iPhone Remote IO Issues - iphone

I've been playing around with the SDK recently, and I had an idea to just build a personal autotuner (because I am just as awesome as T-Pain).
Intro aside, I wanted to attach a high-quality microphone into the headphone jack, and I wanted my audio to be processed in a callback, and then copied to the output buffer. This has several implications:
When my audio-in is being routed through the built-in microphone, I need to be able to process this input, and send it once my input has stopped (this works).
When my audio-in is being routed through the microphone-in input from the headset jack, I want the output to be sent immediately.
Routing, however, doesn't seem to work properly when using AudioSession modes and overrides, which technically should allow you to reroute output to the iPhone speakers, no matter where the input is coming from. This is documented to work, but in practice, doesn't really work.
Remote IO, however, is not documented at all. Anyone with experience using Remote IO audio units, can you give me a reasonable high-level overview on how to do this properly? I have been using the aurioTouch example code, but I am running into errors where I get error codes like -50 and -10863, none of which are documented.
Thanks in advance.

The aurioTouch example implements remoteIO play through.
You could modify the samples before passing them on.
It simply calls AudioUnitRender in the output render callback.
NB this trick does not seem to work if you port the code
to OSX style CoreAudio. There, 99% of the time, you need
to create two AUHALs (RemoteIO-a-likes) and pass
the samples between them.

Related

Why don't serial ports work properly in Unity?

I need help, I'm desperate
During two weeks I have been working in my project, this uses serial port communication (a PIC serial board). I got to set the connection up, but I can not get data from the COM port. I've read some forums and the cause of the problem seems to be the incomplete implementation of System.IO.Ports class.
When I try to get data of the COM port, the event SerialDataReceivedEventHandler (represents the method that will handle the DataReceived event of a SerialPort object.) is not called or activated. I tried to resolve it but I don't find a definitive solution. I thought to prove a external DLL, but a friend told me that the problem will go on, in fact I did it and got the same problem: SerialDataReceivedEventHandler does not work. Also, someone recommended me using a secondary thread, although I don´t understand how to do it at all.
I wrote a program in visual C# and everything works fine. I'm intrigued.
I need to find a solution, some idea or good documentation. If there's someone knows something about it, help me please.
I need to understand the cause of this to continue.
Unity is based on Mono, and Mono doesn't implement completely the Serial class, in particular there are no notifications implemented (such as SerialDataReceivedEvent).
That's why it works in Visual Studio, and not in Unity.
Here are the differences between the Mono and complete .NET implementation of the Serial class :
Extract from http://www.mono-project.com/archived/howtosystemioports/#limitations
"Limitations
At the time of this writing, there are a a few limitations that one must take note:
1) There is no event notification for received serial data. If you want to receive data, one must set a timeout and watch for received data by polling ReadByte() when you think there might be data.
2) One must Read data in byte[] format only – there is no char[] support. You must do your own reading of bytes and translate that into your encoding.
3) DiscardNull, ParityReplace, ReceivedBytesThreshold are not implemented."
I think it happens because the Unity is based on Mono instead of .Net, and a pretty old version of it. You couldn't use Linq on iOS devices for a long time because of AOT bugs, and the localisation implementation is buggy (or at least it was in the previous versions of Unity I tried to work with). I wasn't even able to find the source of System.IO.Ports in the source of Unity's Mono fork, so it's surprising it compiles at all.

Recording multi-channel audio input in real-time

I am trying to perform Time Difference of Arrival in real-time using the PS3 Eye. Since it has a built-in 4 microphone array, I've successfully rearranged the array into a square array and cross-correlated the signals using MATLAB to obtain a relatively accurate TDOA algorithm. However, so far I've been recording the signal, saving the files (4 individual files for each microphone in the array), and then feeding those files into MATLAB to read after-the-fact.
My problem is: MATLAB doesn't recognize the PS3 Eye's microphones separately; it only recognizes it as a whole. So far, Audacity is one of the few programs that actually works well in doing so, but I am inexperienced in using the program and don't know its real-time capabilities. Anyone have suggestions as to how can I can perform real-time signal analysis in this manner? If using something else besides the PS3 Eye would work better, then I am open to suggestions. Thanks.
I know very little about MATLAB or PS3 eye, but various hardware microphones allow you to capture a single audio stream containing multiple (typically 2) channels. The audio data will come to you in frames, each frame containing a single sample for each channel.
I'm not really sure what you mean by "recognizes as a whole", but I assume you mean MATLAB is mixing the channels so that the device only produces one usable channel. If you can capture the channels to file, and they all originate from the same device (i.e. hardware clock), you should be fine except that this solution is not "realtime".
There is a similar discussion on Sound Exchange which ends up suggesting the Microcone. There are a variety of other products, from microphone arrays to digital mixers for analog mic sources, also, but your question seems to be mainly about how to get the data with software.
In short, make sure you are seeing a single device with multiple channels. This will ensure each channel uses the same hardware clock and will prevent drift issues.
This is just a wild guess as I don't know know about MATLAB real time input options.
Maybe try reaper ( http://www.reaper.fm/ ).. it has great multi track capabilities and you can extend it (I think the scripting language is python ). Nice documentation and third party contributions, OSC and Rewire support. So maybe you could think of routing the audio to reaper, doing some data normalization there in python and then route data to MATLAB.
Or you could use PURE DATA which is open source and very open, with lots of patches (basic processing units) that you could probably put together.
HTH
BTW I am in no way affiliated wit reaper or PD.
EDIT: you might also want to consider supercollider (http://supercollider.github.io/) or Chuck (http://chuck.cs.princeton.edu/)
Here's a lead, but I haven't been able to test it, yet.
On Windows, you can record a single 4 track ogg audio file from the Eye with Audacity (using the WASAPI driver selection).
As of 23 Jul 2014, the pa-wavplay for 32-bit and 64-bit MEX supports WASAPI. You will have to rebuild the PortAudio library to select the WASAPI interface as described here and get all four tracks in MatLab (in Windows).
Sadly, if you're not on Windows, I don't have any suggestions. Adjusting the PortAudio build might help, but I only know that WASAPI works with the Eye.

How to tell the difference between an offline and online mobile phone via sip?

For a toy project I want to find out if a mobile phone is connected to gsm or not. So I thought "Okay, let's use my local sip provider and see".
But in both cases, the thing goes like this:
I send an INVITE
0 s: I get a 100 Trying
5 s: I get a 183 Session description
I get an audio stream, in the one case with the ringing, in the other case with a "The person you are calling is…"
If I wait long enough (~ 40 s), I get a more appropiate status code like 180 Ringing.
Audio analysis is not an option, really.
Any hints on where to go now?
(I used twinkle for testing and a local german sip-provider.)
This issue is endemic in the way telephone networks work, and is not specific to SIP or IP. It's why, when you place a call to another country and the number is busy, you might sometimes hear your local country's busy tone, or you might hear a different busy tone that comes from the other country. In the latter case you cannot detect except by audio analysis, what the problem is. In SS7 and ISDN we speak of Q.931 cause codes instead of SIP error codes, but the principle is the same.
There's an argument to be made for configuring telephone systems to emit status codes instead of audio error messages. For callers using normal phones, the originating switch (the one closest to the caller) can then map that code to the appropriate spoken error message or audio tone. That way, when the call is being placed by software rather than by a person, the software can have access to the actual error code right away.
On the other hand you can also argue for having the remote switch (the one nearest the destination or the one that encounters the problem) speak its own error message. That switch knows best what the actual problem is. For example, a mobile operator can emit a spoken error message saying that the mobile phone you are trying to call is currently out of range. There is no Q.931 code (or SIP error code for that matter) with that meaning. It could return 27=Destination out of order?? Or 35=Destination unattainable?? Both of those codes are so esoteric, who knows what error message the local switch would translate them to (in practice: probably just a reorder tone, which is really user-unfriendly to a human caller). And when you try to map Q.931 cause codes to SIP error codes back and forth, even more information is lost because the codes really don't match up well at all. It's likely to be a much better user experience for the caller if the remote switch just plays back an informative, appropriate, recording which describes the problem.
Since there is this dilemma (arguments on both sides), we can conclude that this will not likely be resolved by completely standardizing on one way or ther other way anytime soon.
Anyway, sometimes this is configurable: your SIP provider may be able to configure your trunk for coded errors instead of recorded messages. If they offer this (some do), it's worth a try to set this option. But results will vary: this option only affects its local behaviour. In general if you want immediately call clearing with cause code and are instead getting a recorded error message from the other end, you will not be able to do anything about it, because the switch that makes the decision on which way it's going to respond is the remote one.
When using the audio message method, a proper Q.931 cause code or SIP error code usually comes eventually (after the recording is finished), but as you point out, it's probably too late by then.

How can I monitor an mp3 live stream to detect corruption?

Once a month the mp3 streams messes up and the only way to tell it has messed up is by listening to it as it streams. Is there a script or program or tool I can use to monitor the live streams at a given url and send some kind of flag when it corrupts?
What happens is normally it plays a song for example or some music but once a month, every month, randomly, the stream corrupts and starts random chimpmunk like trash audio. Any ideas on this? I am just getting started at this with no idea at all.
Typically, this will happen when you play a track of the wrong sample rate.
Most (all that I've seen) SHOUTcast/Icecast encoders (going straight from files) will compress for MP3 just fine, but assume a fixed sample rate of whatever they are configured for. Typically this will be 44.1kHz. If you drop in a 48kHz track, or a 22.05kHz track, they will play at different speeds while causing all sorts of random issues with the stream.
The problem is easy enough to verify. Simply create a file of a different sample rate and test it. I suspect you will reproduce the problem. If that is the case, to my knowledge there is no way to detect it, since your stream isn't actually corrupt... it just sounds incorrect. You will have to scan all of your files for sample rate. FFMPEG in a script should be able to help you with that.
Now, if the problem actually is a corrupt MP3 stream, then you have problems on your encoding side. I suspect simply swapping out whatever DLL or module you're using with a recent stable version of LAME will help.
To detect a corrupt MP3 stream, your encoder must be using CRC. If you enable it, you should be able to read through the headers of each frame to find the CRC, and then run it on the audio data. In the event you get an error (or several frames with errors), you can then trigger a warning.
You can find information on the MP3 stream header here:
http://www.mp3-tech.org/programmer/frame_header.html

Is HTTP Streaming with the iPhone buggy?

I am attempting to stream video using Apple's http streaming technology. I am beginning to suspect that either the player on the iPhone or the Apple tools used to segment the videos is buggy.
http://developer.apple.com/iphone/library/documentation/NetworkingInternet/Conceptual/StreamingMediaGuide/Introduction/Introduction.html
I am getting really terrible behavior. The app never seems to do a good job of choosing what quality stream to use. It always starts at the lowest quality and often will job to the highest very suddenly and not be able to keep up. I have tried various ways of altering the bandwidth settings to test it.
#EXT-X-STREAM-INF:PROGRAM-ID=1, BANDWIDTH=5000
3/prog_index.m3u8
#EXT-X-STREAM-INF:PROGRAM-ID=1, BANDWIDTH=10000
4/prog_index.m3u8
#EXT-X-STREAM-INF:PROGRAM-ID=1, BANDWIDTH=459319
5/prog_index.m3u8
#EXT-X-STREAM-INF:PROGRAM-ID=1, BANDWIDTH=90268800
I have used very large and small setting to make certain streams the obvious choice, but it doesn't matter. Obviously I also have used default the values set by Apple's variantplaylistcreator tool. It always starts at the lowest quality and will jump to seaming random other qualities.
Anyone know whats going on with this?
Have you tried the sample reference streams provided at the bottom of the page here? Apple tests against these, so if it works there, you know it's on your end.