I’ve had nasty old time trying to get some audio stuff going on the iPhone, no thanks to Apple’s lack of documentation. I have a feeling it’s all still quite hush-hush, so no details here, but if you’re an iPhone developer interested in getting RemoteIO/IO Remote/whatever it’s called working on the iPhone… Do I have good news for you.
Read on here, at the Developer forums
Drop me a line if you find this helpful.
Update: I’m told the new NDA is pretty much all-good with blog postings. So, read on for the goods.
Update 2: Thanks to Joel Reymont, we now have an explanation for the “CrashIfClientProvidedBogusAudioBufferList” iPhone simulator bug: The simulator doesn’t like mono audio. Thanks, Joel!
So, we need to obtain an instance of the RemoteIO audio unit, configure it, and hook it up to a recording callback, which is used to notify you that there is data ready to be grabbed, and where you pull the data from the audio unit.
Overview
- Identify the audio component (kAudioUnitType_Output/ kAudioUnitSubType_RemoteIO/ kAudioUnitManufacturerApple)
- Use AudioComponentFindNext(NULL, &descriptionOfAudioComponent) to obtain the AudioComponent, which is like the factory with which you obtain the audio unit
- Use AudioComponentInstanceNew(ourComponent, &audioUnit) to make an instance of the audio unit
- Enable IO for recording and possibly playback with AudioUnitSetProperty
- Describe the audio format in an AudioStreamBasicDescription structure, and apply the format using AudioUnitSetProperty
- Provide a callback for recording, and possibly playback, again using AudioUnitSetProperty
- Allocate some buffers
- Initialise the audio unit
- Start the audio unit
- Rejoice
Here’s my code: I’m using both recording and playback. Use what applies to you!
Initialisation
Initialisation looks like this. We have a member variable of type AudioComponentInstance which will contain our audio unit.
The audio format described below uses SInt16 for samples (i.e. signed, 16 bits per sample)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | #define kOutputBus 0 #define kInputBus 1 // ... OSStatus status; AudioComponentInstance audioUnit; // Describe audio component AudioComponentDescription desc; desc.componentType = kAudioUnitType_Output; desc.componentSubType = kAudioUnitSubType_RemoteIO; desc.componentFlags = 0; desc.componentFlagsMask = 0; desc.componentManufacturer = kAudioUnitManufacturer_Apple; // Get component AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc); // Get audio units status = AudioComponentInstanceNew(inputComponent, &audioUnit); checkStatus(status); // Enable IO for recording UInt32 flag = 1; status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kInputBus, &flag, sizeof(flag)); checkStatus(status); // Enable IO for playback status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, kOutputBus, &flag, sizeof(flag)); checkStatus(status); // Describe format audioFormat.mSampleRate = 44100.00; audioFormat.mFormatID = kAudioFormatLinearPCM; audioFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked; audioFormat.mFramesPerPacket = 1; audioFormat.mChannelsPerFrame = 1; audioFormat.mBitsPerChannel = 16; audioFormat.mBytesPerPacket = 2; audioFormat.mBytesPerFrame = 2; // Apply format status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &audioFormat, sizeof(audioFormat)); checkStatus(status); status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, kOutputBus, &audioFormat, sizeof(audioFormat)); checkStatus(status); // Set input callback AURenderCallbackStruct callbackStruct; callbackStruct.inputProc = recordingCallback; callbackStruct.inputProcRefCon = self; status = AudioUnitSetProperty(audioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, kInputBus, &callbackStruct, sizeof(callbackStruct)); checkStatus(status); // Set output callback callbackStruct.inputProc = playbackCallback; callbackStruct.inputProcRefCon = self; status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Global, kOutputBus, &callbackStruct, sizeof(callbackStruct)); checkStatus(status); // Disable buffer allocation for the recorder (optional - do this if we want to pass in our own) flag = 0; status = AudioUnitSetProperty(audioUnit, kAudioUnitProperty_ShouldAllocateBuffer, kAudioUnitScope_Output, kInputBus, &flag, sizeof(flag)); // TODO: Allocate our own buffers if we want // Initialise status = AudioUnitInitialize(audioUnit); checkStatus(status); |
Then, when you’re ready to start:
1 2 | OSStatus status = AudioOutputUnitStart(audioUnit); checkStatus(status); |
And to stop:
1 2 | OSStatus status = AudioOutputUnitStop(audioUnit); checkStatus(status); |
Then, when we’re finished:
1 | AudioUnitUninitialize(audioUnit); |
And now for our callbacks.
Recording
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 | static OSStatus recordingCallback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) { // TODO: Use inRefCon to access our interface object to do stuff // Then, use inNumberFrames to figure out how much data is available, and make // that much space available in buffers in an AudioBufferList. AudioBufferList *bufferList; // <- Fill this up with buffers (you will want to malloc it, as it's a dynamic-length list) // Then: // Obtain recorded samples OSStatus status; status = AudioUnitRender([audioInterface audioUnit], ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, bufferList); checkStatus(status); // Now, we have the samples we just read sitting in buffers in bufferList DoStuffWithTheRecordedAudio(bufferList); return noErr; } |
Playback
1 2 3 4 5 6 7 8 9 10 11 | static OSStatus playbackCallback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) { // Notes: ioData contains buffers (may be more than one!) // Fill them up as much as you can. Remember to set the size value in each buffer to match how // much data is in the buffer. return noErr; } |
Finally, rejoice with me in this discovery ;)
Resources that helped
- http://pastie.org/pastes/219616
- http://developer.apple.com/samplecode/CAPlayThrough/listing8.html
- http://listas.apesol.org/pipermail/svn-libsdl.org/2008-July/000797.html
No thanks at all to Apple for their lack of accessible documentation on this topic – They really have a long way to go here! Also boo to them with their lack of search engine, and refusal to open up their docs to Google. It’s a jungle out there!
Update: You can adjust the latency of RemoteIO (and, in fact, any other audio framework) by setting the kAudioSessionProperty_PreferredHardwareIOBufferDuration property:
float aBufferLength = 0.005; // In seconds AudioSessionSetProperty(kAudioSessionProperty_PreferredHardwareIOBufferDuration, sizeof(aBufferLength), &aBufferLength);
This adjusts the length of buffers that’re passed to you – if buffer length was originally, say, 1024 samples, then halving the number of samples halves the amount of time taken to process them.
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97 Comments
Nice work on putting together this example. Yours and Aran’s(http://sites.google.com/site/iphonecoreaudiodevelopment/remoteio-playback) hard work have helped greatly in getting a jumpstart with core audio on the that popular mobile device…
Hi,
Code incredibly helpful indeed, both yours and Aran’s, so many thanks for these. Quick question: I’m trying to lower the volume with a slider. Works fine when I go up (multiplying the Uint32 of the signal by integer) BUT fails completely (sound distorted, yet recognizable) when I divide. So obviously I’m doing it wrong, but I don’t know why. I’ve tried shifting instead of dividing, same thing. Clues welcome :)
Hi Guillaume, Hmm, try casting to float/double first.. e.g. sample = (float)sample * volume;
It may be doing integer division, which would result in distortion. Good luck!
You & Aran were right, it is a cast problem. Casting to signed int did the trick. Heartfelt thanks for the advice, and for your outstanding contribution!
Hi Michael,
I have got an app working using your example above having the audio from the mic going straight through to playback callback. However I am having problems getting the audio to come out of the speaker rather than the earpiece.
I have tried setting the route to be kAudioSessionOverrideAudioRoute_Speaker but it doesn’t seem to do anything. I was reading in your blog about Loopy that you had a problem with feedback because of audio coming out of the speaker, but how did you do it?
Thanks
It’s useful. But I still do not understand how to copy input samples to output. Is there a complete example of a playthru with, in the middle, a callback that perform some sort of modification (e.g. a volume)?
Thank you for this simple walkthrough! I’m going to use this as reference while doing some experimentation with Pandora.
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[...] complexity and move on to Audio Toolbox (or perhaps even Core Audio… a DevForums thread and a blog by developer Michael Tyson report extremely low latency by using the RemoteIO audio unit [...]