play multi-instrument MIDI file - ios

I have been working with the MusicPlayer and MusicSequence classes to play MIDI files. However, I am wondering how to specify instruments for different channels. What is the MusicPlayer's default response to program change events? Can I tell the MusicPlayer to use certain samplers for certain channels? Or is the only way to set my own function as a MIDI Endpoint, and then handle the playing of notes myself using MusicDeviceMIDIEvent() to specify the sampler?

You can specify different instruments for different tracks in a MusicSequence. (MusicTrack API) I don't think MusicPlayer does anything with channels per se. You can specify that channels be converted to tracks when loading a MIDI file.
Music Sequence Load Flags
Flags used to configure the behavior of the MusicSequenceFileLoad and
MusicSequenceFileLoadData functions.
enum { kMusicSequenceLoadSMF_ChannelsToTracks = (1 << 0) }; typedef
UInt32 MusicSequenceLoadFlags;
Constants
kMusicSequenceLoadSMF_ChannelsToTracks
If this flag is set the resultant Sequence will contain a tempo track, 1 track for each MIDI Channel that is found in the SMF, 1 track
for SysEx or MetaEvents - and this will be the last track in the
sequence after the LoadSMFWithFlags calls.
Available in OS X v10.3 and later.
Declared in MusicPlayer.h.

Related

record pcmaudiodata per 10 milisecond without playback

İ need to record pcmaudio per 10 milisecond without playback in swift.
I have tried this code but i can't find how can i stop playback while recording.
RecordAudio Github Repo
and second question: How can i get PCM data from circular buffer for encode-decode process properly. When I convert recorded audio data to signed byte or unsigned byte or anything else the converted data sometimes will corrupt. What is the best practice for this kind of process
In the RecordAudio sample code, the audio format is specified as Float (32-bit floats). When doing a float to integer conversion, you have to make sure your scale and offset results in a value in legal range for the destination type. e.g. check that -1.0 to 1.0 results in 0 to 256 (unsigned byte), and out-of-range values are clipped to legal values. Also pay attention to the number of samples you convert, as an Audio Unit callback can vary the frameCount sent (number of samples returned). You most likely won't get exactly 10 mS in any single RemoteIO callback, but may have to observe a circular buffer filled by multiple callbacks, or a larger buffer that you will have to split.
When RemoteIO is running in play-and-record mode, you can usually silence playback by zeroing the bufferList buffers (after copying, analyzing, or otherwise using the data in the buffers) before returning from the Audio Unit callback.

Record and send audio data to c++ function

I need to send audio data in real-time in PCM format 8 KHz 16 Bit Mono.
Audio must been sent like array of chars with length
(<#char *data#>, <#int len#>).
Now I'm beginner in Audio processing and cant really understand how to accomplish that. My best try was been to convert to iLBC format and try but it couldn't work. Is there any sample how to record and convert audio to any format. I have already read Learning Core Audio from Chris Adamson and Kevin Avila but I really didn't find solution that works.
Simple what i need:
(record)->(convert?)-> send(char *data, int length);
Couse I need to send data like arrays of chars i cant use player.
EDIT:
I managed to make everything work with recording and with reading buffers. What I can't manage is :
if (ref[i]->mAudioDataByteSize != 0){
char * data = (char*)ref[i]->mAudioData;
sendData(mHandle, data, ref[i]->mAudioDataByteSize);
}
This is not really a beginner task. The solutions are to use either the RemoteIO Audio Unit, the Audio Queue API, or an AVAudioEngine installTapOnBus block. These will give you near real-time (depending on the buffer size) buffers of audio samples (Int16's or Floats, etc.) that you can convert, compress, pack into other data types or arrays, etc. Usually by calling a callback function or block that you provide to do whatever you want with the incoming recorded audio sample buffers.

Split audio track into segments by BPM and analyse each segment using Superpowered iOS

I have been using the Superpowered iOS library to analyse audio and extract BPM, loudness, pitch data. I'm working on an iOS Swift 3.0 project and have been able to get the C classes work with Swift using the Bridging headers for ObjC.
The problem I am running into is that whilst I can create a decoder object, extract audio from the Music Library and store it as a .WAV - I am unable to create a decoder object for just snippets of the extracted audio and get the analyser class to return data.
My approach has been to create a decoder object as follows:
var decodeAttempt = decoder!.open(self.originalFilePath, metaOnly: false, offset: offsetBytes, length: lengthBytes, stemsIndex: 0)
'offsetBytes' and 'LengthBytes' I think are the position within the audio file. As I have already decompressed audio, stored it as WAV and then am providing it to the decoder here, I am calculating the offset and length using the PCM Wave audio formula of 44100 x 2 x 16 / 8 = 176400 bytes per second. Then using this to specify a start point and length in bytes. I'm not sure that this is the correct way to do this as the decoder will return 'Unknown file format'.
Any ideas or even alternative suggestions of how to achieve the title of this question? Thanks in advance!
The offset and length parameters of the SuperpoweredDecoder are there because of the Android APK file format, where bundled audio files are simply concatenated to the package.
Despite a WAV file is as "uncompressed" as it can be, there is a header at the beginning, so offset and length are not a good way for this purpose. Especially as the header is present at the beginning only, and without the header decoding is not possible.
You mention that you can extract audio to PCM (and save to WAV). Then you have the answer in your hand: just submit different extracted portions to different instances of the SuperpoweredOfflineAnalyzer.

kAudioDevicePropertyBufferFrameSize replacement for iOS

I was trying to set up an audio unit to render the music (instead of Audio Queue.. which was too opaque for my purposes).. iOS doesn't have this property kAudioDevicePropertyBufferFrameSize.. any idea how I can derive this value to set up the buffer size of my IO unit?
I found this post interesting.. it asks about the possibility of using a combination of kAudioSessionProperty_CurrentHardwareIOBufferDuration and kAudioSessionProperty_CurrentHardwareOutputLatency audio session properties to determine that value.. but there is no answer.. any ideas?
You can use the kAudioSessionProperty_CurrentHardwareIOBufferDuration property, which represents the buffer size in seconds. Multiply this by the sample rate you get from kAudioSessionProperty_CurrentHardwareSampleRate to get the number of samples you should buffer.
The resulting buffer size should be a multiple of 2. I believe either 512 or 4096 are what you're likely to get, but you should always base it off of the values returned from AudioSessionGetProperty.
Example:
Float64 sampleRate;
UInt32 propSize = sizeof(Float64);
AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareSampleRate,
&propSize,
&sampleRate);
Float32 bufferDuration;
propSize = sizeof(Float32);
AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareIOBufferDuration,
&propSize,
&bufferDuration);
UInt32 bufferLengthInFrames = sampleRate * bufferDuration;
The next step is to find out the input stream format of the unit you're sending audio to. Based on your description, I'm assuming that you're programmatically generating audio to send to the speakers. This code assumes unit is an AudioUnit you're sending audio to, whether that's the RemoteIO or something like an effect Audio Unit.
AudioStreamBasicDescription inputASBD;
UInt32 propSize = sizeof(AudioStreamBasicDescription);
AudioUnitGetProperty(unit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&inputASBD,
&propSize);
After this, inputASBD.mFormatFlags will be a bit field corresponding to the audio stream format that unit is expecting. The two most likely sets of flags are named kAudioFormatFlagsCanonical and kAudioFormatFlagsAudioUnitCanonical. These two have corresponding sample types AudioSampleType and AudioUnitSampleType that you can base your size calculation off of.
As an aside, AudioSampleType typically represents samples coming from the mic or destined for the speakers, whereas AudioUnitSampleType is usually for samples that are intended to be processed (by an audio unit, for example). At the moment on iOS, AudioSampleType is a SInt16 and AudioUnitSampleType is fixed 8.24 number stored in a SInt32 container. Here's a post on the Core Audio mailing list explaining this design choice
The reason I hold back from saying something like "just use Float32, it'll work" is because the actual bit representation of the stream is subject to change if Apple feels like it.
The audio unit itself decides on the actual buffer size, so the app's audio unit callback has to be able to handle any reasonable size given to it. You can suggest and poll the kAudioSessionProperty_CurrentHardwareIOBufferDuration property, but note that this value can while your app is running (especially during screen lock or call interruptions, etc.) outside of what the app can control.

iOS: Sound generation on iPad given Hz parameter?

Is there an API in one of the iOS layers that I can use to generate a tone by just specifying its Hertz. What I´m looking to do is generate a DTMF tone. This link explains how DTMF tones consists of 2 tones:
http://en.wikipedia.org/wiki/Telephone_keypad
Which basically means that I should need playback of 2 tones at the same time...
So, does something like this exist:
SomeCleverPlayerAPI(697, 1336);
If spent the whole morning searching for this, and have found a number of ways to playback a sound file, but nothing on how to generate a specific tone. Does anyone know, please...
Check out the AU (AudioUnit) API. It's pretty low-level, but it can do what you want. A good intro (that probably already gives you what you need) can be found here:
http://cocoawithlove.com/2010/10/ios-tone-generator-introduction-to.html
There is no iOS API to do this audio synthesis for you.
But you can use the Audio Queue or Audio Unit RemoteIO APIs to play raw audio samples, generate an array of samples of 2 sine waves summed (say 44100 samples for 1 seconds worth), and then copy the results in the audio callback (1024 samples, or whatever the callback requests, at a time).
See Apple's aurioTouch and SpeakHere sample apps for how to use these audio APIs.
The samples can be generated by something as simple as:
sample[i] = (short int)(v1*sinf(2.0*pi*i*f1/sr) + v2*sinf(2.0*pi*i*f2/sr));
where sr is the sample rate, f1 and f1 are the 2 frequencies, and v1 + v2 sum to less than 32767.0. You can add rounding or noise dithering to this for cleaner results.
Beware of clicking if your generated waveforms don't taper to zero at the ends.

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