Core Audio Kit

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Add user interfaces to Cocoa audio units using Core Audio Kit.

Posts under Core Audio Kit tag

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Ventura Hack for FireWire Core Audio Support on Supported MacBook Pro and others...
Hi all,  Apple dropping on-going development for FireWire devices that were supported with the Core Audio driver standard is a catastrophe for a lot of struggling musicians who need to both keep up to date on security updates that come with new OS releases, and continue to utilise their hard earned investments in very expensive and still pristine audio devices that have been reduced to e-waste by Apple's seemingly tone-deaf ignorance in the cries for on-going support.  I have one of said audio devices, and I'd like to keep using it while keeping my 2019 Intel Mac Book Pro up to date with the latest security updates and OS features.  Probably not the first time you gurus have had someone make the logical leap leading to a request for something like this, but I was wondering if it might be somehow possible of shoe-horning the code used in previous versions of Mac OS that allowed the Mac to speak with the audio features of such devices to run inside the Ventura version of the OS.  Would it possible? Would it involve a lot of work? I don't think I'd be the only person willing to pay for a third party application or utility that restored this functionality. There has to be 100's of thousands of people who would be happy to spare some cash to stop their multi-thousand dollar investment in gear to be so thoughtlessly resigned to the scrap heap.  Any comments or layman-friendly explanations as to why this couldn’t happen would be gratefully received!  Thanks,  em
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AVAssetResourceLoaderDelegate for radio stream
Hi everyone, I’m trying to use AVAssetResourceLoaderDelegate to handle a live radio stream (e.g. Icecast/HTTP stream). My goal is to have access to the last 30 seconds of audio data during playback, so I can analyze it for specific audio patterns in near-real-time. I’ve implemented a custom resource loader that works fine for podcasts and static files, where the file size and content length are known. However, for infinite live streams, my current implementation stops receiving new loading requests after the first one is served. As a result, the playback either stalls or fails to continue. Has anyone successfully used AVAssetResourceLoaderDelegate with a continuous radio stream? Or maybe you can suggest betterapproach for buffering and analyzing live audio? Any tips, examples, or advice would be appreciated. Thanks!
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Jun ’25
Building audio unit extension - trying to get .component file
im currently trying to build even the most basic sample plugin. Xcode forces me to do cross-platofrm audio app. so there is immediately 2 targets. i developed my code, testing in logic, now im ready to deploy and cannot find the component file. i only see appex. so what is logic loading when im testing? please advise. i did all the info.plist stuff, added audio unit framework, im totally lost. my most exerienced contacts all tell me to go to juce. im not convinced. im at final steps. please advise
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Feb ’25
Unable to install Audio App Extension on iOS Device
I keep getting this error when trying to install Audio app extension. Everything is reviewed from certificates to profiles, for some reason CreatingCustomAudioEffects sample is deployed correctly but when Creating new Project (Audio Extension App) from new project Option, it doesn't work at all. If I remove Extension from Frameworks and deploy app, then no problem but then App crashes as extension is missing. Something wrong with Xcode? I am pretty sure it used to build new projects but not anymore. Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.0k1RXy/extracted/AudioUnitsAppExtensionTest.app : 0xe8008015 (A valid provisioning profile for this executable was not found.) Please ensure sure that your app is signed by a valid provisioning profile. If this issue persists, please attach the following when sending a report to Apple: A sysdiagnose from this Mac A sysdiagnose from the device failing installation An IPA of the app failing installation
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Feb ’25
Using AudioToolbox to capture audio
Hi all, I am developing a digital signal processing application using AudioToolbox to capture audio from an audio loop application (BlackHole). Environment: MacOS Sonoma 14.4.1 Xcode 15.4 Quicktime 10.5 (I also tested with JRive Media Center) BlackHole 2ch and 16ch Problem: All audio samples received are zero. Steps to recreate: Set Mac Settings Sound audio output to BlackHole 2ch. Set Mac Settings Sound audio input to BlackHole 2ch. Authorise Xcode to access Microphone. In Audio MIDI set "Use this device for sound input" and "Use this device for sound output". Set volume of both to 1.0 . Play a 44.1 16-bit signed integer stereo FLAC file using Quicktime. Start C++ application . Key details of my code below... AudioStreamBasicDescription asbd = { 0 }; asbd.mFormatID = kAudioFormatLinearPCM; asbd.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked; asbd.mSampleRate = 48000; asbd.mBitsPerChannel = 32; asbd.mBytesPerFrame = 8; asbd.mChannelsPerFrame = 2; asbd.mBytesPerPacket = asbd.mBytesPerFrame; asbd.mFramesPerPacket = 1; status = AudioQueueNewInput(&asbd, read_audio_callback, &userdata, NULL, NULL, 0, &queue_ref); for (uint8_t b = 0; b < num_buffers; b++) { AudioQueueBufferRef buf_ref; status = AudioQueueAllocateBuffer(queue_ref, audio_buf_size, &buf_ref); printf("Allocate buffer status: %d length %d\n", status, buf_ref->mAudioDataByteSize); status = AudioQueueEnqueueBuffer (queue_ref, buf_ref, 0, NULL); printf ("Initial Enqueue Buffer status: %d\n", status); } status = AudioQueueStart(queue_ref, NULL); Here is my callback: void read_audio_callback(void * ptr, AudioQueueRef queue_ref, AudioQueueBufferRef buf_ref, const AudioTimeStamp * ts_not_used, uint32_t num_packets, const AudioStreamPacketDescription * aspd_not_used) { if (num_packets > 0) { uint32_t bytesize = buf_ref -> mAudioDataByteSize; float * sample_buf_float = (float *)buf_ref -> mAudioData; float data[bytesize / 4]; memcpy(data, sample_buf_float, bytesize); OSStatus status = AudioQueueEnqueueBuffer(queue_ref, buf_ref, 0, NULL); printf ("Enqueue buffer status: %d\n", status); printf("Buffer length %d Packets received %d\n", bytesize, num_packets); for (int j = 0; j < bytesize / 4; j++) { printf("%f",data[j]); } } printf("read_audio_callback called!\n"); } All calls to Apple Audio functions return status of 0. The samples in the buffer are all 0.0 . Why would this be the case? Also, my callback is called even when playback is stopped. num_packets is always > 0 . Appreciate any help. Thanks in advance, Geoff.
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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?
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Dec ’24
Voice recording cannot be enabled in ios 17.2
AddInstanceForFactory: No factory registered for id <CFUUID 0x6000002e76c0> F8BB1C28-BAE8-11D6-9C31-00039315CD46 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 HALSystem.cpp:2216 AudioObjectPropertiesChanged: no such object AQMEIO_HAL.cpp:2552 timeout AudioHardware-mac-imp.cpp:2706 AudioDeviceStop: no device with given ID 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 AudioQueueObject.cpp:6707 ConvertInput: aq@0x109994200: AudioConverterFillComplexBuffer returned -50, packetCount 5328 Xcode version 15.2(15C500b) iPhone 15Pro Version 17.2 (Simulator) Language : Swift In version 17.0 or above, there are no recording issues in the object-c project, iPhone and simulators can't start recording, Why?
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Oct ’24