This document discusses Core Audio in iOS 6. It provides an overview of Core Audio and what it is used for, including capturing, playing, and processing audio in real-time or offline. It describes the different components of Core Audio including Audio Units for low-latency audio processing, Audio Queue for recording and playback with compressed formats, and new features in iOS 6 like the AUNewTimePitch unit for pitch and time shifting. It also provides code examples for creating and using Audio Units and Audio Queues.
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Core Audio in iOS 6 (CocoaConf San Jose, April 2013)
1. Core Audio in iOS 6
Chris Adamson • @invalidname
CocoaConf San Jose
April 20, 2013
Sides and code available on my blog:
http://www.subfurther.com/blog
Monday, April 29, 13
7. Legitimate copies!
• Amazon (paper or Kindle)
• Barnes & Noble (paper or Nook)
• Apple (iBooks)
• Direct from InformIT (paper, eBook [.epub
+ .mobi + .pdf], or Bundle)
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8. WhatYou’ll Learn
• What Core Audio does and doesn’t do
• When to use and not use it
• What’s new in Core Audio for iOS 6
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10. Simple things should be simple,
complex things should be possible.
–Alan Kay
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11. Simple things should be simple,
complex things should be possible.
–Alan Kay
AV Foundation,
Media Player
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12. Simple things should be simple,
complex things should be possible.
–Alan Kay
AV Foundation,
Media Player
Core Audio
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13. Core Audio
• Low-level C framework for processing
audio
• Capture, play-out, real-time or off-line
processing
• The “complex things should be possible”
part of audio on OS X and iOS
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14. Chris’ CA Taxonomy
• Engines: process streams of audio
• Capture, play-out, mixing, effects
processing
• Helpers: deal with formats, encodings, etc.
• File I/O, stream I/O, format conversion,
iOS “session” management
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15. Helpers:Audio File
• Read from / write to multiple audio file
types (.aiff, .wav, .caf, .m4a, .mp3) in a
content-agnostic way
• Get metadata (data format, duration,
iTunes/ID3 info)
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16. Helpers:Audio File
Stream
• Read audio from non-random-access
source like a network stream
• Discover encoding and encapsulation on
the fly, then deliver audio packets to client
application
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17. Helpers: Converters
• Convert buffers of audio to and from
different encodings
• One side must be in an uncompressed
format (i.e., Linear PCM)
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18. Helpers: ExtAudioFile
• Combine file I/O and format conversion
• Read a compressed file into PCM buffers
• Write PCM buffers into a compressed file
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19. Helpers:Audio Session
• iOS-only API to negotiate use of audio
resources with the rest of the system
• Deetermine whether your app mixes with
other apps’ audio, honors ring/silent
switch, can play in background, etc.
• Gets notified of audio interruptions
• See also AVAudioSession
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20. Engines:Audio Units
• Low-latency (~10ms) processing of
capture/play-out audio data
• Effects, mixing, etc.
• Connect units manually or via an AUGraph
• Much more on this topic momentarily…
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21. Engines:Audio Queue
• Convenience API for recording or play-out,
built atop audio units
• Rather than processing on-demand and on
Core Audio’s thread, your callback provides
or receives buffers of audio (at whatever
size is convenient to you)
• Higher latency, naturally
• Supports compressed formats (MP3,AAC)
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22. Engines: Open AL
• API for 3D spatialized audio, implemented
atop audio units
• Set a source’s properties (x/y/z
coordinates, orientation, audio buffer, etc.),
OpenAL renders what it sounds like to the
listener from that location
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23. Engines and Helpers
• Audio Units
• Audio Queue
• Open AL
• Audio File
• Audio File Stream
• Audio Converter
• ExtAudioFile
• Audio Session
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33. AURemoteIO
• Output unit used for play-out, capture
• A Core Audio thread repeatedly and
automatically calls AudioUnitRender()
• Must set EnableIO property to explicitly
enable capture and/or play-out
• Capture requires setting appropriate
AudioSession category
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47. The problem with effect
units
• Audio Units available since iPhone OS 2.0
prefer int formats
• Effect units arrived with iOS 5 (arm7 era)
and only work with float format
• Have to set the AUEffect unit’s format on
AURemoteIO
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49. AUNewTimePitch
• New in iOS 6!
• Allows you to change pitch independent of
time, or time independent of pitch
• How do you use it?
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50. AUTimePitch
! AudioComponentDescription effectcd = {0};
! effectcd.componentType = kAudioUnitType_FormatConverter;
! effectcd.componentSubType = kAudioUnitSubType_NewTimePitch;
! effectcd.componentManufacturer = kAudioUnitManufacturer_Apple;
!
! AUNode effectNode;
! CheckError(AUGraphAddNode(self.auGraph,
! ! ! ! ! ! ! &effectcd,
! ! ! ! ! ! ! &effectNode),
! ! ! "couldn't get effect node [time/pitch]");
Notice the type is AUFormatConverter, not AUEffect
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52. AUNewTimePitch
parameters
• Rate: kNewTimePitchParam_Rate takes a
Float32 rate from 1/32 speed to 32x
speed.
• Use powers of 2: 1/32, 1/16, …, 2, 4, 8…
• Pitch: kNewTimePitchParam_Pitch takes
a Float32 representing cents, meaning
1/100 of a musical semitone
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53. Pitch shifting
• Pitch can vary, time does not
• Suitable for real-time sources, such as
audio capture
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55. Rate shifting
• Rate can vary, pitch does not
• Think of 1.5x and 2x speed modes in
Podcasts app
• Not suitable for real-time sources, as data
will be consumed faster. Files work well.
• Sources must be able to map time
systems with
kAudioUnitProperty_InputSamplesInOutput
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60. AudioQueue
• Easier than AURemoteIO - provide data
when you want to, less time pressure, can
accept or provide compressed formats
(MP3,AAC)
• Recording queue - receive buffers of
captured audio in a callback
• Play-out queue - enqueue buffers of audio
to play, optionally refill in a callback
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65. Common AQ scenarios
• File player - Read from file and “prime”
queue buffers, start queue, when called
back with used buffer, refill from next part
of file
• Synthesis - Maintain state in your own
code, write raw samples into buffers during
callbacks
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66. Web Radio
• Project from Thursday’s workshop
• Use Audio File Stream Services to pick out
audio data from a network stream
• Enqueue these packets as new AQ buffers
• Dispose used buffers in callback
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68. Parsing web radio
NSData NSData
Packets Packets Packets Packets Packets
NSURLConnection delivers
NSData buffers, containing audio
and framing info.We pass it to
Audio File Services.
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69. Parsing web radio
NSData NSData
Packets Packets Packets Packets Packets
Packets Packets
Packets Packets Packets
NSURLConnection delivers
NSData buffers, containing audio
and framing info.We pass it to
Audio File Services.
Audio File Services calls us back
with parsed packets of audio data.
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70. Parsing web radio
NSData NSData
Packets Packets Packets Packets Packets
Packets Packets
Packets Packets Packets
012
Packets
Packets
Packets
Packets
Packets
Packets
NSURLConnection delivers
NSData buffers, containing audio
and framing info.We pass it to
Audio File Services.
Audio File Services calls us back
with parsed packets of audio data.
We create an AudioQueueBuffer
with those packets and enqueue it
for play-out.
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71. A complex thing!
• What if we want to see that data after it’s
been decoded to PCM and is about to be
played?
• e.g., spectrum analysis, effects, visualizers
• AudioQueue design is “fire-and-forget”
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73. AudioQueueProcessingTap
• Set as a property on the Audio Queue
• Calls back to your function with decoded
(PCM) audio data
• Three types: pre- or post- effects (that the
AQ performs), or siphon. First two can
modify the data.
• Only documentation is in AudioQueue.h
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74. Creating an AQ Tap
! ! // create the tap
! ! UInt32 maxFrames = 0;
! ! AudioStreamBasicDescription tapFormat = {0};
! ! AudioQueueProcessingTapRef tapRef;
! ! CheckError(AudioQueueProcessingTapNew(audioQueue,
! ! ! ! ! ! ! ! ! ! ! tapProc,
! ! ! ! ! ! ! ! ! ! ! (__bridge void *)(player),
! ! ! ! ! ! ! ! ! ! ! kAudioQueueProcessingTap_PreEffects,
! ! ! ! ! ! ! ! ! ! ! &maxFrames,
! ! ! ! ! ! ! ! ! ! ! &tapFormat,
! ! ! ! ! ! ! ! ! ! ! &tapRef),
! ! ! ! "couldn't create AQ tap");
Notice that you receive maxFrames and tapFormat.These do not appear to be settable.
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80. AudioUnitRender()
• Last argument is an AudioBufferList, whose
AudioBuffer members have mData pointers
• If mData != NULL, audio unit does its
thing with those samples
• If mData == NULL, audio data pulls from
whatever it’s connected to
• So we just call with AudioBufferList ioData
we got from tap callback, right?
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81. Psych!
• AQ tap provides data as signed ints
• Effect units only work with floating point
• We need to do an on-the-spot format
conversion
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82. invalidname’s convert-
and-effect recipe
AUGenericOutputAUConverterAUEffectAUConverter
OSStatus converterInputRenderCallback (void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList * ioData) {
CCFWebRadioPlayer *player = (__bridge CCFWebRadioPlayer*) inRefCon;
// read from buffer
ioData->mBuffers[0].mData = player.preRenderData;
return noErr;
}
Note: red arrows are float format, yellow arrows are int
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83. How it works
• AUGraph:AUConverter → AUEffect →
AUConverter → AUGenericOutput
• Top AUConverter is connected to a render
callback function
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84. The trick!
• Copy mData pointer to a state variable and
NULL it in ioData
• Call AudioQueueRender() on output unit.
The NULL makes it pull from the graph.
• Top of the graph pulls on render callback,
which gives it back the mData we copied
off.
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85. Yes, really
This is the rest of tapProc()
! // copy off the ioData so the graph can read from it
// in render callback
! player.preRenderData = ioData->mBuffers[0].mData;
! ioData->mBuffers[0].mData = NULL;
!
! OSStatus renderErr = noErr;
! AudioUnitRenderActionFlags actionFlags = 0;
! renderErr = AudioUnitRender(player.genericOutputUnit,
! ! ! ! ! ! ! ! &actionFlags,
! ! ! ! ! ! ! ! player.renderTimeStamp,
! ! ! ! ! ! ! ! 0,
! ! ! ! ! ! ! ! inNumberFrames,
! ! ! ! ! ! ! ! ioData);
! NSLog (@"AudioUnitRender, renderErr = %ld",renderErr);
}
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91. Audiobus
• Allows multiple audio apps to exchange
data in realtime
• Works by sending raw data in MIDI
• Actually approved by Apple
• Actually supported in GarageBand
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94. Supporting Audiobus
• Get the SDK from audiob.us
• Enable background mode, add an audiobus-
compatible URL scheme, get API key from
audiob.us
• Create and use ABAudiobusController,
ABOutputPort/ABInputPort, and
ABAudiobusAudioUnitWrapper
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96. Takeaways
• Core Audio fundamentals never change
• New stuff is added as properties, typedefs,
enums, etc.
• Watch the SDK API diffs document to find
the new stuff
• Hope you like header files and
experimentation
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97. Q&A
• Slides will be posted to slideshare.net/
invalidname
• Code will be linked from there and my blog
• Watch CocoaConf glassboard,
@invalidname on Twitter/ADN, or [Time
code]; blog for announcement
• Thanks!
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