AudioToolbox

RSS for tag

Record or play audio convert formats parse audio streams and configure your audio session using AudioToolbox.

Posts under AudioToolbox tag

136 Posts

Post

Replies

Boosts

Views

Activity

Are some backgrounded apps allowed to record phone calls but not others?
It’s been established that generally speaking background apps cannot record audio while the foreground app is already reading audio data from the microphone, but are there exceptions? For instance, is there an exception for certain Apple apps? If so, and there’s a special exception that most programmers don’t know about but some Apple’s engineers do and perhaps some hackers do as well, wouldn’t the mechanism that allows that eventually be exploited?
0
0
764
Dec ’24
Can backgrounded app record phone calls?
I'd like to know: Let's say there's a backgrounded app which has microphone access, such as Signal or SoundHound or Shazam. It's established that these apps are allowed to record audio in the user's environment even after being backgrounded, seemingly for as long as they want and even upload that sound data. But can they ALSO continue recording even while another app that is in the foreground is using the microphone, such as the Phone app or Signal?
1
0
956
Dec ’24
AVAudioEngine - How to archive configured nodes to file?
I’m looking to add DAW-like capabilities to my macOS music app, and AVAudioEngine seems like the right tool for the job. However, I haven’t been able to find any documentation on how to save the user’s AVAudioEngine configuration—specifically the connections between nodes and the internal states of each node—to a file. Does AVAudioEngine provide any API for saving and restoring this state, or does it need to be handled manually? If it’s manual, are there any sample "DAW" apps or resources that demonstrate how this can be implemented? Any guidance would be greatly appreciated. Thanks, BD
1
0
594
Dec ’24
AudioServicesPlaySystemSound not playing through BluetoothA2DP device
Hello We have an application that play some sound via the system sound APIs from the AudioToolbox framework. AudioServicesCreateSystemSoundID(url as CFURL, &soundID) AudioServicesPlaySystemSoundWithCompletion(soundID) Our make sure that an active audio session is available before playing the system sound. But when the device is connected to a BluetoothA2DP device. The sound are played on through the device speaker and not through the bluetooth A2DP device. Our AudioSesison is configured with the following categories [.allowBluetooth, .defaultToSpeaker, .allowBluetoothA2DP] Sound played from the AVAudioPlayer are played on the allowBluetoothA2DP device with similar code. Is this a bug in the AudioToolbox framework?
2
0
695
Dec ’24
Intercepting incoming video and/or audio for stopping scams
I'm trying to make an app that is able to quietly run in the background. It needs to detect other apps' or the system's incoming video and/or audio, using only on-device resources to determine if it might be a scam caller. It will tap into an escalating cascade of resources to do so. For video/image scam detection, it uses OpenCV to detect faces, then refers to a known database of reported scam imagery. For audio scam calls, we defer to known techniques of voice modulation in frequency and/or amplitude. Each video and/or audio result will be relayed via notification banner as well as recorded in-app. Crucially, if the results are uncertain, users have the option to submit it to a global collaborative cloud database for investigative teams; 60 second audio snippets or series of images where faces were detected (60 second equivalent). In the end, we expect to deploy this app across most parts of Asia and Africa, thereby protecting generations of iPhone and iPad users. However, we have not been able to find a method that does this, and there is no known correspondance able to provide such technical guidance. Please assist.
0
0
564
Nov ’24
AudioConverterFillComplexBuffer not working for (E)AC3 in tvOS 18
Since upgrading to tvOS 18, the above function isn't working for me in converting a stream with these formats. It does work in decoding AAC, however. https://developer.apple.com/documentation/audiotoolbox/1503098-audioconverterfillcomplexbuffer?language=objc I pass a valid ioOutputDataPacketSize in, but it always comes out as zero. Has anyone else observed this too? I wonder if this is related to the issue being discussed widely about 5.1 sound being broken for many people after upgrading to tvOS 18? https://discussions.apple.com/thread/255769102?login=true&sortBy=rank EDIT: further information; the callback gets called once, asking for 1 packet (which is ok). I give it one packet and return noErr. However, after this, the callback is never invoked again. Must be a bug? EDIT2: the same code continues to work correctly on macOS in decoding the same audio stream.
4
2
839
Nov ’24
arm64 Logic Leaking Plugins (Not Calling AP_Close)
I'm running into an issue where in some cases, when the AUHostingServiceXPC_arrow process is shut down by Logic, the process is terminated abruptly without calling AP_Close on all of the plugins hosted in the process. In our case, we have filesystem resources we need to clean up, and having stale files around from the last run can cause issues in new sessions, so this leak is having some pretty gnarly effects. I can reproduce the issue using only Apple sample plugins, and it seems to be triggered by a timeout. If I have two different AU plugins in the session, and I add a 1 second sleep to the destructor of one of the sample plugins, Logic will force terminate the process and the remaining destructors are not called (even for the plugins without the 1 second sleep). Is there a way to avoid this behavior? Or to safely clean up our plugin even if other plugins in the session take a second to tear down?
1
1
672
Oct ’24
Does iPhone 15 Pro Use a Single Microphone or Multiple Microphones for Voice and Sound Recognition?
Hello, I have a question regarding the voice and sound recognition features on the iPhone 15 Pro. The iPhone 15 Pro is equipped with four microphones, and I understand that for features like Apple’s sound recognition and when invoking Siri, the microphone(s) must always be active. My question is whether the device uses a single microphone (mono channel) for these functions or if multiple microphones are activated simultaneously. I would appreciate clarification on how the microphones are utilized in sound and voice recognition features. Thank you for your assistance. Best regards.
1
0
889
Oct ’24
Does iPhone 15 Pro Use a Single Microphone or Multiple Microphones for Voice and Sound Recognition?
Hello, I have a question regarding the voice and sound recognition features on the iPhone 15 Pro. The iPhone 15 Pro is equipped with four microphones, and I understand that for features like Apple’s sound recognition and when invoking Siri, the microphone(s) must always be active. My question is whether the device uses a single microphone (mono channel) for these functions or if multiple microphones are activated simultaneously. I would appreciate clarification on how the microphones are utilized in sound and voice recognition features. Thank you for your assistance. Best regards.
1
0
1.1k
Oct ’24
CMSAMPLEBuffer: audio PCM to MP4 AAC
Hello, As explained in this link, the AVAssetReaderTrackOutput.copyNextSampleBuffer() returns a CMSampleBuffer in linear PCM audio format. I want to place this audio buffer into an AVAssetWriterInput of type kAudioFormatMPEG4AAC, but I can't manage the conversion. Could you help me by providing an extension that returns a CMSampleBuffer converted from linear PCM audio format to kAudioFormatMPEG4AAC? Example: extension CMSampleBuffer { func fromPCMToAAC() -> CMSampleBuffer? { // Here, get a new AudioStreamBasicDescription, create a CMSampleBuffer and a CMBlockBuffer } } I've tried multiple times but without success. Software: iOS 18.1 XCode: 16.0 Thank you!
1
0
968
Oct ’24
BuildConverter: AudioConverterNew returned -50
AudioQueueObject.cpp:1580 BuildConverter: AudioConverterNew returned -50 from: 0 ch, 16000 Hz, .... (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame to: 2 ch, 16000 Hz, Int16, interleaved AQMEIO_HAL.cpp:2773 iOSSimulatorAudioDevice-15111-0: Abandoning I/O cycle because reconfig pending (1). HALC_ProxySystem.cpp:163 HALC_ProxySystem::GetObjectInfo: got an error from the server, Error: 560947818 (!obj) HALC_ShellObject.mm:213 HALC_ShellObject::HasProperty: there is no proxy object AudioHardware-mac-imp.cpp:1224 AudioObjectRemovePropertyListener: no object with given ID 160 HALSystem.cpp:2216 AudioObjectPropertiesChanged: no such object why? Can't record on ios17. Normal recording before iOS 16.
0
0
750
Sep ’24
ExtAudioFileRead throwing AVAudioSessionErrorCodeResourceNotAvailable error on iOS and iPadOS 18
Calls to ExtAudioFileRead are throwing OSStatus 561145203 (AVAudioSessionErrorCodeResourceNotAvailable) on iOS and iPadOS 18 -- earlier versions of iOS have not exhibited this behavior. This is a longstanding code path that has seen a spike of these error codes since iOS 18's release. The following is also printed to the Xcode 16 console:
2
1
880
Sep ’24
Understanding the number of input channels in Core Audio
Hello everyone, I'm new to Core Audio and still haven't found my footing. I'm learning how to capture audio from the default device, using Audio Units. On my MacBook, the default audio input is mono. But when I write a piece of code to capture audio using AUHAL, I'm discovering that I need to provide an AudioBufferList with two channels, not one. Also, when I try to capture audio from an audio interface with 20 audio inputs, I must provide an AudioBufferList with two channels, and not with 20 channels. To investigate the issue, I wrote a small diagnostic program, which opens the default audio device and probes it for the number of channels. Depending on which way I'm probing, I'm getting different results. When I probe the stream format, I'm getting information that there is 1 channels. But when I probe the input audio unit, I'm getting information that there are 2 input channels. Here's my program to demonstrate the issue: // InputDeviceChannels.m // Compile with: // clang -framework CoreAudio -framework AudioToolbox -framework CoreFoundation -framework AudioUnit -o InputDeviceChannels InputDeviceChannels.m // // On my system, this prints: // Device Name: MacBook Pro Microphone // Number of Channels (Stream Format): 1 // Number of Elements (Element Count): 2 #import <AudioToolbox/AudioToolbox.h> #import <AudioUnit/AudioUnit.h> #import <CoreAudio/CoreAudio.h> #import <Foundation/Foundation.h> void printDeviceInfo(AudioUnit audioUnit) { UInt32 size; OSStatus err; AudioStreamBasicDescription streamFormat; size = sizeof(streamFormat); err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 1, &streamFormat, &size); if (err != noErr) { printf("Error getting stream format\n"); exit(1); } int numChannels = streamFormat.mChannelsPerFrame; UInt32 elementCount; size = sizeof(elementCount); err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_ElementCount, kAudioUnitScope_Input, 0, &elementCount, &size); if (err != noErr) { printf("Error getting element count\n"); exit(1); } printf("Number of Channels (Stream Format): %d\n", numChannels); printf("Number of Elements (Element Count): %d\n", elementCount); } void printDeviceName(AudioDeviceID deviceID) { UInt32 size; OSStatus err; CFStringRef deviceName = NULL; size = sizeof(deviceName); err = AudioObjectGetPropertyData( deviceID, &(AudioObjectPropertyAddress){kAudioDevicePropertyDeviceNameCFString, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain}, 0, NULL, &size, &deviceName); if (err != noErr) { printf("Error getting device name\n"); exit(1); } char deviceNameStr[256]; if (!CFStringGetCString(deviceName, deviceNameStr, sizeof(deviceNameStr), kCFStringEncodingUTF8)) { printf("Error converting device name to C string\n"); exit(1); } CFRelease(deviceName); printf("Device Name: %s\n", deviceNameStr); } int main(int argc, const char *argv[]) { @autoreleasepool { OSStatus err; // Get the default input device ID AudioDeviceID input_device_id = kAudioObjectUnknown; { UInt32 property_size = sizeof(input_device_id); AudioObjectPropertyAddress input_device_property = { kAudioHardwarePropertyDefaultInputDevice, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain, }; err = AudioObjectGetPropertyData(kAudioObjectSystemObject, &input_device_property, 0, NULL, &property_size, &input_device_id); if (err != noErr || input_device_id == kAudioObjectUnknown) { printf("Error getting default input device ID\n"); exit(1); } } // Print the device name using the input device ID printDeviceName(input_device_id); // Open audio unit for the input device AudioComponentDescription desc = {kAudioUnitType_Output, kAudioUnitSubType_HALOutput, kAudioUnitManufacturer_Apple, 0, 0}; AudioComponent component = AudioComponentFindNext(NULL, &desc); AudioUnit audioUnit; err = AudioComponentInstanceNew(component, &audioUnit); if (err != noErr) { printf("Error creating AudioUnit\n"); exit(1); } // Enable IO for input on the AudioUnit and disable output UInt32 enableInput = 1; UInt32 disableOutput = 0; err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &enableInput, sizeof(enableInput)); if (err != noErr) { printf("Error enabling input on AudioUnit\n"); exit(1); } err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &disableOutput, sizeof(disableOutput)); if (err != noErr) { printf("Error disabling output on AudioUnit\n"); exit(1); } // Set the current device to the input device err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &input_device_id, sizeof(input_device_id)); if (err != noErr) { printf("Error setting device for AudioUnit\n"); exit(1); } // Initialize AudioUnit err = AudioUnitInitialize(audioUnit); if (err != noErr) { printf("Error initializing AudioUnit\n"); exit(1); } // Print device info printDeviceInfo(audioUnit); // Clean up AudioUnitUninitialize(audioUnit); AudioComponentInstanceDispose(audioUnit); } return 0; } It prints: Device Name: MacBook Pro Microphone Number of Channels (Stream Format): 1 Number of Elements (Element Count): 2 I tried to set the number of channels to 1 on the input unit, but it didn’t change anything. After calling setNumberOfChannels(1, audioUnit), I’m still getting the same output. Note 1: I know that I can ignore one channel, etc, etc. My purpose here is not to "somehow get it to work", I already did that. My purpose is to understand the API, so that I'll be able to write code that handles any number of audio inputs. Note 2: I already read a bunch of documentation, especially this here: https://developer.apple.com/library/archive/technotes/tn2091/ - perhaps the channel map could help here, but I can’t make sense of it - I tried to use it based on my understanding but I only got the -50 OSStatus. How should I understand this? Is it that that audio unit is an abstraction layer and automatically converts mono input into stereo input? Can I ask AUHAL to provide me the same number of input channels that the audio device has?
1
0
1.2k
Sep ’24
How best to handle AirPods audio glitches in Game Mode?
Hello! The new lower latency support for AirPods in Game Mode is impressive, but I'm not sure of the best way to handle the transition into/out of Game Mode while audio is playing. In order to lower the latency, the system appears to drop some number of samples, with the result being a good deal less latency. My use case is macOS where it's easier to switch in/out of the fullscreen game (a simple swipe left), thus causing more issues for Game Mode since the audio is playing the entire time. It would be nice if offscreen games could remain in game mode, but I understand not wanting to give developers that control. Are there any best practices for avoiding or masking the audio glitch caused by this skip-ahead? Is there a system event I can receive to know when Game Mode is about to be enabled or disabled, where I could perhaps fade out the audio? My callback checks the inTimestamp->mSampleTime value to detect gaps, but it only rarely detects a Game Mode gap, even though the audio skip-ahead always happens. BTW, I am currently only developing on macOS (15.0) and I'm working at a low level with AudioUnit callbacks and a SpatialMixer. I am not currently using any higher-level audio APIs. And here's a few questions I don't necessarily expect answers to, but it doesn't hurt to ask: Is there any additional technical details about how this latency reduction works, or exactly how much of a reduction is achieved (or said another way, how many samples are dropped)? How much does this affect AirPods battery life? And finally, is there a way to query the actual latency value? I check the value for kAudioDevicePropertyLatency but it seems to always report 160ms for AirPods. Thanks!
1
0
1.4k
Sep ’24
iPhone 13 iOS 18 Upgrade Issues: Missing Call Recording and Notes Features
I recently upgraded my iPhone 13 to iOS 18, and I'm facing two issues. I didn't get the call recording feature. When I make a call and the person picks up, the call recording icon is not showing. The option to take notes during a call has disappeared. Earlier, the notes option used to be available on the call screen itself. Please help fix these two issues, or let me know if it's possible to resolve them from my end.
0
0
2.3k
Sep ’24
About nullAudio AudioObjectPropertySelector custom attributes
1, I saw nullAudio custom properties of the static const AudioObjectPropertySelector kPlugIn_CustomPropertyID = 'PCst'; But I don't know how to use this in a project. 2. What is the difference between PlugIn and Device's custom properties? 3. When I try to customize the PropertySelector for deivce. After adding kAudioObjectPropertyCustomPropertyInfoList NullAudio_HasDeviceProperty method to compile again after restarting coreAudio service, found that virtual devices don't show.
0
0
745
Sep ’24
What methods in what Framework to separate an audio file into two files?
I'm having trouble using SFSpeechRecognizer & SFSpeechRecognitionTask to show me the words from an audio file. I found a solution on stackoverflow to separate the audio file into smaller sizes. How would I do that programmatically using Swift for a macOS app Xcode project? I would prefer not to separate the file into smaller files. I will submit another post with more information for that.
3
0
840
Aug ’24
Are some backgrounded apps allowed to record phone calls but not others?
It’s been established that generally speaking background apps cannot record audio while the foreground app is already reading audio data from the microphone, but are there exceptions? For instance, is there an exception for certain Apple apps? If so, and there’s a special exception that most programmers don’t know about but some Apple’s engineers do and perhaps some hackers do as well, wouldn’t the mechanism that allows that eventually be exploited?
Replies
0
Boosts
0
Views
764
Activity
Dec ’24
Can backgrounded app record phone calls?
I'd like to know: Let's say there's a backgrounded app which has microphone access, such as Signal or SoundHound or Shazam. It's established that these apps are allowed to record audio in the user's environment even after being backgrounded, seemingly for as long as they want and even upload that sound data. But can they ALSO continue recording even while another app that is in the foreground is using the microphone, such as the Phone app or Signal?
Replies
1
Boosts
0
Views
956
Activity
Dec ’24
AVAudioEngine - How to archive configured nodes to file?
I’m looking to add DAW-like capabilities to my macOS music app, and AVAudioEngine seems like the right tool for the job. However, I haven’t been able to find any documentation on how to save the user’s AVAudioEngine configuration—specifically the connections between nodes and the internal states of each node—to a file. Does AVAudioEngine provide any API for saving and restoring this state, or does it need to be handled manually? If it’s manual, are there any sample "DAW" apps or resources that demonstrate how this can be implemented? Any guidance would be greatly appreciated. Thanks, BD
Replies
1
Boosts
0
Views
594
Activity
Dec ’24
AudioServicesPlaySystemSound not playing through BluetoothA2DP device
Hello We have an application that play some sound via the system sound APIs from the AudioToolbox framework. AudioServicesCreateSystemSoundID(url as CFURL, &soundID) AudioServicesPlaySystemSoundWithCompletion(soundID) Our make sure that an active audio session is available before playing the system sound. But when the device is connected to a BluetoothA2DP device. The sound are played on through the device speaker and not through the bluetooth A2DP device. Our AudioSesison is configured with the following categories [.allowBluetooth, .defaultToSpeaker, .allowBluetoothA2DP] Sound played from the AVAudioPlayer are played on the allowBluetoothA2DP device with similar code. Is this a bug in the AudioToolbox framework?
Replies
2
Boosts
0
Views
695
Activity
Dec ’24
Intercepting incoming video and/or audio for stopping scams
I'm trying to make an app that is able to quietly run in the background. It needs to detect other apps' or the system's incoming video and/or audio, using only on-device resources to determine if it might be a scam caller. It will tap into an escalating cascade of resources to do so. For video/image scam detection, it uses OpenCV to detect faces, then refers to a known database of reported scam imagery. For audio scam calls, we defer to known techniques of voice modulation in frequency and/or amplitude. Each video and/or audio result will be relayed via notification banner as well as recorded in-app. Crucially, if the results are uncertain, users have the option to submit it to a global collaborative cloud database for investigative teams; 60 second audio snippets or series of images where faces were detected (60 second equivalent). In the end, we expect to deploy this app across most parts of Asia and Africa, thereby protecting generations of iPhone and iPad users. However, we have not been able to find a method that does this, and there is no known correspondance able to provide such technical guidance. Please assist.
Replies
0
Boosts
0
Views
564
Activity
Nov ’24
macOS doesn't show mic alert window with AudioToolbox
Hi, I use AudioQueueNewInput() with my very own run loop and dedicated thread. But now it doesn't show the mic alert window. Howto fix this? AudioQueueNewInput(&(core_audio_port->record_format), ags_core_audio_port_handle_input_buffer, core_audio_port, ags_core_audio_port_input_run_loop, kCFRunLoopDefaultMode, 0, &(core_audio_port->record_aq_ref));
Replies
2
Boosts
0
Views
1.1k
Activity
Nov ’24
AudioConverterFillComplexBuffer not working for (E)AC3 in tvOS 18
Since upgrading to tvOS 18, the above function isn't working for me in converting a stream with these formats. It does work in decoding AAC, however. https://developer.apple.com/documentation/audiotoolbox/1503098-audioconverterfillcomplexbuffer?language=objc I pass a valid ioOutputDataPacketSize in, but it always comes out as zero. Has anyone else observed this too? I wonder if this is related to the issue being discussed widely about 5.1 sound being broken for many people after upgrading to tvOS 18? https://discussions.apple.com/thread/255769102?login=true&sortBy=rank EDIT: further information; the callback gets called once, asking for 1 packet (which is ok). I give it one packet and return noErr. However, after this, the callback is never invoked again. Must be a bug? EDIT2: the same code continues to work correctly on macOS in decoding the same audio stream.
Replies
4
Boosts
2
Views
839
Activity
Nov ’24
ShazamKit - FPS/ speed detection
Hello, Using ShazamKit, based on a shazam catalog result, would it be possible to detect the audio-recorded FPS (speed)? I'm thinking that the shazam catalog which was created from an audio file can be used to compare the speed of a live recorded audio. Thank you!
Replies
0
Boosts
0
Views
564
Activity
Nov ’24
arm64 Logic Leaking Plugins (Not Calling AP_Close)
I'm running into an issue where in some cases, when the AUHostingServiceXPC_arrow process is shut down by Logic, the process is terminated abruptly without calling AP_Close on all of the plugins hosted in the process. In our case, we have filesystem resources we need to clean up, and having stale files around from the last run can cause issues in new sessions, so this leak is having some pretty gnarly effects. I can reproduce the issue using only Apple sample plugins, and it seems to be triggered by a timeout. If I have two different AU plugins in the session, and I add a 1 second sleep to the destructor of one of the sample plugins, Logic will force terminate the process and the remaining destructors are not called (even for the plugins without the 1 second sleep). Is there a way to avoid this behavior? Or to safely clean up our plugin even if other plugins in the session take a second to tear down?
Replies
1
Boosts
1
Views
672
Activity
Oct ’24
Does iPhone 15 Pro Use a Single Microphone or Multiple Microphones for Voice and Sound Recognition?
Hello, I have a question regarding the voice and sound recognition features on the iPhone 15 Pro. The iPhone 15 Pro is equipped with four microphones, and I understand that for features like Apple’s sound recognition and when invoking Siri, the microphone(s) must always be active. My question is whether the device uses a single microphone (mono channel) for these functions or if multiple microphones are activated simultaneously. I would appreciate clarification on how the microphones are utilized in sound and voice recognition features. Thank you for your assistance. Best regards.
Replies
1
Boosts
0
Views
889
Activity
Oct ’24
Does iPhone 15 Pro Use a Single Microphone or Multiple Microphones for Voice and Sound Recognition?
Hello, I have a question regarding the voice and sound recognition features on the iPhone 15 Pro. The iPhone 15 Pro is equipped with four microphones, and I understand that for features like Apple’s sound recognition and when invoking Siri, the microphone(s) must always be active. My question is whether the device uses a single microphone (mono channel) for these functions or if multiple microphones are activated simultaneously. I would appreciate clarification on how the microphones are utilized in sound and voice recognition features. Thank you for your assistance. Best regards.
Replies
1
Boosts
0
Views
1.1k
Activity
Oct ’24
Is iOS AAC LC encoder hardware based or software based
Currently we tested iOS AAC LC encoder using AudioToolbox framework, no matter we set mManufacturer to kAppleHardwareAudioCodecManufacturer or kAppleSoftwareAudioCodecManufacturer, it always run on CPU.
Replies
0
Boosts
0
Views
560
Activity
Oct ’24
CMSAMPLEBuffer: audio PCM to MP4 AAC
Hello, As explained in this link, the AVAssetReaderTrackOutput.copyNextSampleBuffer() returns a CMSampleBuffer in linear PCM audio format. I want to place this audio buffer into an AVAssetWriterInput of type kAudioFormatMPEG4AAC, but I can't manage the conversion. Could you help me by providing an extension that returns a CMSampleBuffer converted from linear PCM audio format to kAudioFormatMPEG4AAC? Example: extension CMSampleBuffer { func fromPCMToAAC() -> CMSampleBuffer? { // Here, get a new AudioStreamBasicDescription, create a CMSampleBuffer and a CMBlockBuffer } } I've tried multiple times but without success. Software: iOS 18.1 XCode: 16.0 Thank you!
Replies
1
Boosts
0
Views
968
Activity
Oct ’24
BuildConverter: AudioConverterNew returned -50
AudioQueueObject.cpp:1580 BuildConverter: AudioConverterNew returned -50 from: 0 ch, 16000 Hz, .... (0x00000000) 0 bits/channel, 0 bytes/packet, 0 frames/packet, 0 bytes/frame to: 2 ch, 16000 Hz, Int16, interleaved AQMEIO_HAL.cpp:2773 iOSSimulatorAudioDevice-15111-0: Abandoning I/O cycle because reconfig pending (1). HALC_ProxySystem.cpp:163 HALC_ProxySystem::GetObjectInfo: got an error from the server, Error: 560947818 (!obj) HALC_ShellObject.mm:213 HALC_ShellObject::HasProperty: there is no proxy object AudioHardware-mac-imp.cpp:1224 AudioObjectRemovePropertyListener: no object with given ID 160 HALSystem.cpp:2216 AudioObjectPropertiesChanged: no such object why? Can't record on ios17. Normal recording before iOS 16.
Replies
0
Boosts
0
Views
750
Activity
Sep ’24
ExtAudioFileRead throwing AVAudioSessionErrorCodeResourceNotAvailable error on iOS and iPadOS 18
Calls to ExtAudioFileRead are throwing OSStatus 561145203 (AVAudioSessionErrorCodeResourceNotAvailable) on iOS and iPadOS 18 -- earlier versions of iOS have not exhibited this behavior. This is a longstanding code path that has seen a spike of these error codes since iOS 18's release. The following is also printed to the Xcode 16 console:
Replies
2
Boosts
1
Views
880
Activity
Sep ’24
Understanding the number of input channels in Core Audio
Hello everyone, I'm new to Core Audio and still haven't found my footing. I'm learning how to capture audio from the default device, using Audio Units. On my MacBook, the default audio input is mono. But when I write a piece of code to capture audio using AUHAL, I'm discovering that I need to provide an AudioBufferList with two channels, not one. Also, when I try to capture audio from an audio interface with 20 audio inputs, I must provide an AudioBufferList with two channels, and not with 20 channels. To investigate the issue, I wrote a small diagnostic program, which opens the default audio device and probes it for the number of channels. Depending on which way I'm probing, I'm getting different results. When I probe the stream format, I'm getting information that there is 1 channels. But when I probe the input audio unit, I'm getting information that there are 2 input channels. Here's my program to demonstrate the issue: // InputDeviceChannels.m // Compile with: // clang -framework CoreAudio -framework AudioToolbox -framework CoreFoundation -framework AudioUnit -o InputDeviceChannels InputDeviceChannels.m // // On my system, this prints: // Device Name: MacBook Pro Microphone // Number of Channels (Stream Format): 1 // Number of Elements (Element Count): 2 #import <AudioToolbox/AudioToolbox.h> #import <AudioUnit/AudioUnit.h> #import <CoreAudio/CoreAudio.h> #import <Foundation/Foundation.h> void printDeviceInfo(AudioUnit audioUnit) { UInt32 size; OSStatus err; AudioStreamBasicDescription streamFormat; size = sizeof(streamFormat); err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 1, &streamFormat, &size); if (err != noErr) { printf("Error getting stream format\n"); exit(1); } int numChannels = streamFormat.mChannelsPerFrame; UInt32 elementCount; size = sizeof(elementCount); err = AudioUnitGetProperty(audioUnit, kAudioUnitProperty_ElementCount, kAudioUnitScope_Input, 0, &elementCount, &size); if (err != noErr) { printf("Error getting element count\n"); exit(1); } printf("Number of Channels (Stream Format): %d\n", numChannels); printf("Number of Elements (Element Count): %d\n", elementCount); } void printDeviceName(AudioDeviceID deviceID) { UInt32 size; OSStatus err; CFStringRef deviceName = NULL; size = sizeof(deviceName); err = AudioObjectGetPropertyData( deviceID, &(AudioObjectPropertyAddress){kAudioDevicePropertyDeviceNameCFString, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain}, 0, NULL, &size, &deviceName); if (err != noErr) { printf("Error getting device name\n"); exit(1); } char deviceNameStr[256]; if (!CFStringGetCString(deviceName, deviceNameStr, sizeof(deviceNameStr), kCFStringEncodingUTF8)) { printf("Error converting device name to C string\n"); exit(1); } CFRelease(deviceName); printf("Device Name: %s\n", deviceNameStr); } int main(int argc, const char *argv[]) { @autoreleasepool { OSStatus err; // Get the default input device ID AudioDeviceID input_device_id = kAudioObjectUnknown; { UInt32 property_size = sizeof(input_device_id); AudioObjectPropertyAddress input_device_property = { kAudioHardwarePropertyDefaultInputDevice, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMain, }; err = AudioObjectGetPropertyData(kAudioObjectSystemObject, &input_device_property, 0, NULL, &property_size, &input_device_id); if (err != noErr || input_device_id == kAudioObjectUnknown) { printf("Error getting default input device ID\n"); exit(1); } } // Print the device name using the input device ID printDeviceName(input_device_id); // Open audio unit for the input device AudioComponentDescription desc = {kAudioUnitType_Output, kAudioUnitSubType_HALOutput, kAudioUnitManufacturer_Apple, 0, 0}; AudioComponent component = AudioComponentFindNext(NULL, &desc); AudioUnit audioUnit; err = AudioComponentInstanceNew(component, &audioUnit); if (err != noErr) { printf("Error creating AudioUnit\n"); exit(1); } // Enable IO for input on the AudioUnit and disable output UInt32 enableInput = 1; UInt32 disableOutput = 0; err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &enableInput, sizeof(enableInput)); if (err != noErr) { printf("Error enabling input on AudioUnit\n"); exit(1); } err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &disableOutput, sizeof(disableOutput)); if (err != noErr) { printf("Error disabling output on AudioUnit\n"); exit(1); } // Set the current device to the input device err = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &input_device_id, sizeof(input_device_id)); if (err != noErr) { printf("Error setting device for AudioUnit\n"); exit(1); } // Initialize AudioUnit err = AudioUnitInitialize(audioUnit); if (err != noErr) { printf("Error initializing AudioUnit\n"); exit(1); } // Print device info printDeviceInfo(audioUnit); // Clean up AudioUnitUninitialize(audioUnit); AudioComponentInstanceDispose(audioUnit); } return 0; } It prints: Device Name: MacBook Pro Microphone Number of Channels (Stream Format): 1 Number of Elements (Element Count): 2 I tried to set the number of channels to 1 on the input unit, but it didn’t change anything. After calling setNumberOfChannels(1, audioUnit), I’m still getting the same output. Note 1: I know that I can ignore one channel, etc, etc. My purpose here is not to "somehow get it to work", I already did that. My purpose is to understand the API, so that I'll be able to write code that handles any number of audio inputs. Note 2: I already read a bunch of documentation, especially this here: https://developer.apple.com/library/archive/technotes/tn2091/ - perhaps the channel map could help here, but I can’t make sense of it - I tried to use it based on my understanding but I only got the -50 OSStatus. How should I understand this? Is it that that audio unit is an abstraction layer and automatically converts mono input into stereo input? Can I ask AUHAL to provide me the same number of input channels that the audio device has?
Replies
1
Boosts
0
Views
1.2k
Activity
Sep ’24
How best to handle AirPods audio glitches in Game Mode?
Hello! The new lower latency support for AirPods in Game Mode is impressive, but I'm not sure of the best way to handle the transition into/out of Game Mode while audio is playing. In order to lower the latency, the system appears to drop some number of samples, with the result being a good deal less latency. My use case is macOS where it's easier to switch in/out of the fullscreen game (a simple swipe left), thus causing more issues for Game Mode since the audio is playing the entire time. It would be nice if offscreen games could remain in game mode, but I understand not wanting to give developers that control. Are there any best practices for avoiding or masking the audio glitch caused by this skip-ahead? Is there a system event I can receive to know when Game Mode is about to be enabled or disabled, where I could perhaps fade out the audio? My callback checks the inTimestamp->mSampleTime value to detect gaps, but it only rarely detects a Game Mode gap, even though the audio skip-ahead always happens. BTW, I am currently only developing on macOS (15.0) and I'm working at a low level with AudioUnit callbacks and a SpatialMixer. I am not currently using any higher-level audio APIs. And here's a few questions I don't necessarily expect answers to, but it doesn't hurt to ask: Is there any additional technical details about how this latency reduction works, or exactly how much of a reduction is achieved (or said another way, how many samples are dropped)? How much does this affect AirPods battery life? And finally, is there a way to query the actual latency value? I check the value for kAudioDevicePropertyLatency but it seems to always report 160ms for AirPods. Thanks!
Replies
1
Boosts
0
Views
1.4k
Activity
Sep ’24
iPhone 13 iOS 18 Upgrade Issues: Missing Call Recording and Notes Features
I recently upgraded my iPhone 13 to iOS 18, and I'm facing two issues. I didn't get the call recording feature. When I make a call and the person picks up, the call recording icon is not showing. The option to take notes during a call has disappeared. Earlier, the notes option used to be available on the call screen itself. Please help fix these two issues, or let me know if it's possible to resolve them from my end.
Replies
0
Boosts
0
Views
2.3k
Activity
Sep ’24
About nullAudio AudioObjectPropertySelector custom attributes
1, I saw nullAudio custom properties of the static const AudioObjectPropertySelector kPlugIn_CustomPropertyID = 'PCst'; But I don't know how to use this in a project. 2. What is the difference between PlugIn and Device's custom properties? 3. When I try to customize the PropertySelector for deivce. After adding kAudioObjectPropertyCustomPropertyInfoList NullAudio_HasDeviceProperty method to compile again after restarting coreAudio service, found that virtual devices don't show.
Replies
0
Boosts
0
Views
745
Activity
Sep ’24
What methods in what Framework to separate an audio file into two files?
I'm having trouble using SFSpeechRecognizer & SFSpeechRecognitionTask to show me the words from an audio file. I found a solution on stackoverflow to separate the audio file into smaller sizes. How would I do that programmatically using Swift for a macOS app Xcode project? I would prefer not to separate the file into smaller files. I will submit another post with more information for that.
Replies
3
Boosts
0
Views
840
Activity
Aug ’24