CoreAudioPlayback.c

/*
    File:       CoreAudioPlayback.c
 
    Description: Utility functions for building a simple AUGraph
                 to play buffers of audio data.
 
    Originally introduced at WWDC 2005 at Session 201:
        "Harnessing the Audio Capabilities of QuickTime 7" 
 
    Copyright:   © Copyright 2004, 2005 Apple Computer, Inc.
             All rights reserved.
 
    Disclaimer: IMPORTANT:  This Apple software is supplied to you by
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    MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
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*/
 
 
#include "CoreAudioPlayback.h"
 
// Return a ComponentDescription for a default output device AU
static void ConfigureOutputDescription(ComponentDescription *inOutputDesc)
{
    inOutputDesc->componentType = kAudioUnitType_Output;
    inOutputDesc->componentSubType = kAudioUnitSubType_DefaultOutput;
    inOutputDesc->componentManufacturer = kAudioUnitManufacturer_Apple;
    inOutputDesc->componentFlags = 0;
    inOutputDesc->componentFlagsMask = 0;
}
 
// Set the stream format on the output device AU.
// This only needs to set the input scope, since the output describes the audio hw settings.
static OSStatus SetOutputUnitStreamFormat(AudioUnit outputUnit, AudioStreamBasicDescription *asbd)
{
    return (AudioUnitSetProperty(outputUnit, kAudioUnitProperty_StreamFormat,
                                 kAudioUnitScope_Input, 0, asbd, sizeof(AudioStreamBasicDescription)));
}
 
// Set the channel layout on the output device AU.
// This only needs to set the input scope, since the output describes the audio hw settings.
// Setting the channel layout here helps route channels properly, but note that the OutputAU
// does not do channel mixdown.
static OSStatus SetOutputUnitChannelLayout(AudioUnit outputUnit, QTPropertyValuePtr layoutProperty, UInt32 size)
{
    return (AudioUnitSetProperty(outputUnit, kAudioUnitProperty_AudioChannelLayout,
                                 kAudioUnitScope_Input,0, layoutProperty, size));
}
 
// Return a ComponentDescription for a ScheduledSoundPlayer AU
static void ConfigureScheduledPlayerDescription(ComponentDescription *inPlayerDesc)
{
    inPlayerDesc->componentType = kAudioUnitType_Generator;
    inPlayerDesc->componentSubType = kAudioUnitSubType_ScheduledSoundPlayer;
    inPlayerDesc->componentManufacturer = kAudioUnitManufacturer_Apple;
    inPlayerDesc->componentFlags = 0;
    inPlayerDesc->componentFlagsMask = 0;
}   
 
// Set the stream format on the ScheduledSoundPlayer AU.
// This only needs to set the output scope, since the unit doesn't have an input scope.
static OSStatus SetPlayerUnitStreamFormat(AudioUnit playerUnit, AudioStreamBasicDescription *asbd)
{
    return (AudioUnitSetProperty(playerUnit, kAudioUnitProperty_StreamFormat,
                                 kAudioUnitScope_Output, 0, asbd, sizeof(AudioStreamBasicDescription)));
}
 
 
// Build a simple AUGraph containing a Default Output AU sourced by a ScheduledSoundPlayer AU.
// This allows us to schedule (from any thread) buffers of audio data to play automatically.
OSStatus BuildAUGraphPlayer(AudioChannelLayout *layout, UInt32 layoutSize,
                            AudioStreamBasicDescription *asbd,
                            AUGraphPlayerRef *graphUnit, AudioUnit *thePlayerUnit)
{
    OSStatus err = noErr;
 
    // Create a new AUGraph
    *graphUnit = nil;
    err = NewAUGraph(graphUnit);
    if (err) 
        goto bail;  
    
    // Add an output unit, and a scheduled sound player unit
    // Configure the two units.  
    ComponentDescription    output_desc, player_desc;
    ConfigureOutputDescription(&output_desc);
    ConfigureScheduledPlayerDescription(&player_desc);
    
    // Create new nodes inside our AUGraph for the output unit
    // and the AUScheduledSoundPlayer unit.
    AUNode outputNode, playerNode;
    err = AUGraphNewNode(*graphUnit, &output_desc, 0, NULL, &outputNode);
    if (err)        
        goto bail;
    
    err = AUGraphNewNode(*graphUnit, &player_desc, 0, NULL, &playerNode);
    if (err) 
        goto bail;
    
    // Connect the two graph nodes together and specify the way inputs are ordered.
    // The player node will route its output to the output node
    // connect the player to the output unit. 
    err = AUGraphConnectNodeInput(*graphUnit, playerNode, 0, outputNode, 0);
    if (err) 
        goto bail;
                                      
    // Open the graph: Instantiates every Audio Unit in the graph.
    err = AUGraphOpen(*graphUnit);
    if (err) 
        goto bail;  
 
    // Get the output unit & the player unit from their respective nodes    
    AudioUnit theOutputUnit;
    err = AUGraphGetNodeInfo(*graphUnit, outputNode, NULL, NULL, NULL, &theOutputUnit);
    if (err) 
        goto bail;
    err = AUGraphGetNodeInfo(*graphUnit, playerNode, NULL, NULL, NULL, thePlayerUnit);
    if (err) 
        goto bail;
 
    // Configure stream formats of the output and player to the specified format
    err = SetOutputUnitStreamFormat(theOutputUnit, asbd);
    if (err) 
        goto bail;
    err = SetPlayerUnitStreamFormat(*thePlayerUnit, asbd);
    if (err) 
        goto bail;
 
    // Get the extraction channel layout and map the output device
    err = SetOutputUnitChannelLayout(theOutputUnit, layout, layoutSize);
    if (err) 
        goto bail;
                                      
    // Initialize the graph
    err = AUGraphInitialize(*graphUnit);
    if (err) 
        goto bail;
        
bail:
    if (err && (*graphUnit != nil))
        AUGraphClose(*graphUnit);
    return (err);       
}
 
// Start the player graph running.
OSStatus StartAUGraphPlayer(AUGraphPlayerRef graphUnit)
{
    OSStatus    err = noErr;
    UInt32      numNodes;
    AudioUnit   playerUnit = nil;
 
    // Start the AUGraph
    err = AUGraphStart(graphUnit);
    if (err)
        goto bail;
 
    // Locate the AUScheduledSoundPlayer that we need to start.
    // It was added last, so its node number is the node count.
    err = AUGraphGetNodeCount(graphUnit, &numNodes);
    if (!err)
        err = AUGraphGetNodeInfo(graphUnit, numNodes, nil, nil, nil, &playerUnit);
    if (err || (playerUnit == nil))
        goto bail;
    
    // Start playback of the scheduledPlayer unit by setting its start time.
    AudioTimeStamp theTimeStamp = {0};
 
    theTimeStamp.mFlags = kAudioTimeStampSampleTimeValid;
    theTimeStamp.mSampleTime = -1.;     // start now
    err = AudioUnitSetProperty(playerUnit,
                kAudioUnitProperty_ScheduleStartTimeStamp, kAudioUnitScope_Global, 0,
                &theTimeStamp, sizeof(theTimeStamp));
 
bail:
    return (err);
}
 
void StopAUGraphPlayer(AUGraphPlayerRef graphUnit)
{
    if (graphUnit != nil) { 
        (void) AUGraphStop(graphUnit);
        (void) AUGraphUninitialize(graphUnit);
    }
}
 
void CloseAUGraphPlayer(AUGraphPlayerRef graphUnit)
{
    if (graphUnit != nil) { 
        StopAUGraphPlayer(graphUnit);
        (void) AUGraphClose(graphUnit);
    }
}