I have read an audio file into AudioBufferList
with ExtAudioFileRead
function.
This is and ASBD for the audio:
AudioStreamBasicDescription importFormat;
importFormat.mFormatID = kAudioFormatLinearPCM;
importFormat.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked;
importFormat.mBytesPerPacket = 4;
importFormat.mFramesPerPacket = 1;
importFormat.mBytesPerFrame = 4;
importFormat.mChannelsPerFrame = 2;
importFormat.mBitsPerChannel = 16;
importFormat.mSampleRate = [[AVAudioSession sharedInstance] sampleRate];
So we got and interleaved audio with 2 channels with 16 bits signed int for each channelAudioBufferList
init:
UInt32 *audioData = (UInt32 *) calloc (totalFramesInFile, sizeof (UInt32));
AudioBufferList *bufferList;
bufferList = (AudioBufferList *) malloc (sizeof (AudioBufferList));
// buffers amount is 1 because audio is interleaved
bufferList->mNumberBuffers = 1;
bufferList->mBuffers[0].mNumberChannels = 2;
bufferList->mBuffers[0].mDataByteSize = totalFramesInFile * sizeof(UInt32);
bufferList->mBuffers[0].mData = audioData;
And reading into buffer:
CheckError(ExtAudioFileRead (
audioFileObject,
&numberOfPacketsToRead,
bufferList), "error ExtAudioFileRead");
audioFileObject
is and instance of ExtAudioFileRef
which is initiated earlier in code which I did not paste here to save space.
What I am trying to accomplish is to modify audio samples in my render callback.
OSStatus MyCallback (void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
ViewController *view = (__bridge ViewController *) inRefCon;
soundStruct *soundStruct = (soundStruct *) &view->mys;
SInt64 frameTotalForSound = soundStruct->frameCount;
soundStruct->isPlaying = true;
UInt32 *audioData = soundStruct->audioData;
UInt32 sampleNumber = soundStruct->sampleNumber;
for( int i = 0; i < ioData->mNumberBuffers; i++){
AudioBuffer buffer = ioData->mBuffers[i];
UInt32 *frameBuffer = buffer.mData;
for(UInt32 frame = 0; frame < inNumberFrames; frame++) {
// here I fill the buffer with my audio data.
// i need to get left and right channel samples
// from audioData[sampleNumber], modify them
// and write into frameBuffer
frameBuffer[frame] = audioData[sampleNumber];
sampleNumber++;
if(sampleNumber > frameTotalForSound) {
soundStruct->isPlaying = false;
AudioOutputUnitStop(soundStruct->outputUnit);
}
}
}
soundStruct->sampleNumber = sampleNumber;
return noErr;
}
Is it possible to get Sint16 left and right channel samples from UInt32 array of audio data?
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