How do you read audio samples via AVAssetReader? I\'ve found examples of duplicating or mixing using AVAssetReader, but those loops are always controlled by the AVAssetWrite
AVAssetReader *reader = [[AVAssetReader alloc] initWithAsset:asset error:&error];
AVAssetTrack *track = [[asset tracksWithMediaType:AVMediaTypeAudio] objectAtIndex:0];
NSDictionary *settings = @{ AVFormatIDKey : [NSNumber numberWithInt:kAudioFormatLinearPCM] };
AVAssetReaderTrackOutput *readerOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:track
outputSettings:settings];
[reader addOutput:readerOutput];
[reader startReading];
CMSampleBufferRef sample = [readerOutput copyNextSampleBuffer];
while ( sample )
{
sample = [readerOutput copyNextSampleBuffer];
if ( ! sample )
{
continue;
}
CMBlockBufferRef buffer = CMSampleBufferGetDataBuffer(sample);
size_t lengthAtOffset;
size_t totalLength;
char *data;
if ( CMBlockBufferGetDataPointer( buffer, 0, &lengthAtOffset, &totalLength, &data ) != noErr )
{
NSLog(@"error!");
break;
}
// do something with data...
CFRelease(sample);
}
To expand on @amrox's answer, you can get an AudioBufferList from the CMBlockBufferRef, e.g.
CMItemCount numSamplesInBuffer = CMSampleBufferGetNumSamples(buffer);
AudioBufferList audioBufferList;
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
buffer,
NULL,
&audioBufferList,
sizeof(audioBufferList),
NULL,
NULL,
kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment,
&buffer
);
for (int bufferCount=0; bufferCount < audioBufferList.mNumberBuffers; bufferCount++) {
SInt16* samples = (SInt16 *)audioBufferList.mBuffers[bufferCount].mData;
for (int i=0; i < numSamplesInBuffer; i++) {
// amplitude for the sample is samples[i], assuming you have linear pcm to start with
}
}
//Release the buffer when done with the samples
//(retained by CMSampleBufferGetAudioBufferListWithRetainedblockBuffer)
CFRelease(buffer);
The answers here are not generic. The call to CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer
might fail when the AudioBufferList
needs to be sized differently. When having non-intererleaved samples as example.
The correct way is to call CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer
twice. The first call queries the size needed for the AudioBufferList
and second one actually fills the AudioBufferList
.
size_t bufferSize = 0;
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
sampleBuffer,
&bufferSize,
NULL,
0,
NULL,
NULL,
0,
NULL
);
AudioBufferList *bufferList = malloc(bufferSize);
CMBlockBufferRef blockBuffer = NULL;
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(
sampleBuffer,
NULL,
bufferList,
bufferSize,
NULL,
NULL,
kCMSampleBufferFlag_AudioBufferList_Assure16ByteAlignment,
&blockBuffer
);
// handle audio here
free(bufferList);
CFRelease(blockBuffer);
In a real world example you must perform error handling and also you should not malloc every frame, instead cache the AudioBufferList
.