The title pretty much sums up what I'm trying to achieve. I am trying to use Michael Tyson's TPCircularBuffer inside of a render callback while the circular buffer is getting filled with incoming audio data. I want to send the audio from the render callback to the output element of the RemoteIO audio unit so I can hear it through the device speakers.
The audio is interleaved stereo 16 bit coming in as packets of 2048 frames. Here's how I've set up my audio session:
#define kInputBus 1
#define kOutputBus 0
NSError *err = nil;
NSTimeInterval ioBufferDuration = 46;
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryOptionMixWithOthers error:&err];
[session setPreferredIOBufferDuration:ioBufferDuration error:&err];
[session setActive:YES error:&err];
AudioComponentDescription defaultOutputDescription;
defaultOutputDescription.componentType = kAudioUnitType_Output;
defaultOutputDescription.componentSubType = kAudioUnitSubType_RemoteIO;
defaultOutputDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
defaultOutputDescription.componentFlags = 0;
defaultOutputDescription.componentFlagsMask = 0;
AudioComponent defaultOutput = AudioComponentFindNext(NULL, &defaultOutputDescription);
NSAssert(defaultOutput, @"Can't find default output.");
AudioComponentInstanceNew(defaultOutput, &remoteIOUnit);
UInt32 flag = 0;
OSStatus status = AudioUnitSetProperty(remoteIOUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, kOutputBus, &flag, sizeof(flag));
size_t bytesPerSample = sizeof(AudioUnitSampleType);
AudioStreamBasicDescription streamFormat = {0};
streamFormat.mSampleRate = 44100.00;
streamFormat.mFormatID = kAudioFormatLinearPCM;
streamFormat.mFormatFlags = kAudioFormatFlagsCanonical;
streamFormat.mBytesPerPacket = bytesPerSample;
streamFormat.mFramesPerPacket = 1;
streamFormat.mBytesPerFrame = bytesPerSample;
streamFormat.mChannelsPerFrame = 2;
streamFormat.mBitsPerChannel = bytesPerSample * 8;
streamFormat.mReserved = 0;
status = AudioUnitSetProperty(remoteIOUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, kInputBus, &streamFormat, sizeof(streamFormat));
AURenderCallbackStruct callbackStruct;
callbackStruct.inputProc = render;
callbackStruct.inputProcRefCon = self;
status = AudioUnitSetProperty(remoteIOUnit, kAudioUnitProperty_SetRenderCallback, kAudioUnitScope_Global, kOutputBus, &callbackStruct, sizeof(callbackStruct));
And here's where the audio data gets loaded into the circular buffer and used in the render callback:
#define kBufferLength 2048
-(void)loadBytes:(Byte *)byteArrPtr{
TPCircularBufferProduceBytes(&buffer, byteArrPtr, kBufferLength);
}
OSStatus render(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
AUDIOIO *audio = (__bridge AUDIOIO *)inRefCon;
AudioSampleType *outSample = (AudioSampleType *)ioData->mBuffers[0].mData;
//Zero outSample
memset(outSample, 0, kBufferLength);
int bytesToCopy = ioData->mBuffers[0].mDataByteSize;
SInt16 *targetBuffer = (SInt16 *)ioData->mBuffers[0].mData;
//Pull audio
int32_t availableBytes;
SInt16 *buffer = TPCircularBufferTail(&audio->buffer, &availableBytes);
memcpy(targetBuffer, buffer, MIN(bytesToCopy, availableBytes));
TPCircularBufferConsume(&audio->buffer, MIN(bytesToCopy, availableBytes));
return noErr;
}
There is something wrong with this setup because I am not getting any audio through the speakers, but I'm also not getting any errors when I test on my device. As far as I can tell the TPCircularBuffer is being filled and read from correctly. I've followed the Apple documentation for setting up the audio session. I am considering trying to set up an AUGraph next but I want to see if anyone could suggest a solution for what I'm trying to do here. Thanks!
For stereo (2 channels per frame), your bytes per frame and bytes per packet have to be twice your sample size in bytes. Same with bits per channel in terms of bits.
Added: If availableBytes/yourFrameSize isn't almost always as large or larger than inNumberFrames, you won't get much continuous sound.