what audio compression Algorithm to use in iPhone App? - ios

I am trying to record audio using an iPhone app and send the audio file through Mail. I need to compress the file before sending. what audio compression Algorithm to use in iPhone App?

It depends very much on your application.
Do you need loss-less compression, or can you afford losing some audio quality?
How fast to you need the file transfer to be?
How fast do you need the compression process to be?
Depending on the answers to these questions, you can choose one of the formats available in iOS.
You can read more here:
http://developer.apple.com/library/ios/#documentation/MusicAudio/Conceptual/CoreAudioOverview/Introduction/Introduction.html
http://developer.apple.com/library/ios/#documentation/MusicAudio/Conceptual/AudioQueueProgrammingGuide/AQRecord/RecordingAudio.html#//apple_ref/doc/uid/TP40005343-CH4-SW4

First choose the right bitrate. Typical bitrates for different purposes:
32kbit/s: AM Radio quality
48kbit/s: Common rate for long speech podcasts
64kbit/s: Common rate for normal-length speech podcasts
96kbit/s: FM Radio quality
128kbit/s: Most common bit rate for MP3 music
160kbit/s: Musicians or sensitive listeners prefer this to 128kbit/s
192kbit/s: Digital radio broadcasting quality
320kbit/s: Virtually indistinguishable from CDs
So if audio contains only speech 48 kbit/s is usually enough. For music 128 should be ok.
Second - you should use good compression codec. For detail information please check this link http://soundexpert.org/encoders-48-kbps but usually you should use AAC codec.
Other options (sample rate, bit depth, etc.) are not so important and usually you should leave them default.

Related

What algorithm does YouTube use to change playback speed without affecting audio pitch?

Youtube has an option to change the playback speed of videos that speeds up or slows down a video's audio without affecting its pitch. I know that there are a number of different algorithms that can do this, but I am curious as to which specific algorithm Youtube uses because it seems to work rather well.
Also, are there any open source libraries implementing this algorithm?
I found this article on the subject dating back to 2017, I presume it's still valid or should give you some pointers: https://www.googblogs.com/variable-speed-playback-on-mobile/
It reads, in part:
"On Android, we used the Sonic library for our audio manipulation in ExoPlayer. Sonic uses PICOLA, a time domain based algorithm. On iOS, AVplayer has a built in playback rate feature with configurable time stretching."

Adaptive bitrate ingest(publishing) for live stream

As I know by doing some research,
popular CDN based live streaming platform(e.g, twitch.tv, youtube live) provides
recommended encoder settings(resolution, bitrate, fps) for broadcasters
who use advanced software encoder (e.g, obs, xsplit).
Before doing live stream, broadcaster should test one's upload bandwidth
and select one of the recommendations. And once the encoder setting is selected, it can't be changed during live stream.
On the delivery side however, there is popular adaptive bitrate streaming(DASH, HLS) to cope with heterogeneous bandwidth state of the viewers.
[CDN based live streaming architecture]
<--------------Ingest Side-------------------> <------Delivery Side--->
RTMP HLS
[Broadcaster] ----------------> [Media Server]--->[CDN]--------> viewer 1
constant bitrate | 720p
ABR |-----> viewer 2
| 360p
|-----> viewer 3
240p
My question is,
why live streaming platform, like twitch, youtube live, does not provide any bitrate adaptation during ingest to media server?
Or do they have bitrate control only on their mobile apps?
In my opinion, adaptviely changing bitrate according to publisher's bandwidth seems necessary and reasonable in case of bad network or bandwidth fluctuations.
Is there any bitrate adaptation for live ingesting side that I don't know of?
I know that realtime video systems(e.g, webRTC, Hangouts) has their control logic to deal with congestion and packet loss.
Therefore, I assume that mobile streaming apps for youtube live, twitch.tv have their own bitrate control logic as well.
However, I couldn't find any docs or information about it and also couldn't find any, for the case where broadcasters use advanced encoder to do better live streaming.
Is there any bitrate adaptation for live ingesting side that I don't know of?
Yes. Many encoders (including OBS) let you change the bitrate on the fly. It just doesn’t do it automatically.
why live streaming platform, like twitch, youtube live, does not provide any bitrate adaptation during ingest to media server?
Because nobody at those companies have done the work to make it work. Those companies don’t put a lot of value on broadcasters who supply a bad experience to viewers, and would rather put the engineering effort into people with stable connections and high quality input.

Prevent DASH video streaming from YouTube

I have a Roku app and some of the videos come from Youtube. I have no problem retrieving the videos but if I select a video with HD it wants to automatically stream the Dash version. I can prevent Dash if I force a non HD version but who wants to watch a SD version..
SO I am wondering is there any way to force the mp4 stream opposed to a Dash stream?
I have read that XP does not play Dash and so I tried using Windows NT 5.1 as the user-agent but that did not work.
Any help would be greatly appreciated.
DASH and MP4 are not mutually exclusive - they perform different functions in the video delivery.
In simple terms you can view it like this:
Camera captures frames - 'raw video'
The 'raw video' is encoded in some way to store it, generally in a way that balances video size vs the quality. The video is then sometimes refereed to by the encoder used (the codec) - for example if a h.264 codec is used the video may be called a h.264 video.
The video stream, i.e. all the individual frames that make up the video, is packaged into a container. This container may contain video and audio streams, and it may even have multiple video streams. The video is then often referred to by the container format - for example if our h.264 encoded video above is packaged into an MP4 container it is often referred to as an MP4 video, even though the MP4 'container' may contain several video and audio tracks.
To improve the quality of video streaming, a video may also use a streaming protocol like MPEG DASH. The theory here is simple: multiple copies of the video are created with different bit rates, and hence different size and quality. Each of these copies is broken up into, for example, 10 second chunks. An index file is created, called a manifest, and a pointer to each video and audio stream is included. A client playing the video, for example a browser, requests each 10 second chunk as it needs it. It chooses which copy of the video it selects the next chunk from depending on the current network conditions. This means if the network is good it can switch to higher quality copy for the next chunk and if there is a problem it can switch down to a lower quality chunk. If we take our example video encoded by h.264 and put into a MP4 container, we can now package it using DASH streaming format. A video packaged like this is often referred to as a DASH video.
The above is a simplified overview, but it hopefully highlights that your videos may be actually MP4 and DASH, and in fact commonly are.
As an additional note, different devices may support different codecs (and even codec profiles), packaging formats and streaming formats - for example iOS devices tend to support HLS rather than DASH at the time of writing. This changes frequently as devices and standards evolve and is one of the reasons it can be tricky to find a single format that will play on all devices and clients - for this reason servers often will provide the same video in multiple codec and streaming formats to support as many devices and clients as possible.

HTML5 and MP4 vs. M2TS containers

Problem:
To get an iOS app that streams video accepted into the app store, we need to have a HLS version.
What’s the problem?
Android does not support HLS well, and for other reasons, we need to store MP4 and HLS files of the same content.
What’s the difference between MP4 and HLS and why do you need to store both?
MP4 is a container that stores H.264 video and AAC audio for best compatibility in HTML 5 browsers – jsvideo players often have flash fallback if the browser does not support MP4 video in HTML 5 that use the same MP4 file, but played through flash.
HLS is a protocol where text files (.m3u8) contain references to playlists, which themselves reference .ts files (or m2ts), which are mpeg-2 transport streams, not to be confused with mpeg-2 video. The .ts files are containers for the same H.264 video and AAC audio.
Why am I complaining?
It takes time to create the HLS files and playlists from the MP4 files
(Most importantly) We are now storing twice as much data on S3
Why should I care? If your S3 bill is $10K per month for storing both MP4 and HLS, now it is only $5K. Or put another way, if you are paying $100K for storing data in MP4, it would cost $200K to store the same content in both MP4 and HLS.
What do I want?
I want to store only the .ts files and serve both desktop users, iOS users, and Android users with that single file.
Is it possible?
Doesn’t HLS require 5-10 second .ts segments instead of one big file?
As of IETF draft 7, and version 4 of the protocol, HLS supports the tag EXT-X-BYTERANGE which allows you to specify a media segment as a byte range (subrange) of a larger URL.
Are .ts files compatible with HTML5 video?
Apparently not. They are a different container than MP4, yet contain the same video and audio content. Worth looking into how to store the raw video/audio data once and simply using the correct containers when necessary. If JS video players can convert HTML 5 MP4 files into Flash video on the fly if the browser does not support HTML 5 MP4, then why not be able to do the same with M2TS data?
I might be ignorant on some level, but maybe someone can shed some light on this issue, and possibly present a solution.
There currently is no good solution.
A little background.
Video streaming used to require custom protocols such as RTP/RTMP/RTSP etc. These protocols work fine except, we were basically building two separate networks. One HTTP based for standard web traffic, and the other one. The idea came along to split video into little chunks and serve them to the player over HTTP. This way we do not need special servers/software and we could take advantage of the giant HTTP CDNs that were being built. In addition. because the video was split into chunks, we can can encode the same video into different qualities/file sizes. Then the player can choose the best quality video for its current bandwidth. This was the perfect solution for mobile because of the constant changing network conditions. Several competing standard were developed. Move networks was the first to market [citation needed]. The design was copied by Microsoft (Smooth Streaming) and Apple (HTTP Live streaming aka HLS). Microsoft is phasing out smooth streaming in favor of DASH. DASH looks like it will become the default streaming solution of the future. Except, because of its design-by-comity approach, it has basically been stuck in comity for a few years. Now, in those few years, Apple sold Millions of IOS devices. So HLS can not just be discontinued. Why doesn't everyone just use HLS then? I can think of three reasons 1) Its Apples standard, and people are haters. 2) Transport streams are a complicate file format. and 3) Transport streams a patent encumbered. MP4 is not patent encumbered but it also does not have the adaptive abilities. This make user experience poor on 2G networks. The only network supported by the iPhone 1. Also AT&T at the time did not want full bitrate video streamed over there woefully inadequate celular network. HLS was the compromise. All of this predates HTML5. So the video tag was not even considered in its design.
Addressing your points:
1) It takes time to create the HLS files and playlists from the MP4
files
This is a programing website, Automate it.
2) We are now storing twice as much data on S3
[sic] I want to store only the .ts files and serve both desktop users,
iOS users, and Android users with that single file.
You and me both man :).
Possible solutions.
1) What is specifically wrong with Androids implementation? (except for lack of in older devices)
2) JW player can play HLS (Not sure about on android)
3) Server side transmux on demand.
Doesn’t HLS require 5-10 second .ts segments instead of one big file?
You can do byte-ranges, but you need to make sure all devices you are interested in support it.
If JS video players can convert HTML 5 MP4 files into Flash video on
the fly if the browser does not support HTML 5 MP4, then why not be
able to do the same with M2TS data?
They don't convert. Flash natively supports mp4. It is possible to convert TS in AS3/JS. I have done it. JW player can convert TS in browser. video.js may be able to as well.

Best format to store audio

I've got an app that enables end-users to upload their audio files. Mostly songs/music. Currently, I am using Zencoder for my encoding service, which allows .mp3, .m4a, .mp4 or .ogg
When a user uploads an audio file, it will be available for other users to listen too via the app as well. Would the mp3 format be suitable enough for this?
The licensing should be a major concern here. mp3 has some interesting licensing conditions based on whether your service is free to the end-user. Too complicated to go into length here, you can look it up on the web or contact Frauenhofer for more details.
The second obvious concern is bandwidth and audio quality. The sampling has to be high enough that the end-user cannot tell the audio has been limited or compressed, but the file still needs to be small enough that the file can be downloaded or streamed quickly. Any broadband connection these days can handle a 320kbps mp3 fairly easily.
Hopefully this will give you some good starting points for research:
wikipedia:Comparison_of_audio_formats
mp3 would suffice, mp4 would be better as it offers improved sound quality and compression over mp3. Ogg is a good format but has less broad support on players.
To state the obvious, the quality of the sound is very much dependent on the original file uploaded by the user. You will never improve on that quality, and each time you transcode between formats, you will degrade the quality.
If you ask people to compare between mp3, AAC (m4a, mp4) and ogg - they will give you different answers. Different codecs with different bit rates produce different audio print. Some claim that for certain specific music types you should prefer one format over another.
You can google different bit rates and comparisons easily - technical part is easy.
I would go for ogg. Here's why:
1) It's easily good enough for the job
2) It's an Open Source
3) You don't get into trouble (legally) using it together with upload encodings.

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