audiounit

iOS Audio unit cut sound above some frequency

别等时光非礼了梦想. 提交于 2019-12-09 21:32:35
问题 I have some problem with received sound (UDP WiFi) and I want clear it as much as I can. So at start I want cut off sounds above some frequency. Clearly I got raw data from socket, then I copy it to output buffer. I'm sure that exact cut off should be done right there. Could You suggest me? My current callback code static OSStatus outputCallback(void *udata, AudioUnitRenderActionFlags *flags, const AudioTimeStamp *ts, UInt32 busnum, UInt32 nframes, AudioBufferList *buflist) { NXAudioDevice

Low latency input/output AudioQueue

旧街凉风 提交于 2019-12-09 07:13:14
问题 I have two iOS AudioQueues - one input that feeds samples directly to one output. Unfortunately, there is an echo effect that is quite noticeable :( Is it possible to do low latency audio using AudioQueues or do I really need to use AudioUnits? (I have tried the Novocaine framework that uses AudioUnits and here the latency is much smaller. I've also noticed this framework seems to use less CPU resources. Unfortunately, I was unable to use this framework in my Swift project without major

Use Audio Unit I/O to create audio on the fly?

↘锁芯ラ 提交于 2019-12-09 00:55:03
问题 I am doing a POC in which I need to create an app which fetches Input from iPhone mic and outs the output to the Bluetooth headset/speakers. I referred the following code http://www.stefanpopp.de/2011/capture-iphone-microphone/ The code works flawlessly but it produces the output via In-Call Speakers. Can anyone suggest where I should edit the code to re-route the output to Bluetooth Speakers? 来源: https://stackoverflow.com/questions/20393249/use-audio-unit-i-o-to-create-audio-on-the-fly

How do I apply effect to mic input?(iOS Core Audio & Audio Graph)

懵懂的女人 提交于 2019-12-08 06:15:16
问题 I would like to develop application on iOS5 that get voice and apply effect(high pass filer, delay, and so on) to it and output it from speaker. I tried RemoteIO(input) -> effect ->RemoteIO(output) but it didn't work. AudioComponentDescription cd; cd.componentType = kAudioUnitType_Output; cd.componentSubType = kAudioUnitSubType_RemoteIO; cd.componentManufacturer = kAudioUnitManufacturer_Apple; cd.componentFlags = 0; cd.componentFlagsMask = 0; AUGraphAddNode(self.auGraph, &cd, &remoteIONode);

Unable to Save Performance Parameters in AUSampler

江枫思渺然 提交于 2019-12-08 04:43:14
问题 I'm trying to connect a performance parameter to control the amplifier gain of an AUSampler in AU Lab but I'm unable to save the parameter. When I click to another tab I get a message that says: You have a partially created performance parameter. Any changes will be lost. Would you like to continue editing your performance parameter or discard changes and leave the parameter editor? Does anyone know how to finalize the parameter? I believe I have connected it properly but it seems like I'm

Triggering UI code from Audio Unit Render Proc on iOS

你。 提交于 2019-12-08 04:08:53
问题 I have a Multichannel Mixer audio unit playing back audio files in an iOS app, and I need to figure out how to update the app's UI and perform a reset when the render callback hits the end of the longest audio file (which is set up to run on bus 0). As my code below shows I am trying to use KVO to achieve this (using the boolean variable tapesUnderway - the AutoreleasePool is necessary as this Objective-C code is running outside of its normal domain, see http://www.cocoabuilder.com/archive

My custom Audio Unit opens in AU Lab but not Garageband or Ableton

旧城冷巷雨未停 提交于 2019-12-07 21:54:54
问题 I created a filter AU in Xcode as a project for a signals class I'm taking,and I can open it just fine in AU Lab from my components folder, but I cant seem to open it in a DAW. Can anyone help me get to the bottom of this? Could it be a setting in the .plist file? There is no error in the code because the AU works perfectly in AU lab. If anybody has an idea help would be much appreciated and I can supply any information you might need. 回答1: I made the investigation I mentioned in my comments

multi track mp3 playback for iOS application

偶尔善良 提交于 2019-12-07 18:17:02
问题 I am doing an application that involves playing back a song in a multi track format (drums, vocals, guitar, piano, etc...). I don't need to do any fancy audio processing to each track, all I need to be able to do is play, pause, and mute/unmute each track. I had been using multiple instances of AVAudioPlayer but when performing device testing, I noticed that the tracks are playing very slightly out of sync when they are first played. Furthermore, when I pause and play the tracks they continue

Unable to Save Performance Parameters in AUSampler

耗尽温柔 提交于 2019-12-07 11:37:42
I'm trying to connect a performance parameter to control the amplifier gain of an AUSampler in AU Lab but I'm unable to save the parameter. When I click to another tab I get a message that says: You have a partially created performance parameter. Any changes will be lost. Would you like to continue editing your performance parameter or discard changes and leave the parameter editor? Does anyone know how to finalize the parameter? I believe I have connected it properly but it seems like I'm missing the last step. I've also noticed there is a gear icon in Apple's docs that shows the performance

AURenderCallback in Swift

孤街浪徒 提交于 2019-12-07 05:28:29
问题 I am creating an application that uses Audio Units, and while there are many examples of code in Objective-C (including Apple's own aurioTouch and others) I am attempting to code the entire thing in Swift. I have been able to set up my AUGraph and run some audio through it, but I cannot seem to figure out the syntax for the render callbacks. I have tried a couple of methods: Method 1: Create an AURenderCallback directly let render : AURenderCallback = { ( inRefCon: UnsafeMutablePointer<Void>,