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Playing a sound file through Core Audio requires learning a few basic concepts. One of the most important concepts to understand is the role of an AudioUnit within Core Audio. AudioUnits are a single processing unit that either is a source of audio data (for example, a software synthesizer), a destination of audio data (for example an AudioUnit that wraps an audio device), or both a source and destination, for example a DSP unit, such as a reverb, that takes audio data and processes or transforms this data. For more information on Audio units please refer to Audio and MIDI on Mac OS X . This example will use an AudioUnit and an AudioConverter to convert audio data from a file format so it can be played and managed by Core Audio. Setting up the Default Output AudioUnitAudioUnits are used for a variety of purposes; to generate, process, receive, or otherwise manipulate streams of audio. They can either be a source of data (for example, a software synthesizer), a destination of audio data (for example an AudioUnit serves as an interface to a Audio Device) or both. They are building blocks that may be used singly or connected together to form an audio signal graph. An AudioUnit is also a component, which is a piece of code that provides a defined set of services to one or more clients. A predefined AudioUnit in the AudioUnit framework is the Default Output AudioUnit, which is an interface to the device selected by the user in the sound preference panel. This AudioUnit can easily be constructed by using a Listing 1: Constructing a DefaultOutputAudioUnit //An AudioUnit is an OS component. //A component description must be setup, then used to //initialize an AudioUnit ComponentDescription desc; Component comp; //There are several Different types of AudioUnits. //Some audio units serve as Outputs, Mixers, or DSP //units. See AUComponent.h for listing desc.componentType = kAudioUnitType_Output; //Every Component has a subType, which will give a clearer picture //of what this components function will be. desc.componentSubType = kAudioUnitSubType_DefaultOutput; //All AudioUnits in AUComponent.h must use //"kAudioUnitManufacturer_Apple" as the Manufacturer desc.componentManufacturer = kAudioUnitManufacturer_Apple; desc.componentFlags = 0; desc.componentFlagsMask = 0; //Finds a component that meets the desc spec's comp = FindNextComponent(NULL, &desc); if (comp == NULL) exit (-1); //gains access to the services provided by the component err = OpenAComponent(comp, theOutputUnit); Because AudioUnits are used for a variety of audio processing on audio streams, they have many internal properties. The properties of an AudioUnit can easily be modified by using the One of the most important properties of an AudioUnit is its stream format. Stream formats describe the nature of a stream of audio data. They provide formatting information on a stream of data like sample rates, data packet information and encoding types. Stream formats are stored in structures called AudioStreamBasicDescriptions (ASBD) that are used widely throughout Core Audio. Because AudioUnits can be viewed as having two ends, an input and output, the stream format of the input and output should be set before using the AudioUnit. To obtain the current output stream format selected by a user, a call to Listing 2: Using AudioUnit Get and Set routines //AudioUnit *theUnit - points to the current AudioUnit //AudioStreamBasicDescription *theDesc - current ASBD for user output /***Getting the size of a Property***/ UInt32 size; //Gets the size of the Stream Format Property and if it is writable OSStatus result = AudioUnitGetPropertyInfo(*theUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, &size, &outWritable); //Get the current stream format of the output result = AudioUnitGetProperty (*theUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, theDesc, &size); //Set the stream format of the output to match the input result = AudioUnitSetProperty (*theUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, theInputBus, theDesc, size); Initialize the AudioUnit with We must also specify where this AudioUnit will obtain its input data from by setting up its render callback. This can be done by setting the Listing 3: Setting the Rendering Callback for a AudioUnit OSStatus SetupCallbacks(AudioUnit *theOutputUnit, AURenderCallbackStruct *renderCallback) { OSStatus err= noErr; memset(renderCallback, 0, sizeof(AURenderCallbackStruct)); //inputProc takes a name of a method that will be used as the //input procedure when rendering data to the AudioUnit. //The input procedure will be called only when the Audio Converter needs //more data to process. //Set "fileRenderProc" as the name of the input proc renderCallback->inputProc = MyFileRenderProc; //Can pass ref Con with callback, but this isnt needed in out example renderCallback->inputProcRefCon =0; //Sets the callback for the AudioUnit to the renderCallback err = AudioUnitSetProperty (*theOutputUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Input, 0, renderCallback, sizeof(AURenderCallbackStruct)); //Note: Some old V1 examples may use //"kAudioUnitProperty_SetInputCallback" which existed in //the old API, instead of "kAudioUnitProperty_SetRenderCallback". //"kAudioUnitProperty_SetRenderCallback" should //be used from now on. return err; } Getting information from an Audio FileThe AudioFile API provides an interface for creating, opening, modifying and saving audio files. After a sound file is opened, information can be obtained regarding format and size of the file. Before playing an Listing 4: Getting information from an audio file UInt64 gTotalPacketCount=0; UInt64 gFileByteCount =0; UInt32 gMaxPacketSize =0; ... OSStatus GetFileInfo(FSRef *fileRef, AudioFileID *fileID, AudioStreamBasicDescription *fileASBD, const char *fileName) { OSStatus err= noErr; UInt32 size; //Obtain filesystem reference to the file using the file path FSPathMakeRef ((const UInt8 *)fileName, fileRef, 0); //Open an AudioFile and obtain AudioFileID using the file system ref err = AudioFileOpen(fileRef, fsRdPerm,0,fileID); size = sizeof(AudioStreamBasicDescription); memset(fileASBD, 0, size); //Fetch the AudioStreamBasicDescription of the audio file. we can //skip calling AudioFileGetPropertyInfo because we already know the //size of a ASBD err = AudioFileGetProperty(*fileID, kAudioFilePropertyDataFormat, &size, fileASBD); if(err) return err; //We need to get the total packet count, byte count, and max packet size //Theses values will be used later when grabbing data from the //audio file in the input callback procedure. size = sizeof(gTotalPacketCount); //type is UInt64 err = AudioFileGetProperty(*fileID, kAudioFilePropertyAudioDataPacketCount, &size, &gTotalPacketCount); if(err) return err; size = sizeof(gFileByteCount); //type is UInt64 err = AudioFileGetProperty(*fileID, kAudioFilePropertyAudioDataByteCount, &size, &gFileByteCount); if(err) return err; size = sizeof(gMaxPacketSize); //type is UInt32 err = AudioFileGetProperty(*fileID, kAudioFilePropertyMaximumPacketSize, &size, &gMaxPacketSize); if(err) return err; return err; } Setting up the Audio ConverterAudio Converters should be used when decoding or encoding audio data. AudioConverters can handle changing sample rates and integer <=> float conversions. A very common use of the Listing 5: Creating a new Audio Converter instance AudioStreamBasicDescription *source_AudioStreamBasicDescription; AudioStreamBasicDescription *destination_AudioStreamBasicDescription; AudioConverterRef *converter; ... AudioConverterNew(source_AudioStreamBasicDescription, destination_AudioStreamBasicDescription , converter); Rendering audio dataUse Listing 6: Reading from an audio file into memory //Reads the entire audio file into memory. No Conversions are done here. OSStatus ReadFileIntoMem() { OSStatus err = noErr; //total bytes read from audio file UInt32 bytesReturned = 0; //total amount of packets in audio file UInt32 packets =gTotalPacketCount; //alloc a buffer of memory to hold the data read from disk. gEntireFileBuffer = malloc(gFileByteCount); memset(gEntireFileBuffer, 0, gFileByteCount); //Read in the ENTIRE file into a memory buffer err = AudioFileReadPackets (*gSourceAudioFileID, false, &bytesReturned, NULL, 0, &packets, gEntireFileBuffer); return err; } To actually begin the conversion of data obtained from the Audio File, the AudioUnit must be started by calling Listing 7: Example Render using AudioConverterFillComplexBuffer OSStatus MyFileRenderProc(void *inRefCon, AudioUnitRenderActionFlags *inActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumFrames, AudioBufferList *ioData) { OSStatus err= noErr; //To obtain a data buffer of converted data from a complex input //source(compressed files, etc.) use AudioConverterFillComplexBuffer. AudioConverterFillComplexBuffer(converter, MyACComplexInputProc , 0 , &inNumFrames, ioData, 0); return err; } /* Parameters for AudioConverterFillComplexBuffer() converter - the converter being used MyACComplexInputProc() - input procedure to supply data to the Audio Converter. inNumFrames - The amount of requested data on input. On output, this number is the amount actually received. ioData - Buffer of the converted data recieved on return */ This is an example of an input procedure that supplies data to an Audio Converter. The parameters of this callback are determined by what was included in the Listing 8: Example Complex Input Procedure reading from an Audio File OSStatus MyACComplexInputProc (AudioConverterRef inAudioConverter, UInt32 *ioNumberDataPackets, AudioBufferList *ioData, AudioStreamPacketDescription **outDataPacketDescription, void *inUserData) { OSStatus err = noErr; UInt32 bytesCopied = 0; // initialize in case of failure ioData->mBuffers[0].mData = NULL; ioData->mBuffers[0].mDataByteSize = 0; //if there are not enough packets to satisfy request, //then read what's left if (gPacketOffset + *ioNumberDataPackets > gTotalPacketCount) *ioNumberDataPackets = gTotalPacketCount - gPacketOffset; // do nothing if there are no packets available if (*ioNumberDataPackets) { if (gSourceBuffer != NULL) { free(gSourceBuffer); gSourceBuffer = NULL; } //the total amount of data requested by the AudioConverter bytesCopied = *ioNumberDataPackets * gMaxPacketSize; //alloc a small buffer for the AudioConverter to use. gSourceBuffer = (void *) calloc (1, bytesCopied); //copy the amount of data needed (bytesCopied) //from buffer of audio file memcpy(gSourceBuffer, gEntireFileBuffer + gByteOffset,bytesCopied); // keep track of where we want to read from next time gByteOffset +=*ioNumberDataPackets * gMaxPacketSize; gPacketOffset += *ioNumberDataPackets; // tell the Audio Converter where it's source data is ioData->mBuffers[0].mData = gSourceBuffer; // tell the Audio Converter how much data in each buffer ioData->mBuffers[0].mDataByteSize = bytesCopied; } else { // there aren't any more packets to read. // Set the amount of data read (mDataByteSize) to zero // and return noErr to signal the AudioConverter there are // no packets left. ioData->mBuffers[0].mData = NULL; ioData->mBuffers[0].mDataByteSize = 0; gIsPlaying=FALSE; err = noErr; } return err; } ConclusionCore Audio will give you more control over audio in Mac OS X. Audio data processed in Core Audio has greater resolution and performance than the Sound Manager, which enables you to give a better audio experience to customers. References
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Posted: 2006-11-15 |
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