
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
AudioComponent comp = AudioComponentFindNext(NULL, &desc);
XThrowIfError(AudioComponentInstanceNew(comp, &_rioUnit), "couldn't create a new instance of AURemoteIO");
// Enable input and output on AURemoteIO
// Input is enabled on the input scope of the input element
// Output is enabled on the output scope of the output element
UInt32 one = 1;
XThrowIfError(AudioUnitSetProperty(_rioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &one, sizeof(one)), "could not enable input on AURemoteIO");
XThrowIfError(AudioUnitSetProperty(_rioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &one, sizeof(one)), "could not enable output on AURemoteIO");
// Explicitly set the input and output client formats
// sample rate = 44100, num channels = 1, format = 32 bit floating point
CAStreamBasicDescription ioFormat = CAStreamBasicDescription(44100, 1, CAStreamBasicDescription::kPCMFormatFloat32, false);
// AudioStreamBasicDescription audioFormat = [self getAudioDescription];
XThrowIfError(AudioUnitSetProperty(_rioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 1, &ioFormat, sizeof(ioFormat)), "couldn't set the input client format on AURemoteIO");
XThrowIfError(AudioUnitSetProperty(_rioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &ioFormat, sizeof(ioFormat)), "couldn't set the output client format on AURemoteIO");
// Set the MaximumFramesPerSlice property. This property is used to describe to an audio unit the maximum number
// of samples it will be asked to produce on any single given call to AudioUnitRender
UInt32 maxFramesPerSlice = 4096;
XThrowIfError(AudioUnitSetProperty(_rioUnit, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0, &maxFramesPerSlice, sizeof(UInt32)), "couldn't set max frames per slice on AURemoteIO");
// Get the property value back from AURemoteIO. We are going to use this value to allocate buffers accordingly
UInt32 propSize = sizeof(UInt32);
XThrowIfError(AudioUnitGetProperty(_rioUnit, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0, &maxFramesPerSlice, &propSize), "couldn't get max frames per slice on AURemoteIO");
_bufferManager = new BufferManager(maxFramesPerSlice);
_dcRejectionFilter = new DCRejectionFilter;
// We need references to certain data in the render callback
// This simple struct is used to hold that information
cd.rioUnit = _rioUnit;
cd.bufferManager = _bufferManager;
cd.dcRejectionFilter = _dcRejectionFilter;
cd.muteAudio = &_muteAudio;
cd.audioChainIsBeingReconstructed = &_audioChainIsBeingReconstructed;
AURenderCallbackStruct renderCallback;
renderCallback.inputProc = performRender;
renderCallback.inputProcRefCon = self;
XThrowIfError(AudioUnitSetProperty(_rioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, 0, &renderCallback, sizeof(renderCallback)), "couldn't set render callback on AURemoteIO");
// Initialize the AURemoteIO instance
XThrowIfError(AudioUnitInitialize(_rioUnit), "couldn't initialize AURemoteIO instance");
}
catch (CAXException &e) {
NSLog(#"Error returned from setupIOUnit: %d: %s", (int)e.mError, e.mOperation);
}
catch (...) {
NSLog(#"Unknown error returned from setupIOUnit");
}
return;
}
Full source can be view at: http://pastebin.com/LXLYDEhy
Your code generally looks good from glancing at it, but there's at least one significant issue: instead of allocating space for the data to be copied into the buffers, you are explicitly setting them to NULL. Instead, you should allocate space and then copy it in with AudioUnitRender
Example code:
AudioBufferList *bufferList;
bufferList = (AudioBufferList *)malloc(sizeof(AudioBufferList) + sizeof(AudioBuffer));
bufferList->mNumberBuffers = 1;
bufferList->mBuffers[0].mNumberChannels = 1;
bufferList->mBuffers[0].mDataByteSize = 1024 * 4;
bufferList->mBuffers[0].mData = calloc(1024, 4);
(Note that you may need to adjust the allocation sizes to fit your stream type, size, etc -- the above is just example code, but it addresses your main issue.
Anybody successfully done offline rendering using core-Audio.?
I had to mix two audio files and apply reverb(used 2 AudioFilePlayer,MultiChannelMixer,Reverb2 and RemoteIO).
Got it working. and i could save it while its previewing(on renderCallBack of RemoteIO).
I need to save it without playing it (offline).
Thanks in advance.
Offline rendering Worked for me using GenericOutput AudioUnit.
I am sharing the working code here.
core-audio framework seems a little though. But small-small things in it like ASBD, parameters ...etc are making these issues. try hard it will work. Don't give-up :-). core-audio is very powerful and useful while dealing with low-level audio. Thats what I learned from these last weeks. Enjoy :-D ....
Declare these in .h
//AUGraph
AUGraph mGraph;
//Audio Unit References
AudioUnit mFilePlayer;
AudioUnit mFilePlayer2;
AudioUnit mReverb;
AudioUnit mTone;
AudioUnit mMixer;
AudioUnit mGIO;
//Audio File Location
AudioFileID inputFile;
AudioFileID inputFile2;
//Audio file refereces for saving
ExtAudioFileRef extAudioFile;
//Standard sample rate
Float64 graphSampleRate;
AudioStreamBasicDescription stereoStreamFormat864;
Float64 MaxSampleTime;
//in .m class
- (id) init
{
self = [super init];
graphSampleRate = 44100.0;
MaxSampleTime = 0.0;
UInt32 category = kAudioSessionCategory_MediaPlayback;
CheckError(AudioSessionSetProperty(kAudioSessionProperty_AudioCategory,
sizeof(category),
&category),
"Couldn't set category on audio session");
[self initializeAUGraph];
return self;
}
//ASBD setup
- (void) setupStereoStream864 {
// The AudioUnitSampleType data type is the recommended type for sample data in audio
// units. This obtains the byte size of the type for use in filling in the ASBD.
size_t bytesPerSample = sizeof (AudioUnitSampleType);
// Fill the application audio format struct's fields to define a linear PCM,
// stereo, noninterleaved stream at the hardware sample rate.
stereoStreamFormat864.mFormatID = kAudioFormatLinearPCM;
stereoStreamFormat864.mFormatFlags = kAudioFormatFlagsAudioUnitCanonical;
stereoStreamFormat864.mBytesPerPacket = bytesPerSample;
stereoStreamFormat864.mFramesPerPacket = 1;
stereoStreamFormat864.mBytesPerFrame = bytesPerSample;
stereoStreamFormat864.mChannelsPerFrame = 2; // 2 indicates stereo
stereoStreamFormat864.mBitsPerChannel = 8 * bytesPerSample;
stereoStreamFormat864.mSampleRate = graphSampleRate;
}
//AUGraph setup
- (void)initializeAUGraph
{
[self setupStereoStream864];
// Setup the AUGraph, add AUNodes, and make connections
// create a new AUGraph
CheckError(NewAUGraph(&mGraph),"Couldn't create new graph");
// AUNodes represent AudioUnits on the AUGraph and provide an
// easy means for connecting audioUnits together.
AUNode filePlayerNode;
AUNode filePlayerNode2;
AUNode mixerNode;
AUNode reverbNode;
AUNode toneNode;
AUNode gOutputNode;
// file player component
AudioComponentDescription filePlayer_desc;
filePlayer_desc.componentType = kAudioUnitType_Generator;
filePlayer_desc.componentSubType = kAudioUnitSubType_AudioFilePlayer;
filePlayer_desc.componentFlags = 0;
filePlayer_desc.componentFlagsMask = 0;
filePlayer_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// file player component2
AudioComponentDescription filePlayer2_desc;
filePlayer2_desc.componentType = kAudioUnitType_Generator;
filePlayer2_desc.componentSubType = kAudioUnitSubType_AudioFilePlayer;
filePlayer2_desc.componentFlags = 0;
filePlayer2_desc.componentFlagsMask = 0;
filePlayer2_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Create AudioComponentDescriptions for the AUs we want in the graph
// mixer component
AudioComponentDescription mixer_desc;
mixer_desc.componentType = kAudioUnitType_Mixer;
mixer_desc.componentSubType = kAudioUnitSubType_MultiChannelMixer;
mixer_desc.componentFlags = 0;
mixer_desc.componentFlagsMask = 0;
mixer_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Create AudioComponentDescriptions for the AUs we want in the graph
// Reverb component
AudioComponentDescription reverb_desc;
reverb_desc.componentType = kAudioUnitType_Effect;
reverb_desc.componentSubType = kAudioUnitSubType_Reverb2;
reverb_desc.componentFlags = 0;
reverb_desc.componentFlagsMask = 0;
reverb_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
//tone component
AudioComponentDescription tone_desc;
tone_desc.componentType = kAudioUnitType_FormatConverter;
//tone_desc.componentSubType = kAudioUnitSubType_NewTimePitch;
tone_desc.componentSubType = kAudioUnitSubType_Varispeed;
tone_desc.componentFlags = 0;
tone_desc.componentFlagsMask = 0;
tone_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponentDescription gOutput_desc;
gOutput_desc.componentType = kAudioUnitType_Output;
gOutput_desc.componentSubType = kAudioUnitSubType_GenericOutput;
gOutput_desc.componentFlags = 0;
gOutput_desc.componentFlagsMask = 0;
gOutput_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
//Add nodes to graph
// Add nodes to the graph to hold our AudioUnits,
// You pass in a reference to the AudioComponentDescription
// and get back an AudioUnit
AUGraphAddNode(mGraph, &filePlayer_desc, &filePlayerNode );
AUGraphAddNode(mGraph, &filePlayer2_desc, &filePlayerNode2 );
AUGraphAddNode(mGraph, &mixer_desc, &mixerNode );
AUGraphAddNode(mGraph, &reverb_desc, &reverbNode );
AUGraphAddNode(mGraph, &tone_desc, &toneNode );
AUGraphAddNode(mGraph, &gOutput_desc, &gOutputNode);
//Open the graph early, initialize late
// open the graph AudioUnits are open but not initialized (no resource allocation occurs here)
CheckError(AUGraphOpen(mGraph),"Couldn't Open the graph");
//Reference to Nodes
// get the reference to the AudioUnit object for the file player graph node
AUGraphNodeInfo(mGraph, filePlayerNode, NULL, &mFilePlayer);
AUGraphNodeInfo(mGraph, filePlayerNode2, NULL, &mFilePlayer2);
AUGraphNodeInfo(mGraph, reverbNode, NULL, &mReverb);
AUGraphNodeInfo(mGraph, toneNode, NULL, &mTone);
AUGraphNodeInfo(mGraph, mixerNode, NULL, &mMixer);
AUGraphNodeInfo(mGraph, gOutputNode, NULL, &mGIO);
AUGraphConnectNodeInput(mGraph, filePlayerNode, 0, reverbNode, 0);
AUGraphConnectNodeInput(mGraph, reverbNode, 0, toneNode, 0);
AUGraphConnectNodeInput(mGraph, toneNode, 0, mixerNode,0);
AUGraphConnectNodeInput(mGraph, filePlayerNode2, 0, mixerNode, 1);
AUGraphConnectNodeInput(mGraph, mixerNode, 0, gOutputNode, 0);
UInt32 busCount = 2; // bus count for mixer unit input
//Setup mixer unit bus count
CheckError(AudioUnitSetProperty (
mMixer,
kAudioUnitProperty_ElementCount,
kAudioUnitScope_Input,
0,
&busCount,
sizeof (busCount)
),
"Couldn't set mixer unit's bus count");
//Enable metering mode to view levels input and output levels of mixer
UInt32 onValue = 1;
CheckError(AudioUnitSetProperty(mMixer,
kAudioUnitProperty_MeteringMode,
kAudioUnitScope_Input,
0,
&onValue,
sizeof(onValue)),
"error");
// Increase the maximum frames per slice allows the mixer unit to accommodate the
// larger slice size used when the screen is locked.
UInt32 maximumFramesPerSlice = 4096;
CheckError(AudioUnitSetProperty (
mMixer,
kAudioUnitProperty_MaximumFramesPerSlice,
kAudioUnitScope_Global,
0,
&maximumFramesPerSlice,
sizeof (maximumFramesPerSlice)
),
"Couldn't set mixer units maximum framers per slice");
// set the audio data format of tone Unit
AudioUnitSetProperty(mTone,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Global,
0,
&stereoStreamFormat864,
sizeof(AudioStreamBasicDescription));
// set the audio data format of reverb Unit
AudioUnitSetProperty(mReverb,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Global,
0,
&stereoStreamFormat864,
sizeof(AudioStreamBasicDescription));
// set initial reverb
AudioUnitParameterValue reverbTime = 2.5;
AudioUnitSetParameter(mReverb, 4, kAudioUnitScope_Global, 0, reverbTime, 0);
AudioUnitSetParameter(mReverb, 5, kAudioUnitScope_Global, 0, reverbTime, 0);
AudioUnitSetParameter(mReverb, 0, kAudioUnitScope_Global, 0, 0, 0);
AudioStreamBasicDescription auEffectStreamFormat;
UInt32 asbdSize = sizeof (auEffectStreamFormat);
memset (&auEffectStreamFormat, 0, sizeof (auEffectStreamFormat ));
// get the audio data format from reverb
CheckError(AudioUnitGetProperty(mReverb,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&auEffectStreamFormat,
&asbdSize),
"Couldn't get aueffectunit ASBD");
auEffectStreamFormat.mSampleRate = graphSampleRate;
// set the audio data format of mixer Unit
CheckError(AudioUnitSetProperty(mMixer,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
0,
&auEffectStreamFormat, sizeof(auEffectStreamFormat)),
"Couldn't set ASBD on mixer output");
CheckError(AUGraphInitialize(mGraph),"Couldn't Initialize the graph");
[self setUpAUFilePlayer];
[self setUpAUFilePlayer2];
}
//Audio file playback setup here i am setting the voice file
-(OSStatus) setUpAUFilePlayer{
NSString *songPath = [[NSBundle mainBundle] pathForResource: #"testVoice" ofType:#".m4a"];
CFURLRef songURL = ( CFURLRef) [NSURL fileURLWithPath:songPath];
// open the input audio file
CheckError(AudioFileOpenURL(songURL, kAudioFileReadPermission, 0, &inputFile),
"setUpAUFilePlayer AudioFileOpenURL failed");
AudioStreamBasicDescription fileASBD;
// get the audio data format from the file
UInt32 propSize = sizeof(fileASBD);
CheckError(AudioFileGetProperty(inputFile, kAudioFilePropertyDataFormat,
&propSize, &fileASBD),
"setUpAUFilePlayer couldn't get file's data format");
// tell the file player unit to load the file we want to play
CheckError(AudioUnitSetProperty(mFilePlayer, kAudioUnitProperty_ScheduledFileIDs,
kAudioUnitScope_Global, 0, &inputFile, sizeof(inputFile)),
"setUpAUFilePlayer AudioUnitSetProperty[kAudioUnitProperty_ScheduledFileIDs] failed");
UInt64 nPackets;
UInt32 propsize = sizeof(nPackets);
CheckError(AudioFileGetProperty(inputFile, kAudioFilePropertyAudioDataPacketCount,
&propsize, &nPackets),
"setUpAUFilePlayer AudioFileGetProperty[kAudioFilePropertyAudioDataPacketCount] failed");
// tell the file player AU to play the entire file
ScheduledAudioFileRegion rgn;
memset (&rgn.mTimeStamp, 0, sizeof(rgn.mTimeStamp));
rgn.mTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
rgn.mTimeStamp.mSampleTime = 0;
rgn.mCompletionProc = NULL;
rgn.mCompletionProcUserData = NULL;
rgn.mAudioFile = inputFile;
rgn.mLoopCount = -1;
rgn.mStartFrame = 0;
rgn.mFramesToPlay = nPackets * fileASBD.mFramesPerPacket;
if (MaxSampleTime < rgn.mFramesToPlay)
{
MaxSampleTime = rgn.mFramesToPlay;
}
CheckError(AudioUnitSetProperty(mFilePlayer, kAudioUnitProperty_ScheduledFileRegion,
kAudioUnitScope_Global, 0,&rgn, sizeof(rgn)),
"setUpAUFilePlayer1 AudioUnitSetProperty[kAudioUnitProperty_ScheduledFileRegion] failed");
// prime the file player AU with default values
UInt32 defaultVal = 0;
CheckError(AudioUnitSetProperty(mFilePlayer, kAudioUnitProperty_ScheduledFilePrime,
kAudioUnitScope_Global, 0, &defaultVal, sizeof(defaultVal)),
"setUpAUFilePlayer AudioUnitSetProperty[kAudioUnitProperty_ScheduledFilePrime] failed");
// tell the file player AU when to start playing (-1 sample time means next render cycle)
AudioTimeStamp startTime;
memset (&startTime, 0, sizeof(startTime));
startTime.mFlags = kAudioTimeStampSampleTimeValid;
startTime.mSampleTime = -1;
CheckError(AudioUnitSetProperty(mFilePlayer, kAudioUnitProperty_ScheduleStartTimeStamp,
kAudioUnitScope_Global, 0, &startTime, sizeof(startTime)),
"setUpAUFilePlayer AudioUnitSetProperty[kAudioUnitProperty_ScheduleStartTimeStamp]");
return noErr;
}
//Audio file playback setup here i am setting the BGMusic file
-(OSStatus) setUpAUFilePlayer2{
NSString *songPath = [[NSBundle mainBundle] pathForResource: #"BGmusic" ofType:#".mp3"];
CFURLRef songURL = ( CFURLRef) [NSURL fileURLWithPath:songPath];
// open the input audio file
CheckError(AudioFileOpenURL(songURL, kAudioFileReadPermission, 0, &inputFile2),
"setUpAUFilePlayer2 AudioFileOpenURL failed");
AudioStreamBasicDescription fileASBD;
// get the audio data format from the file
UInt32 propSize = sizeof(fileASBD);
CheckError(AudioFileGetProperty(inputFile2, kAudioFilePropertyDataFormat,
&propSize, &fileASBD),
"setUpAUFilePlayer2 couldn't get file's data format");
// tell the file player unit to load the file we want to play
CheckError(AudioUnitSetProperty(mFilePlayer2, kAudioUnitProperty_ScheduledFileIDs,
kAudioUnitScope_Global, 0, &inputFile2, sizeof(inputFile2)),
"setUpAUFilePlayer2 AudioUnitSetProperty[kAudioUnitProperty_ScheduledFileIDs] failed");
UInt64 nPackets;
UInt32 propsize = sizeof(nPackets);
CheckError(AudioFileGetProperty(inputFile2, kAudioFilePropertyAudioDataPacketCount,
&propsize, &nPackets),
"setUpAUFilePlayer2 AudioFileGetProperty[kAudioFilePropertyAudioDataPacketCount] failed");
// tell the file player AU to play the entire file
ScheduledAudioFileRegion rgn;
memset (&rgn.mTimeStamp, 0, sizeof(rgn.mTimeStamp));
rgn.mTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
rgn.mTimeStamp.mSampleTime = 0;
rgn.mCompletionProc = NULL;
rgn.mCompletionProcUserData = NULL;
rgn.mAudioFile = inputFile2;
rgn.mLoopCount = -1;
rgn.mStartFrame = 0;
rgn.mFramesToPlay = nPackets * fileASBD.mFramesPerPacket;
if (MaxSampleTime < rgn.mFramesToPlay)
{
MaxSampleTime = rgn.mFramesToPlay;
}
CheckError(AudioUnitSetProperty(mFilePlayer2, kAudioUnitProperty_ScheduledFileRegion,
kAudioUnitScope_Global, 0,&rgn, sizeof(rgn)),
"setUpAUFilePlayer2 AudioUnitSetProperty[kAudioUnitProperty_ScheduledFileRegion] failed");
// prime the file player AU with default values
UInt32 defaultVal = 0;
CheckError(AudioUnitSetProperty(mFilePlayer2, kAudioUnitProperty_ScheduledFilePrime,
kAudioUnitScope_Global, 0, &defaultVal, sizeof(defaultVal)),
"setUpAUFilePlayer2 AudioUnitSetProperty[kAudioUnitProperty_ScheduledFilePrime] failed");
// tell the file player AU when to start playing (-1 sample time means next render cycle)
AudioTimeStamp startTime;
memset (&startTime, 0, sizeof(startTime));
startTime.mFlags = kAudioTimeStampSampleTimeValid;
startTime.mSampleTime = -1;
CheckError(AudioUnitSetProperty(mFilePlayer2, kAudioUnitProperty_ScheduleStartTimeStamp,
kAudioUnitScope_Global, 0, &startTime, sizeof(startTime)),
"setUpAUFilePlayer2 AudioUnitSetProperty[kAudioUnitProperty_ScheduleStartTimeStamp]");
return noErr;
}
//Start Saving File
- (void)startRecordingAAC{
AudioStreamBasicDescription destinationFormat;
memset(&destinationFormat, 0, sizeof(destinationFormat));
destinationFormat.mChannelsPerFrame = 2;
destinationFormat.mFormatID = kAudioFormatMPEG4AAC;
UInt32 size = sizeof(destinationFormat);
OSStatus result = AudioFormatGetProperty(kAudioFormatProperty_FormatInfo, 0, NULL, &size, &destinationFormat);
if(result) printf("AudioFormatGetProperty %ld \n", result);
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *destinationFilePath = [[NSString alloc] initWithFormat: #"%#/output.m4a", documentsDirectory];
CFURLRef destinationURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault,
(CFStringRef)destinationFilePath,
kCFURLPOSIXPathStyle,
false);
[destinationFilePath release];
// specify codec Saving the output in .m4a format
result = ExtAudioFileCreateWithURL(destinationURL,
kAudioFileM4AType,
&destinationFormat,
NULL,
kAudioFileFlags_EraseFile,
&extAudioFile);
if(result) printf("ExtAudioFileCreateWithURL %ld \n", result);
CFRelease(destinationURL);
// This is a very important part and easiest way to set the ASBD for the File with correct format.
AudioStreamBasicDescription clientFormat;
UInt32 fSize = sizeof (clientFormat);
memset(&clientFormat, 0, sizeof(clientFormat));
// get the audio data format from the Output Unit
CheckError(AudioUnitGetProperty(mGIO,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
0,
&clientFormat,
&fSize),"AudioUnitGetProperty on failed");
// set the audio data format of mixer Unit
CheckError(ExtAudioFileSetProperty(extAudioFile,
kExtAudioFileProperty_ClientDataFormat,
sizeof(clientFormat),
&clientFormat),
"ExtAudioFileSetProperty kExtAudioFileProperty_ClientDataFormat failed");
// specify codec
UInt32 codec = kAppleHardwareAudioCodecManufacturer;
CheckError(ExtAudioFileSetProperty(extAudioFile,
kExtAudioFileProperty_CodecManufacturer,
sizeof(codec),
&codec),"ExtAudioFileSetProperty on extAudioFile Faild");
CheckError(ExtAudioFileWriteAsync(extAudioFile, 0, NULL),"ExtAudioFileWriteAsync Failed");
[self pullGenericOutput];
}
// Manual Feeding and getting data/Buffer from the GenericOutput Node.
-(void)pullGenericOutput{
AudioUnitRenderActionFlags flags = 0;
AudioTimeStamp inTimeStamp;
memset(&inTimeStamp, 0, sizeof(AudioTimeStamp));
inTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
UInt32 busNumber = 0;
UInt32 numberFrames = 512;
inTimeStamp.mSampleTime = 0;
int channelCount = 2;
NSLog(#"Final numberFrames :%li",numberFrames);
int totFrms = MaxSampleTime;
while (totFrms > 0)
{
if (totFrms < numberFrames)
{
numberFrames = totFrms;
NSLog(#"Final numberFrames :%li",numberFrames);
}
else
{
totFrms -= numberFrames;
}
AudioBufferList *bufferList = (AudioBufferList*)malloc(sizeof(AudioBufferList)+sizeof(AudioBuffer)*(channelCount-1));
bufferList->mNumberBuffers = channelCount;
for (int j=0; j<channelCount; j++)
{
AudioBuffer buffer = {0};
buffer.mNumberChannels = 1;
buffer.mDataByteSize = numberFrames*sizeof(AudioUnitSampleType);
buffer.mData = calloc(numberFrames, sizeof(AudioUnitSampleType));
bufferList->mBuffers[j] = buffer;
}
CheckError(AudioUnitRender(mGIO,
&flags,
&inTimeStamp,
busNumber,
numberFrames,
bufferList),
"AudioUnitRender mGIO");
CheckError(ExtAudioFileWrite(extAudioFile, numberFrames, bufferList),("extaudiofilewrite fail"));
}
[self FilesSavingCompleted];
}
//FilesSavingCompleted
-(void)FilesSavingCompleted{
OSStatus status = ExtAudioFileDispose(extAudioFile);
printf("OSStatus(ExtAudioFileDispose): %ld\n", status);
}
One way to do offline rendering is to remove the RemoteIO unit and explicitly call AudioUnitRender on the right-most unit in your graph (either the mixer or the reverb unit depending on your topology). By doing this in a loop until you exhaust the samples from both of your source files, and writing the resulting sample buffers with Extended Audio File Services, you can create a compressed audio file of the mixdown. You'll want to do this on a background thread to keep the UI responsive, but I've used this technique before with some success.
Above code is working on iOS7 device but not working on iOS8 device and on all simulators.
I had replaced the following code segment
UInt32 category = kAudioSessionCategory_MediaPlayback;
CheckError(AudioSessionSetProperty(kAudioSessionProperty_AudioCategory,
sizeof(category),
&category),
"Couldn't set category on audio session");
with the following code. Because AudioSessionSetProperty is deprecated so I had replaced following code.
AVAudioSession *session = [AVAudioSession sharedInstance];
NSError *setCategoryError = nil;
if (![session setCategory:AVAudioSessionCategoryPlayback
withOptions:AVAudioSessionCategoryOptionMixWithOthers
error:&setCategoryError]) {
// handle error
}
There must be some update for iOS 8. which can be in above code or in some where else.
I followed Abdusha's approach but my output file had no audio plus the size was very small as compared to the input. After looking into it, a fix I made was in "pullGenericOutput" function. After AudioUnitRender call:
AudioUnitRender(genericOutputUnit,
&flags,
&inTimeStamp,
busNumber,
numberFrames,
bufferList);
inTimeStamp.mSampleTime++; //Updated
increment the timeStamp by 1. After doing this, the output file was perfect with effects working. Thanks. Your answer helped a lot.
My Audio Unit analysis project is having some memory issues, whereby each time an Audio Unit is rendered (or somewhere around that) it is allocating a bunch of memory which isn't being released, causing memory usage to swell and the app to eventually crash.
In instruments, I notice the following string of 32 byte mallocs occurring repeatedly, and they remain live:
BufferedAudioConverter::AllocateBuffers() x6
BufferedInputAudioConverter:BufferedInputAudioConverter(StreamDescPair const&) x 3
Any ideas where the problem might lie? When is that memory allocated in the process and how can it safely be released?
Many thanks.
The code was based on some non-Apple sample code, PitchDetector from sleepyleaf.com
Some code extracts where the problem might lie..... Please let me know if more code is needed.
renderErr = AudioUnitRender(rioUnit, ioActionFlags,
inTimeStamp, bus1, inNumberFrames, THIS->bufferList); //128 inNumberFrames
if (renderErr < 0) {
return renderErr;
}
// Fill the buffer with our sampled data. If we fill our buffer, run the
// fft.
int read = bufferCapacity - index;
if (read > inNumberFrames) {
memcpy((SInt16 *)dataBuffer + index, THIS->bufferList->mBuffers[0].mData, inNumberFrames*sizeof(SInt16));
THIS->index += inNumberFrames;
} else { DO ANALYSIS
memset(outputBuffer, 0, n*sizeof(SInt16));
- (void)createAUProcessingGraph {
OSStatus err;
// Configure the search parameters to find the default playback output unit
// (called the kAudioUnitSubType_RemoteIO on iOS but
// kAudioUnitSubType_DefaultOutput on Mac OS X)
AudioComponentDescription ioUnitDescription;
ioUnitDescription.componentType = kAudioUnitType_Output;
ioUnitDescription.componentSubType = kAudioUnitSubType_RemoteIO;
ioUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
ioUnitDescription.componentFlags = 0;
enter code here
ioUnitDescription.componentFlagsMask = 0;
// Declare and instantiate an audio processing graph
NewAUGraph(&processingGraph);
// Add an audio unit node to the graph, then instantiate the audio unit.
/*
An AUNode is an opaque type that represents an audio unit in the context
of an audio processing graph. You receive a reference to the new audio unit
instance, in the ioUnit parameter, on output of the AUGraphNodeInfo
function call.
*/
AUNode ioNode;
AUGraphAddNode(processingGraph, &ioUnitDescription, &ioNode);
AUGraphOpen(processingGraph); // indirectly performs audio unit instantiation
// Obtain a reference to the newly-instantiated I/O unit. Each Audio Unit
// requires its own configuration.
AUGraphNodeInfo(processingGraph, ioNode, NULL, &ioUnit);
// Initialize below.
AURenderCallbackStruct callbackStruct = {0};
UInt32 enableInput;
UInt32 enableOutput;
// Enable input and disable output.
enableInput = 1; enableOutput = 0;
callbackStruct.inputProc = RenderFFTCallback;
callbackStruct.inputProcRefCon = (__bridge void*)self;
err = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus, &enableInput, sizeof(enableInput));
err = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus, &enableOutput, sizeof(enableOutput));
err = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Input,
kOutputBus, &callbackStruct, sizeof(callbackStruct));
// Set the stream format.
size_t bytesPerSample = [self ASBDForSoundMode];
err = AudioUnitSetProperty(ioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus, &streamFormat, sizeof(streamFormat));
err = AudioUnitSetProperty(ioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus, &streamFormat, sizeof(streamFormat));
// Disable system buffer allocation. We'll do it ourselves.
UInt32 flag = 0;
err = AudioUnitSetProperty(ioUnit, kAudioUnitProperty_ShouldAllocateBuffer,
kAudioUnitScope_Output,
kInputBus, &flag, sizeof(flag));
// Allocate AudioBuffers for use when listening.
// TODO: Move into initialization...should only be required once.
bufferList = (AudioBufferList *)malloc(sizeof(AudioBuffer));
bufferList->mNumberBuffers = 1;
bufferList->mBuffers[0].mNumberChannels = 1;
bufferList->mBuffers[0].mDataByteSize = 512*bytesPerSample;
bufferList->mBuffers[0].mData = calloc(512, bytesPerSample);
}
I managed to find and fix the issue, which was in an area of the code not posted above.
In a following step the output buffer was being converted into a different number format using an AudioConverter object. However, the converter object was not being disposed of, and remained live in the memory. I fixed it by using AudioConverterDispose as below:
err = AudioConverterNew(&inFormat, &outFormat, &converter);
err = AudioConverterConvertBuffer(converter, inSize, buf, &outSize, outputBuf);
err = AudioConverterDispose (converter);