I am trying to figure out how to use Apple's Core Audio APIs to record and play back linear PCM audio without any file I/O. (The recording side seems to work just fine.)
The code I have is pretty short, and it works somewhat. However, I am having trouble with identifying the source of clicks and pops in the output. I've been beating my head against this for many days with no success.
I have posted a git repo here, with a command-line program program that shows where I'm at: https://github.com/maxharris9/AudioRecorderPlayerSwift/tree/main/AudioRecorderPlayerSwift
I put in a couple of functions to prepopulate the recording. The tone generator (makeWave
) and noise generator (makeNoise
) are just in here as debugging aids. I'm ultimately trying to identify the source of the messed up output when you play back a recording in audioData
:
// makeWave(duration: 30.0, frequency: 441.0) // appends to `audioData`
// makeNoise(frameCount: Int(44100.0 * 30)) // appends to `audioData`
_ = Recorder() // appends to `audioData`
_ = Player() // reads from `audioData`
Here's the player code:
var lastIndexRead: Int = 0
func outputCallback(inUserData: UnsafeMutableRawPointer?, inAQ: AudioQueueRef, inBuffer: AudioQueueBufferRef) {
guard let player = inUserData?.assumingMemoryBound(to: Player.PlayingState.self) else {
print("missing user data in output callback")
return
}
let sliceStart = lastIndexRead
let sliceEnd = min(audioData.count, lastIndexRead + bufferByteSize - 1)
print("slice start:", sliceStart, "slice end:", sliceEnd, "audioData.count", audioData.count)
if sliceEnd >= audioData.count {
player.pointee.running = false
print("found end of audio data")
return
}
let slice = Array(audioData[sliceStart ..< sliceEnd])
let sliceCount = slice.count
// doesn't fix it
// audioData[sliceStart ..< sliceEnd].withUnsafeBytes {
// inBuffer.pointee.mAudioData.copyMemory(from: $0.baseAddress!, byteCount: Int(sliceCount))
// }
memcpy(inBuffer.pointee.mAudioData, slice, sliceCount)
inBuffer.pointee.mAudioDataByteSize = UInt32(sliceCount)
lastIndexRead += sliceCount + 1
// enqueue the buffer, or re-enqueue it if it's a used one
check(AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, nil))
}
struct Player {
struct PlayingState {
var packetPosition: UInt32 = 0
var running: Bool = false
var start: Int = 0
var end: Int = Int(bufferByteSize)
}
init() {
var playingState: PlayingState = PlayingState()
var queue: AudioQueueRef?
// this doesn't help
// check(AudioQueueNewOutput(&audioFormat, outputCallback, &playingState, CFRunLoopGetMain(), CFRunLoopMode.commonModes.rawValue, 0, &queue))
check(AudioQueueNewOutput(&audioFormat, outputCallback, &playingState, nil, nil, 0, &queue))
var buffers: [AudioQueueBufferRef?] = Array<AudioQueueBufferRef?>.init(repeating: nil, count: BUFFER_COUNT)
print("Playing\n")
playingState.running = true
for i in 0 ..< BUFFER_COUNT {
check(AudioQueueAllocateBuffer(queue!, UInt32(bufferByteSize), &buffers[i]))
outputCallback(inUserData: &playingState, inAQ: queue!, inBuffer: buffers[i]!)
if !playingState.running {
break
}
}
check(AudioQueueStart(queue!, nil))
repeat {
CFRunLoopRunInMode(CFRunLoopMode.defaultMode, BUFFER_DURATION, false)
} while playingState.running
// delay to ensure queue emits all buffered audio
CFRunLoopRunInMode(CFRunLoopMode.defaultMode, BUFFER_DURATION * Double(BUFFER_COUNT + 1), false)
check(AudioQueueStop(queue!, true))
check(AudioQueueDispose(queue!, true))
}
}
I captured the audio with Audio Hijack, and noticed that the jumps are indeed correlated with the size of the buffer:
Why is this happening, and what can I do to fix it?