I'm writing an iOS app that takes input from the microphone, runs it through a high-pass filter audio unit, and plays it back through the speakers. I've been able to do this successfully by using the AUGraph API. In it, I put two nodes: a Remote I/O unit, and an effect audio unit (kAudioUnitType_Effect
, kAudioUnitSubType_HighPassFilter
), and connected the io unit's input element's output scope to the effect unit's input, and the effect node's output to the io unit's output element's input scope. But now I have the need to do some analysis based on the processed audio samples, so I need direct access to the buffer. This means (and please correct me if I'm wrong) I can no longer use AUGraphConnectNodeInput
to make the connection between the effect node's output and the io unit's output element, and have to attach an render callback function for the io unit's output element, so that I can access the buffer whenever the speakers need new samples.
I've done so, but I get a -50 error when I call the AudioUnitRender
function in the render callback. I believe I have a case of ASBDs mismatch between the two audio units, since I'm not doing anything about that in the render callback (and the AUGraph took care of it before).
Here's the code:
AudioController.h:
@interface AudioController : NSObject
{
AUGraph mGraph;
AudioUnit mEffects;
AudioUnit ioUnit;
}
@property (readonly, nonatomic) AudioUnit mEffects;
@property (readonly, nonatomic) AudioUnit ioUnit;
-(void)initializeAUGraph;
-(void)startAUGraph;
-(void)stopAUGraph;
@end
AudioController.mm:
@implementation AudioController
…
static OSStatus renderInput(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData)
{
AudioController *THIS = (__bridge AudioController*)inRefCon;
AudioBuffer buffer;
AudioStreamBasicDescription fxOutputASBD;
UInt32 fxOutputASBDSize = sizeof(fxOutputASBD);
AudioUnitGetProperty([THIS mEffects], kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, &fxOutputASBD, &fxOutputASBDSize);
buffer.mDataByteSize = inNumberFrames * fxOutputASBD.mBytesPerFrame;
buffer.mNumberChannels = fxOutputASBD.mChannelsPerFrame;
buffer.mData = malloc(buffer.mDataByteSize);
AudioBufferList bufferList;
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0] = buffer;
//TODO prender ARM y solucionar problema de memoria
OSStatus result = AudioUnitRender([THIS mEffects], ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList);
[THIS hasError:result:__FILE__:__LINE__];
memcpy(ioData, buffer.mData, buffer.mDataByteSize);
return noErr;
}
- (void)initializeAUGraph
{
OSStatus result = noErr;
// create a new AUGraph
result = NewAUGraph(&mGraph);
AUNode outputNode;
AUNode effectsNode;
AudioComponentDescription effects_desc;
effects_desc.componentType = kAudioUnitType_Effect;
effects_desc.componentSubType = kAudioUnitSubType_LowPassFilter;
effects_desc.componentFlags = 0;
effects_desc.componentFlagsMask = 0;
effects_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
AudioComponentDescription output_desc;
output_desc.componentType = kAudioUnitType_Output;
output_desc.componentSubType = kAudioUnitSubType_RemoteIO;
output_desc.componentFlags = 0;
output_desc.componentFlagsMask = 0;
output_desc.componentManufacturer = kAudioUnitManufacturer_Apple;
// Add nodes to the graph to hold the AudioUnits
result = AUGraphAddNode(mGraph, &output_desc, &outputNode);
[self hasError:result:__FILE__:__LINE__];
result = AUGraphAddNode(mGraph, &effects_desc, &effectsNode );
[self hasError:result:__FILE__:__LINE__];
// Connect the effect node's output to the output node's input
// This is no longer the case, as I need to access the buffer
// result = AUGraphConnectNodeInput(mGraph, effectsNode, 0, outputNode, 0);
[self hasError:result:__FILE__:__LINE__];
// Connect the output node's input scope's output to the effectsNode input
result = AUGraphConnectNodeInput(mGraph, outputNode, 1, effectsNode, 0);
[self hasError:result:__FILE__:__LINE__];
// open the graph AudioUnits
result = AUGraphOpen(mGraph);
[self hasError:result:__FILE__:__LINE__];
// Get a link to the effect AU
result = AUGraphNodeInfo(mGraph, effectsNode, NULL, &mEffects);
[self hasError:result:__FILE__:__LINE__];
// Same for io unit
result = AUGraphNodeInfo(mGraph, outputNode, NULL, &ioUnit);
[self hasError:result:__FILE__:__LINE__];
// Enable input on io unit
UInt32 flag = 1;
result = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &flag, sizeof(flag));
[self hasError:result:__FILE__:__LINE__];
// Setup render callback struct
AURenderCallbackStruct renderCallbackStruct;
renderCallbackStruct.inputProc = &renderInput;
renderCallbackStruct.inputProcRefCon = (__bridge void*)self;
// Set a callback for the specified node's specified input
result = AUGraphSetNodeInputCallback(mGraph, outputNode, 0, &renderCallbackStruct);
[self hasError:result:__FILE__:__LINE__];
// Get fx unit's input current stream format...
AudioStreamBasicDescription fxInputASBD;
UInt32 sizeOfASBD = sizeof(AudioStreamBasicDescription);
result = AudioUnitGetProperty(mEffects, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &fxInputASBD, &sizeOfASBD);
[self hasError:result:__FILE__:__LINE__];
// ...and set it on the io unit's input scope's output
result = AudioUnitSetProperty(ioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
1,
&fxInputASBD,
sizeof(fxInputASBD));
[self hasError:result:__FILE__:__LINE__];
// Set fx unit's output sample rate, just in case
Float64 sampleRate = 44100.0;
result = AudioUnitSetProperty(mEffects,
kAudioUnitProperty_SampleRate,
kAudioUnitScope_Output,
0,
&sampleRate,
sizeof(sampleRate));
[self hasError:result:__FILE__:__LINE__];
// Once everything is set up call initialize to validate connections
result = AUGraphInitialize(mGraph);
[self hasError:result:__FILE__:__LINE__];
}
@end
As I said before, I'm getting a -50 error on the AudioUnitRender
call, and I'm finding little to no documentation at all about it.
Any help will be much appreciated.
Thanks to Tim Bolstad (http://timbolstad.com/2010/03/14/core-audio-getting-started/) for providing an excellent starting point tutorial.