core-audio

How can I add an 'enhancement' sound filter in win7?

家住魔仙堡 提交于 2019-12-06 14:49:52
In windows 7, if one right clicks on the speaker icon in the taskbar, clicks playback devices, opens properties for one of the devices tab, then clicks the enhancements tab, one gets a list of filters ("Bass Boost" etc) that can be applied to that sound device. How can I register my own custom filter here? Please note that I am not an IHV - horrible hacks involving unsigned drivers, etc are acceptable, as this will be primarily for my own use. If you're an audio IHV you register them with your INF. The reference pages for them can be found here . Please note that to be used with Windows, sAPOs

No audio in video recording (using GPUImage) after initializing The Amazing Audio Engine

走远了吗. 提交于 2019-12-06 14:38:33
I'm using two third party tools in my project. One is "The Amazing Audio Engine" . I use this for audio filters. The other is GPUImage, or more specifically, GPUImageMovieWriter . When I record videos, I merge an audio recording with the video. This works fine. However, sometimes I do not use The Amazing Audio Engine and just record a normal video using GPUImageMovieWriter. The problem is, even just after initializing The Amazing Audio Engine, the video has only a fraction of a second of audio at the beginning, and then the audio is gone. + (STAudioManager *)sharedManager { static

Is AUGraph being deprecated on iOS? If so, when?

被刻印的时光 ゝ 提交于 2019-12-06 13:10:25
问题 I've heard rumblings that AUGraph is being deprecated on iOS, for example in this Twitter post: @marcoarment Your comment on @atpfm about needing to rewrite your audio engine: b/c of the looming AUGraph deprecation, or something else? Is AUGraph in fact being deprecated, and if so, when? Can somebody point me toward an official Apple document or announcement that clarifies this? 回答1: Indeed it will be deprecated as stated in the WWDC talk (Note: The picture is from the core audio mailing list

Core Audio AudioFIleReadPackets… looking for raw audio

白昼怎懂夜的黑 提交于 2019-12-06 12:41:53
问题 I'm trying to get raw audio data from a file (i'm used to seeing floating point values between -1 and 1). I'm trying to pull this data out of the buffers in real time so that I can provide some type of metering for the app. I'm basically reading the whole file into memory using AudioFileReadPackets. I've create a RemoteIO audio unit to do playback and inside of the playbackCallback, i'm supplying the mData to the AudioBuffer so that it can be sent to hardware. The big problem I'm having is

Swift AVAudioEngine crash: player started when in a disconnected state

天涯浪子 提交于 2019-12-06 12:10:08
问题 So my code below is supposed to replay the chimes.wav file over and over again, with a higher pitch, but crashes with the error at the bottom. Can anyone find what is causing this error? import UIKit import AVFoundation class aboutViewController: UIViewController { var audioEngine: AVAudioEngine = AVAudioEngine() var audioFilePlayer: AVAudioPlayerNode = AVAudioPlayerNode() override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view, typically from a nib

aurioTouch sample app's audio playback/thru not working?

回眸只為那壹抹淺笑 提交于 2019-12-06 11:54:41
According to Apple's description, the aurioTouch sample app is suppose to "get the audio input and copy it to the output", which I think means that the app will playback/thru any sound the iPhone's mike picks up through the iPhone's speakers. When I loaded the app onto my iPhone (updated to 2.2), however, the playthru feature does not seem to work at all. The on-screen oscilliscope reponds as expected to voices and sounds, so the audio input half of the app is clearly working. Yes, I have tried toggling the app's "MUTE" button, and yes, I made sure the iPhone's "ringer/silent" switch is not

AudioFileReadPacketData returns -50 when passed valid file

你。 提交于 2019-12-06 10:41:49
问题 I've spent some time attempting to debug this on my own but I can't seem to get the AudioFileReadPacketData to correctly read the passed in data. This is based almost directly off of the Apple AudioQueueServices Guide . class SVNPlayer: SVNPlayback { var queue: AudioQueueRef? var audioFormat: AudioStreamBasicDescription! var playbackFile: AudioFileID? var packetDesc: AudioStreamPacketDescription! var isDone = false var packetPosition: Int64 = 0 var numPacketsToRead = UInt32() private let

Writing bytes to audio file using AUHAL audio unit

不想你离开。 提交于 2019-12-06 10:08:59
问题 I am trying to create a wav file from the sound input I get from the default input device of my macbook (built-in mic). However, the resultant file when imported to audacity as raw data is complete garbage. First I initialize the audio file reference so I can later write to it in the audio unit input callback. // struct contains audiofileID as member MyAUGraphPlayer player = {0}; player.startingByte = 0; // describe a PCM format for audio file AudioStreamBasicDescription format = { 0 };

CoreAudio - how to determine the end of the playing aac file

杀马特。学长 韩版系。学妹 提交于 2019-12-06 08:52:35
I am playing with CoreAudio on the iPhone, and I am unable to find how to know when the song has finished to play. I put a property listener on kAudioQueueProperty_IsRunning , it is working when starting playing but not at the end of the file. It's work when I stop AudioQueue... Do you have an idea ? Thanks a lot. PS : I am using sample code from the excellent book iPhone Cool Projects : http://apress.com/book/downloadfile/4453 Edit : there’s a bug in the code that went out with the book. The fix requires a small modification to -[AudioPlayer audioRequestDidFinish:] so that it calls [queue

Example of saving audio from RemoteIO?

淺唱寂寞╮ 提交于 2019-12-06 08:05:30
I've searched around but haven't found any good examples or tutorials of saving audio out of a RemoteIO Audio Unit. My setup: Using the MusicPlayer API, I have several AUSamplers -> MixerUnit -> RemoteIO Audio playback works great. I would like to add functionality to save the audio output to a file. Would I do this in a render callback on the RemoteIO? Any tips or pointers to example code much appreciated! Due to the tight latency requirements of Audio Unit callbacks, one should not to do any synchronous file access (or any other calls that could potentially block, involve memory management