AVAudioNode

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Use the AVAudioNode abstract class for audio generation, processing, or I/O block.

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AVAudioEngine: audio input does not work on iOS 17 simulator
Hello, I'm facing an issue with Xcode 15 and iOS 17: it seems impossible to get AVAudioEngine's audio input node to work on simulator. inputNode has a 0ch, 0kHz input format, connecting input node to any node or installing a tap on it fails systematically. What we tested: Everything works fine on iOS simulators <= 16.4, even with Xcode 15. Nothing works on iOS simulator 17.0 on Xcode 15. Everything works fine on iOS 17.0 device with Xcode 15. More details on this here: https://github.com/Fesongs/InputNodeFormat Any idea on this? Something I'm missing? Thanks for your help ๐Ÿ™ Tom PS: I filed a bug on Feedback Assistant, but it usually takes ages to get any answer so I'm also trying here ๐Ÿ˜‰
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2.9k
Jan โ€™24
AVAudioMixerNode not mixing <1 node with voice processing formats
Hi there, I'm having some trouble with AVAudioMixerNode only working when there is a single input, and outputting silence or very quiet buzzing when >1 input node is connected. My setup has voice processing enabled, input going to a sink, and N source nodes going to the main mixer node, going to the output node. In all cases I am connecting nodes in the graph with the same declared format: 48kHz 1 channel Float32 PCM. This is working great for 1 source node, but as soon as I add a second it breaks. I can reproduce this behaviour in the SignalGenerator sample, when the same format is used everywhere. Again, it'll work fine with 1 source node even in this configuration, but add another and there's silence. Am I doing something wrong with formats here? Is this expected? As I understood it with voice processing on and use of a mixer node I should be able to use my own format essentially everywhere in my graph? My SignalGenerator modified repro example follows: import Foundation import AVFoundation // True replicates my real app's behaviour, which is broken. // You can remove one source node connection // to make it work even when this is true. let showBrokenState: Bool = true // SignalGenerator constants. let frequency: Float = 440 let amplitude: Float = 0.5 let duration: Float = 5.0 let twoPi = 2 * Float.pi let sine = { (phase: Float) -> Float in return sin(phase) } let whiteNoise = { (phase: Float) -> Float in return ((Float(arc4random_uniform(UINT32_MAX)) / Float(UINT32_MAX)) * 2 - 1) } // My "application" format. let format: AVAudioFormat = .init(commonFormat: .pcmFormatFloat32, sampleRate: 48000, channels: 1, interleaved: true)! // Engine setup. let engine = AVAudioEngine() let mainMixer = engine.mainMixerNode let output = engine.outputNode try! output.setVoiceProcessingEnabled(true) let outputFormat = engine.outputNode.inputFormat(forBus: 0) let sampleRate = Float(format.sampleRate) let inputFormat = format var currentPhase: Float = 0 let phaseIncrement = (twoPi / sampleRate) * frequency let srcNodeOne = AVAudioSourceNode { _, _, frameCount, audioBufferList -> OSStatus in let ablPointer = UnsafeMutableAudioBufferListPointer(audioBufferList) for frame in 0..<Int(frameCount) { let value = sine(currentPhase) * amplitude currentPhase += phaseIncrement if currentPhase >= twoPi { currentPhase -= twoPi } if currentPhase < 0.0 { currentPhase += twoPi } for buffer in ablPointer { let buf: UnsafeMutableBufferPointer<Float> = UnsafeMutableBufferPointer(buffer) buf[frame] = value } } return noErr } let srcNodeTwo = AVAudioSourceNode { _, _, frameCount, audioBufferList -> OSStatus in let ablPointer = UnsafeMutableAudioBufferListPointer(audioBufferList) for frame in 0..<Int(frameCount) { let value = whiteNoise(currentPhase) * amplitude currentPhase += phaseIncrement if currentPhase >= twoPi { currentPhase -= twoPi } if currentPhase < 0.0 { currentPhase += twoPi } for buffer in ablPointer { let buf: UnsafeMutableBufferPointer<Float> = UnsafeMutableBufferPointer(buffer) buf[frame] = value } } return noErr } engine.attach(srcNodeOne) engine.attach(srcNodeTwo) engine.connect(srcNodeOne, to: mainMixer, format: inputFormat) engine.connect(srcNodeTwo, to: mainMixer, format: inputFormat) engine.connect(mainMixer, to: output, format: showBrokenState ? inputFormat : outputFormat) // Put the input node to a sink just to match the formats and make VP happy. let sink: AVAudioSinkNode = .init { timestamp, numFrames, data in .zero } engine.attach(sink) engine.connect(engine.inputNode, to: sink, format: showBrokenState ? inputFormat : outputFormat) mainMixer.outputVolume = 0.5 try! engine.start() CFRunLoopRunInMode(.defaultMode, CFTimeInterval(duration), false) engine.stop()
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1.2k
Dec โ€™23