AudioToolbox

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

Posts under AudioToolbox tag

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Implementing Multi-Channel Audio Recording on iOS with Built-In and External Mics
Hi there community, First and foremost, a big thank you to everyone who takes the time to read this. TL;DR: How, if even possible, can I record multiple audio streams simultaneously on an iOS application (iPad/iPhone)? I'm working on a recorder for the iPad to gather data for a machine learning project focused on speech recognition. Our goal is to capture extensive speech data, which requires recording from multiple microphones. Specifically, I need to record from all mics connected to our Scarlett 4i4 audio interface and, most importantly, also record from the built-in mic on the iPad or iPhone at the same time. As a newcomer to Swift development, I initially explored AVAudioRecorder. However, I quickly realized that it only supports one active audio node at a time, making multi-channel recording impossible. (perhaps you can proof me wrong, would make my day) Next, I transitioned to using AVAudioEngine, but encountered the same limitation: I couldn't manage to get input nodes for both the built-in mic and the Scarlett interface channels simultaneously. The application started behaving oddly, often resulting in identical audio data being recorded across all files. Determined to find a solution, I delved deeper into the Core Audio framework, specifically using Audio Toolbox. My approach involved creating and configuring multiple Audio Units, each corresponding to a different audio input device. Here's a brief overview of my current implementation: Listing Available Input Devices: I used AVAudioSession to enumerate all available input devices. Creating Audio Units: For each device, I created an Audio Unit and attempted to configure it for recording. Setting Up Callbacks: I set up input and output callbacks to handle the audio processing. Despite my efforts over the last few days, I haven't had much success. The callbacks for the Audio Units don't seem to be invoked correctly, and I'm struggling to achieve simultaneous multi-channel recording. Below is a snippet of my latest attempt: let audioUnitCallback: AURenderCallback = { ( inRefCon: UnsafeMutableRawPointer, ioActionFlags: UnsafeMutablePointer<AudioUnitRenderActionFlags>, inTimeStamp: UnsafePointer<AudioTimeStamp>, inBusNumber: UInt32, inNumberFrames: UInt32, ioData: UnsafeMutablePointer<AudioBufferList>? ) -> OSStatus in guard let ioData = ioData else { return noErr } print("Input callback invoked") let audioUnit = inRefCon.assumingMemoryBound(to: AudioUnit.self).pointee var bufferList = AudioBufferList( mNumberBuffers: 1, mBuffers: AudioBuffer( mNumberChannels: 1, mDataByteSize: 0, mData: nil ) ) let status = AudioUnitRender(audioUnit, ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList) if status != noErr { print("AudioUnitRender failed: \(status)") return status } // Copy rendered data to output buffer let buffer = UnsafeMutableAudioBufferListPointer(ioData)[0] buffer.mData?.copyMemory(from: bufferList.mBuffers.mData!, byteCount: Int(bufferList.mBuffers.mDataByteSize)) buffer.mDataByteSize = bufferList.mBuffers.mDataByteSize print("Rendered audio data") return noErr } let outputCallback: AURenderCallback = { ( inRefCon: UnsafeMutableRawPointer, ioActionFlags: UnsafeMutablePointer<AudioUnitRenderActionFlags>, inTimeStamp: UnsafePointer<AudioTimeStamp>, inBusNumber: UInt32, inNumberFrames: UInt32, ioData: UnsafeMutablePointer<AudioBufferList>? ) -> OSStatus in guard let ioData = ioData else { return noErr } print("Output callback invoked") // Process the output data if needed return noErr } In essence, I'm stuck and in need of guidance. Has anyone here successfully implemented multi-channel recording on iOS, especially involving both built-in microphones and external audio interfaces? Any shared experiences, insights, or suggestions on how to proceed would be immensely appreciated. Thank you once again for your time and assistance!
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908
Jul ’24
getUserMedia not working in background for UIWebView
I have a React website that uses getUserMedia to capture user audio. I'm displaying this website in an iOS mobile app using UIWebView in SwiftUI. The audio is correctly captured when the app is in focus. However, when the app goes to the home screen and runs in the background, the microphone audio gets cut off. This issue does not occur when the website is opened in iOS Safari. Here's my Info.plist and .entitlements file. I granted most, if not all, permissions for both files in an attempt to get it to work, but it still doesn't resolve the issue. Info.plist audio bluetooth-central bluetooth-peripheral external-accessory fetch location nearby-interaction processing push-to-talk remote-notification voip Entitlements.plist com.apple.developer.push-to-talk: true com.apple.developer.spatial-audio.profile-access: true inter-app-audio: true
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554
Jul ’24
API or SDK for Integrating Audible Files in iOS App
Hello Apple Community, I am developing an iOS app and would like to add a feature that allows users to play and organize Audible.com files within the app. Does Audible or the App Store provide any API or SDK for third-party apps to access and manage Audible content? If so, could you please provide some guidance on how to integrate it into my app? Thank you for your assistance! Best regards, Yes it labs
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775
Jul ’24
All SystemSoundID
In the AudioServicesPlaySystemSound function of AudioToolbox, you can enter the corresponding SystemSoundID to play some sound effects that come with the system. However, I can't be sure what sound effect each number corresponds to, so I want to know all the sound effects in visionOS and its corresponding SystemSoundID.
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636
Jul ’24