AURenderCallbackStruct in Swift - swift

I have an Objective-C example to an AURenderCallbackStruct, and I would like to do one in swift. I read it's not possible, is that correct?
Thank you.

You can format a callback function in Swift 4 like the following.
func recordingCallback(
inRefCon:UnsafeMutableRawPointer,
ioActionFlags:UnsafeMutablePointer<AudioUnitRenderActionFlags>,
inTimeStamp:UnsafePointer<AudioTimeStamp>,
inBusNumber:UInt32,
inNumberFrames:UInt32,
ioData:UnsafeMutablePointer<AudioBufferList>?) -> OSStatus {
return noErr
}
Note this must be a global function and not inside of a class.
You can then set your callback function with the following code:
var callbackStruct = AURenderCallbackStruct()
callbackStruct.inputProc = recordingCallback
callbackStruct.inputProcRefCon = nil
status = AudioUnitSetProperty(remoteIOUnit!,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
bus1,
&callbackStruct,
UInt32(MemoryLayout<AURenderCallbackStruct>.size));
if (status != noErr) {
return status // Do something with the error
}
Source

It's possible. Use the following code for your Audio Unit settings.
init() {
var status: OSStatus
do {
try AVAudioSession.sharedInstance().setPreferredIOBufferDuration(preferredIOBufferDuration)
} catch let error as NSError {
print(error)
}
var desc: AudioComponentDescription = AudioComponentDescription()
desc.componentType = kAudioUnitType_Output
desc.componentSubType = kAudioUnitSubType_VoiceProcessingIO
desc.componentFlags = 0
desc.componentFlagsMask = 0
desc.componentManufacturer = kAudioUnitManufacturer_Apple
let inputComponent: AudioComponent = AudioComponentFindNext(nil, &desc)
status = AudioComponentInstanceNew(inputComponent, &audioUnit)
checkStatus(status)
var flag = UInt32(1)
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, UInt32(sizeof(UInt32)))
checkStatus(status)
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, kOutputBus, &flag, UInt32(sizeof(UInt32)))
checkStatus(status)
var audioFormat: AudioStreamBasicDescription! = AudioStreamBasicDescription()
audioFormat.mSampleRate = 8000
audioFormat.mFormatID = kAudioFormatLinearPCM
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked
audioFormat.mFramesPerPacket = 1
audioFormat.mChannelsPerFrame = 1
audioFormat.mBitsPerChannel = 16
audioFormat.mBytesPerPacket = 2
audioFormat.mBytesPerFrame = 2
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &audioFormat, UInt32(sizeof(UInt32)))
checkStatus(status)
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayAndRecord)
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, kOutputBus, &audioFormat, UInt32(sizeof(UInt32)))
checkStatus(status)
// Set input/recording callback
var inputCallbackStruct = AURenderCallbackStruct(inputProc: recordingCallback, inputProcRefCon: UnsafeMutablePointer(unsafeAddressOf(self)))
AudioUnitSetProperty(audioUnit, AudioUnitPropertyID(kAudioOutputUnitProperty_SetInputCallback), AudioUnitScope(kAudioUnitScope_Global), 1, &inputCallbackStruct, UInt32(sizeof(AURenderCallbackStruct)))
// Set output/renderar/playback callback
var renderCallbackStruct = AURenderCallbackStruct(inputProc: playbackCallback, inputProcRefCon: UnsafeMutablePointer(unsafeAddressOf(self)))
AudioUnitSetProperty(audioUnit, AudioUnitPropertyID(kAudioUnitProperty_SetRenderCallback), AudioUnitScope(kAudioUnitScope_Global), 0, &renderCallbackStruct, UInt32(sizeof(AURenderCallbackStruct)))
flag = 0
status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ShouldAllocateBuffer, kAudioUnitScope_Output, kInputBus, &flag, UInt32(sizeof(UInt32)))
}

Related

iOS: Audio Unit RemoteIO not working on iPhone

I'm trying to create my own custom sound effects Audio Unit based on the input from the mic. This application allows simultaneous input/output from the microphone to speaker. I can apply effects and work using the simulator, but when I try to test on the iPhone I can't hear anything. I paste my code if anyone can help me:
- (id) init{
self = [super init];
OSStatus status;
// Describe audio component
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Get component
AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);
// Get audio units
status = AudioComponentInstanceNew(inputComponent, &audioUnit);
checkStatus(status);
// Enable IO for recording
UInt32 flag = 1;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag));
checkStatus(status);
// Enable IO for playback
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&flag,
sizeof(flag));
checkStatus(status);
// Describe format
AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100.00;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = 1;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = 2;
audioFormat.mBytesPerFrame = 2;
// Apply format
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status);
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status);
// Set input callback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct));
checkStatus(status);
// Set output callback
callbackStruct.inputProc = playbackCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Global,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct));
checkStatus(status);
// Allocate our own buffers (1 channel, 16 bits per sample, thus 16 bits per frame, thus 2 bytes per frame).
// Practice learns the buffers used contain 512 frames, if this changes it will be fixed in processAudio.
tempBuffer.mNumberChannels = 1;
tempBuffer.mDataByteSize = 512 * 2;
tempBuffer.mData = malloc( 512 * 2 );
// Initialise
status = AudioUnitInitialize(audioUnit);
checkStatus(status);
return self;
}
This callback is called when new audio data from the microphone is available. But never enter here when I test on the iPhone:
static OSStatus recordingCallback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) {
AudioBuffer buffer;
buffer.mNumberChannels = 1;
buffer.mDataByteSize = inNumberFrames * 2;
buffer.mData = malloc( inNumberFrames * 2 );
// Put buffer in a AudioBufferList
AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0] = buffer;
// Then:
// Obtain recorded samples
OSStatus status;
status = AudioUnitRender([iosAudio audioUnit],
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
&bufferList);
checkStatus(status);
// Now, we have the samples we just read sitting in buffers in bufferList
// Process the new data
[iosAudio processAudio:&bufferList];
// release the malloc'ed data in the buffer we created earlier
free(bufferList.mBuffers[0].mData);
return noErr;
}
I solved my problem. I simply needed to initialize the AudioSession before playing/recording. I did so with the following code:
OSStatus status;
AudioSessionInitialize(NULL, NULL, NULL, self);
UInt32 sessionCategory = kAudioSessionCategory_PlayAndRecord;
status = AudioSessionSetProperty (kAudioSessionProperty_AudioCategory,
sizeof (sessionCategory),
&sessionCategory);
if (status != kAudioSessionNoError)
{
if (status == kAudioServicesUnsupportedPropertyError) {
NSLog(#"AudioSessionInitialize failed: unsupportedPropertyError");
}else if (status == kAudioServicesBadPropertySizeError) {
NSLog(#"AudioSessionInitialize failed: badPropertySizeError");
}else if (status == kAudioServicesBadSpecifierSizeError) {
NSLog(#"AudioSessionInitialize failed: badSpecifierSizeError");
}else if (status == kAudioServicesSystemSoundUnspecifiedError) {
NSLog(#"AudioSessionInitialize failed: systemSoundUnspecifiedError");
}else if (status == kAudioServicesSystemSoundClientTimedOutError) {
NSLog(#"AudioSessionInitialize failed: systemSoundClientTimedOutError");
}else {
NSLog(#"AudioSessionInitialize failed! %ld", status);
}
}
AudioSessionSetActive(TRUE);
...

aurioTouch2 recording issue. I need to add data from one AudioBufferList to another

I investigate aurioTouch2 sample code. But I wanna record everything in file. aurioTouch doesn't provide this possibility. I tried to record data using this code in FFTBufferManager.cpp in void FFTBufferManager::GrabAudioData(AudioBufferList *inBL)
ExtAudioFileRef cafFile;
AudioStreamBasicDescription cafDesc;
cafDesc.mBitsPerChannel = 16;
cafDesc.mBytesPerFrame = 4;
cafDesc.mBytesPerPacket = 4;
cafDesc.mChannelsPerFrame = 2;
cafDesc.mFormatFlags = 0;
cafDesc.mFormatID = 'ima4';
cafDesc.mFramesPerPacket = 1;
cafDesc.mReserved = 0;
cafDesc.mSampleRate = 44100;
CFStringRef refH;
refH = CFStringCreateWithCString(kCFAllocatorDefault, "/var/mobile/Applications/BD596ECF-A6F2-41EB-B4CE-3A9644B1C26A/Documents/voice2.caff", kCFStringEncodingUTF8);
CFURLRef destinationURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault,
refH,
kCFURLPOSIXPathStyle,
false);
OSType status = ExtAudioFileCreateWithURL(
destinationURL, // inURL
'caff', // inFileType
&cafDesc, // inStreamDesc
NULL, // inChannelLayout
kAudioFileFlags_EraseFile, // inFlags
&cafFile // outExtAudioFile
); // returns 0xFFFFFFCE
ExtAudioFileWrite(cafFile, mNumberFrames, inBL);
And this works well, but I use AudioBufferList *inBL, and this is only small part of all audio data (about 1 second). This functions is called every 1 second to analize new audion data from microphone. So it would be great, if I can add data from one AudioBufferList to another AudioBufferList.
Or may be anybody know other approach.
You whould set up new AudioUnit to record audio (with its own callback function).
OSStatus status;
// Describe audio component
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Get component
AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);
// Get audio units
status = AudioComponentInstanceNew(inputComponent, &mAudioUnit);
// Enable IO for recording
UInt32 flag = 1;
status = AudioUnitSetProperty(mAudioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag));
// Enable IO for playback
status = AudioUnitSetProperty(mAudioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&flag,
sizeof(flag));
// Describe format
AudioStreamBasicDescription audioFormat={0};
audioFormat.mSampleRate = kSampleRate;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = 1;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = 2;
audioFormat.mBytesPerFrame = 2;
// Apply format
status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&audioFormat,
sizeof(audioFormat));
status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat));
// Set input callback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = (__bridge void *)self;
status = AudioUnitSetProperty(mAudioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct));
// Disable buffer allocation for the recorder (optional - do this if we want to pass in our own)
flag = 0;
status = AudioUnitSetProperty(mAudioUnit,
kAudioUnitProperty_ShouldAllocateBuffer,
kAudioUnitScope_Output,
kInputBus,
&flag,
sizeof(flag));
// On initialise le fichier audio
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *destinationFilePath = [[NSString alloc] initWithFormat: #"%#/output.caf", documentsDirectory];
NSLog(#">>> %#\n", destinationFilePath);
CFURLRef destinationURL = CFURLCreateWithFileSystemPath(kCFAllocatorDefault, (__bridge CFStringRef)destinationFilePath, kCFURLPOSIXPathStyle, false);
OSStatus setupErr = ExtAudioFileCreateWithURL(destinationURL, kAudioFileCAFType, &audioFormat, NULL, kAudioFileFlags_EraseFile, &mAudioFileRef);
CFRelease(destinationURL);
NSAssert(setupErr == noErr, #"Couldn't create file for writing");
setupErr = ExtAudioFileSetProperty(mAudioFileRef, kExtAudioFileProperty_ClientDataFormat, sizeof(AudioStreamBasicDescription), &audioFormat);
NSAssert(setupErr == noErr, #"Couldn't create file for format");
setupErr = ExtAudioFileWriteAsync(mAudioFileRef, 0, NULL);
NSAssert(setupErr == noErr, #"Couldn't initialize write buffers for audio file");
CheckError(AudioUnitInitialize(mAudioUnit), "AudioUnitInitialize");
CheckError(AudioOutputUnitStart(mAudioUnit), "AudioOutputUnitStart");

How to Encode AAC data from PCM data in iPhone SDK? (iphone dev/Audio)

I guess "AudioConverterFillComplexBuffer" is the solution.
But I don't know this way is right.
+1. AudioUnit
initialize AudioUnit : "recordingCallback" is callback method.
the output format is PCM.
record to file.( I played the recorded file).
+2. AudioConverter
add "AudioConverterFillComplexBuffer"
I don't know about it well. added,
+3. problem
"audioConverterComplexInputDataProc" method called only one time.
How can I use AudioConverter api?
Attached my code
#import "AACAudioRecorder.h"
#define kOutputBus 0
#define kInputBus 1
#implementation AACAudioRecorder
This is AudioConverterFillComplexBuffer's callback method.
static OSStatus audioConverterComplexInputDataProc( AudioConverterRef inAudioConverter,
UInt32* ioNumberDataPackets,
AudioBufferList* ioData,
AudioStreamPacketDescription** outDataPacketDescription,
void* inUserData){
ioData = (AudioBufferList*)inUserData;
return 0;
}
This is AudioUnit's callback.
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
#autoreleasepool {
AudioBufferList *bufferList;
AACAudioRecorder *THIS = (AACAudioRecorder *)inRefCon;
OSStatus err = AudioUnitRender(THIS-> m_audioUnit ,
ioActionFlags,
inTimeStamp, 1, inNumberFrames, bufferList);
if (err) { NSLog(#"%s AudioUnitRender error %d\n",__FUNCTION__, (int)err); return err; }
NSString *recordFile =
[NSTemporaryDirectory() stringByAppendingPathComponent: #"auioBuffer.pcm"];
FILE *fp;
fp = fopen([recordFile UTF8String], "a+");
fwrite(bufferList->mBuffers[0].mData, sizeof(Byte),
bufferList->mBuffers[0].mDataByteSize, fp);
fclose(fp);
[THIS convert:bufferList ioOutputDataPacketSize:&inNumberFrames];
if (err) {NSLog(#"%s : AudioFormat Convert error %d\n",__FUNCTION__, (int)err); }
}
return noErr;
}
status check method
static void checkStatus(OSStatus status, const char* str){
if (status != noErr) {
NSLog(#"%s %s error : %ld ",__FUNCTION__, str, status);
}
}
convert method : PCM -> AAC
- (void)convert:(AudioBufferList*)input_bufferList ioOutputDataPacketSize:(UInt32*)packetSizeRef
{
UInt32 size = sizeof(UInt32);
UInt32 maxOutputSize;
AudioConverterGetProperty(m_audioConverterRef,
kAudioConverterPropertyMaximumOutputPacketSize,
&size,
&maxOutputSize);
AudioBufferList *output_bufferList = (AudioBufferList *)malloc(sizeof(AudioBufferList));
output_bufferList->mNumberBuffers = 1;
output_bufferList->mBuffers[0].mNumberChannels = 1;
output_bufferList->mBuffers[0].mDataByteSize = *packetSizeRef * 2;
output_bufferList->mBuffers[0].mData = (AudioUnitSampleType *)malloc(*packetSizeRef * 2);
OSStatus err;
err = AudioConverterFillComplexBuffer(
m_audioConverterRef,
audioConverterComplexInputDataProc,
input_bufferList,
packetSizeRef,
output_bufferList,
NULL
);
if (err) {NSLog(#"%s : AudioFormat Convert error %d\n",__FUNCTION__, (int)err); }
}
This is initialize method.
- (void)initialize
{
// ...
OSStatus status;
// Describe audio component
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Get component
AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);
// Get audio units
status = AudioComponentInstanceNew(inputComponent, &m_audioUnit);
checkStatus(status,"AudioComponentInstanceNew");
// Enable IO for recording
UInt32 flag = 1;
status = AudioUnitSetProperty(m_audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag));
checkStatus(status,"Enable IO for recording");
// Enable IO for playback
status = AudioUnitSetProperty(m_audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&flag,
sizeof(flag));
checkStatus(status,"Enable IO for playback");
// Describe format
AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100.00;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = 1;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = 2;
audioFormat.mBytesPerFrame = 2;
// Apply format
status = AudioUnitSetProperty(m_audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status,"Apply format1");
status = AudioUnitSetProperty(m_audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status,"Apply format2");
// Set input callback
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(m_audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus,
&callbackStruct,
sizeof(callbackStruct));
checkStatus(status,"Set input callback");
// Initialise
status = AudioUnitInitialize(m_audioUnit);
checkStatus(status,"AudioUnitInitialize");
// Set ASBD For converting Output Stream
AudioStreamBasicDescription outputFormat;
memset(&outputFormat, 0, sizeof(outputFormat));
outputFormat.mSampleRate = 44100.00;
outputFormat.mFormatID = kAudioFormatMPEG4AAC;
outputFormat.mFormatFlags = kMPEG4Object_AAC_Main;
outputFormat.mFramesPerPacket = 1024;
outputFormat.mChannelsPerFrame = 1;
outputFormat.mBitsPerChannel = 0;
outputFormat.mBytesPerFrame = 0;
outputFormat.mBytesPerPacket = 0;
//Create An Audio Converter
status = AudioConverterNew( &audioFormat, &outputFormat, &m_audioConverterRef );
checkStatus(status,"Create An Audio Converter");
if(m_audioConverterRef) NSLog(#"m_audioConverterRef is created");
}
AudioOutputUnitStart
- (void)StartRecord
{
OSStatus status = AudioOutputUnitStart(m_audioUnit);
checkStatus(status,"AudioOutputUnitStart");
}
AudioOutputUnitStop
- (void)StopRecord
{
OSStatus status = AudioOutputUnitStop(m_audioUnit);
checkStatus(status,"AudioOutputUnitStop");
}
finish
- (void)finish
{
AudioUnitUninitialize(m_audioUnit);
}
#end
It took me a long time to understand AudioConverterFillComplexBuffer, and especially how to use it to convert audio in real-time. I've posted my approach here: How do I use CoreAudio's AudioConverter to encode AAC in real-time?
Reference https://developer.apple.com/library/ios/samplecode/iPhoneACFileConvertTest/Introduction/Intro.html
It demonstrates using the Audio Converter APIs to convert from a PCM audio format to a compressed format including AAC.

iphone core audio data from microphone is NaN

When I receive data from the microphone via core audio, sometimes the buffers have only one sample inside and sometimes they have 20 samples. some of the time the values of the samples are 0.00000 and sometimes their values are NaN, some of the time, they are what you would expect.
What is the problem?
Here is my code:
-(void)startListeningWithFrequency:(float)frequency;
{
OSStatus status;
//AudioComponentInstance audioUnit;
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_RemoteIO;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);
status = AudioComponentInstanceNew( inputComponent, &audioUnit);
checkStatus(status);
UInt32 flag = 1;
status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input,kInputBus, &flag, sizeof(flag));
checkStatus(status);
AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100.00;//44100.00;
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
audioFormat.mFramesPerPacket = 1;
audioFormat.mChannelsPerFrame = 1;
audioFormat.mBitsPerChannel = 16;
audioFormat.mBytesPerPacket = 2;
audioFormat.mBytesPerFrame = 2;
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&audioFormat,
sizeof(audioFormat));
checkStatus(status);
//status = AudioUnitSetProperty(audioUnit,
// kAudioUnitProperty_StreamFormat,
// kAudioUnitScope_Input,
// kOutputBus,
// &audioFormat,
// sizeof(audioFormat));
checkStatus(status);
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = recordingCallback;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Global,
kInputBus, &callbackStruct, sizeof(callbackStruct));
checkStatus(status);
/* UInt32 shouldAllocateBuffer = 1;
AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ShouldAllocateBuffer, kAudioUnitScope_Global, 1, &shouldAllocateBuffer, sizeof(shouldAllocateBuffer));
*/
//float bufferLength = 0.005;
//AudioSessionSetProperty(kAudioSessionProperty_PreferredHardwareIOBufferDuration, sizeof(bufferLength), &bufferLength);
status = AudioOutputUnitStart(audioUnit);
}
and the callback:
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
AudioBuffer buffer;
buffer.mNumberChannels = 1;
buffer.mDataByteSize = inNumberFrames * 2;
NSLog(#"%d",inNumberFrames);
buffer.mData = malloc( inNumberFrames * 2 );
// Put buffer in a AudioBufferList
AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0] = buffer;
OSStatus status;
status = AudioUnitRender(audioUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
&bufferList);
checkStatus(status);
double *q = (double *)(&bufferList)->mBuffers[0].mData;
for(int i=0; i < strlen((const char *)(&bufferList)->mBuffers[0].mData); i++)
{
//i sometimes doesn't get past 0, sometimes goes into 20s
NSLog(#"%f",q[i]);//returns NaN, 0.00, or some times actual data
}
}
Any help would be appreciated,
Thank you,
nonono
Since you are passing the kAudioFormatFlagIsSignedInteger flag for the stream format your samples are just that: 16-bit signed integers (int16_t) and not floats. You either need to treat the samples that way or use the kAudioFormatFlagIsFloat flag instead (and you would need to use float instead of double as datatypes, AFAIK).

Play iphone audio in down "ipod" mic

It only plays in ear mic!
I use Remote IO to playback
OSStatus status; // Describe audio component AudioComponentDescription desc; desc.componentType = kAudioUnitType_Output; desc.componentSubType = kAudioUnitSubType_RemoteIO; desc.componentFlags = 0; desc.componentFlagsMask = 0; desc.componentManufacturer = kAudioUnitManufacturer_Apple; // Get component AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc); // Get audio units status = AudioComponentInstanceNew(inputComponent, &audioUnit); // Enable IO for recording UInt32 flag = 1; status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus,
&flag,
sizeof(flag)); // Enable IO for playback status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus,
&flag,
sizeof(flag)); // Describe format audioFormat.mSampleRate = 44100; audioFormat.mFormatID = kAudioFormatLinearPCM; audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked; audioFormat.mFramesPerPacket = 1; audioFormat.mChannelsPerFrame = 1; audioFormat.mBitsPerChannel = 16; audioFormat.mBytesPerPacket = 2; audioFormat.mBytesPerFrame = 2;
// Apply format status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus,
&audioFormat,
sizeof(audioFormat));
status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus,
&audioFormat,
sizeof(audioFormat)); AURenderCallbackStruct callbackStruct; // Set output callback callbackStruct.inputProc = playbackCallback; callbackStruct.inputProcRefCon = self; status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_SetRenderCallback,
//kAudioUnitScope_Global,
kAudioUnitScope_Output,
kOutputBus,
&callbackStruct,
sizeof(callbackStruct)); // Set input callback
callbackStruct.inputProc = recordingCallback; callbackStruct.inputProcRefCon = self; status = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_SetInputCallback,
//kAudioUnitScope_Global,
kAudioUnitScope_Input,
kInputBus,
&callbackStruct,
sizeof(callbackStruct));
// Disable buffer allocation for the recorder (optional - do this if we want to pass in our own) flag = 0; status = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_ShouldAllocateBuffer,
kAudioUnitScope_Output,
kInputBus,
&flag,
sizeof(flag)); /* // TODO: Allocate our own buffers if we want
*/ // Initialise status = AudioUnitInitialize(audioUnit); AudioUnitSetParameter(audioUnit, kHALOutputParam_Volume,
kAudioUnitScope_Input, kInputBus,
1, 0);
Before playing audio file, set the AVAudioSession to AVAudioSessionCategoryPlayback
AVAudioSession * audioSession;
[audioSession setCategory:AVAudioSessionCategoryPlayback error: &error];
//Activate the session
[audioSession setActive:YES error: &error];