features in applications you create for iOS and OS X. Under the hood, it handles all aspects of audio on each of these platforms. In iOS, Core Audio capabilities include recording, playback, sound e ff ects, positioning, format conversion, and f ile stream parsing,
features in applications you create for iOS and OS X. Under the hood, it handles all aspects of audio on each of these platforms. In iOS, Core Audio capabilities include recording, playback, sound e ff ects, positioning, format conversion, and f ile stream parsing, Core AudioͷػೳʹԻɺ࠶ੜɺԻڹޮՌɺҐஔܾΊɺ ϑΥʔϚοτมɺͦͯ͠ϑΝΠϧετϦʔϜղੳؚ͕·Ε ·͢ɻ
the Audio Toolbox and Audio Unit frameworks. • Use Audio Queue Services to record, play back, pause, loop, and synchronize audio. • Use Audio File, Converter, and Codec Services to read and write from disk and to perform audio data format transformations. In OS X you can also create custom codecs. • Use Audio Unit Services and Audio Processing Graph Services (represented in the fi gure as “Audio units”) to host audio units (audio plug-ins) in your application. In OS X you can also create custom audio units to use in your application or to provide for use in other applications. • Use Music Sequencing Services to play MIDI-based control and music data. • Use Core Audio Clock Services for audio and MIDI synchronization and time format management. • Use System Sound Services (represented in the fi gure as “System sounds”) to play system sounds and user- interface sound e ff ects.
the Audio Toolbox and Audio Unit frameworks. • Use Audio Queue Services to record, play back, pause, loop, and synchronize audio. • Use Audio File, Converter, and Codec Services to read and write from disk and to perform audio data format transformations. In OS X you can also create custom codecs. • Use Audio Unit Services and Audio Processing Graph Services (represented in the fi gure as “Audio units”) to host audio units (audio plug-ins) in your application. In OS X you can also create custom audio units to use in your application or to provide for use in other applications. • Use Music Sequencing Services to play MIDI-based control and music data. • Use Core Audio Clock Services for audio and MIDI synchronization and time format management. • Use System Sound Services (represented in the fi gure as “System sounds”) to play system sounds and user- interface sound e ff ects.
the Audio Toolbox and Audio Unit frameworks. •Use Audio Queue Services to record, play back, pause, loop, and synchronize audio. •Use Audio Unit Services and Audio Processing Graph Services (represented in the fi gure as “Audio units”) to host audio units (audio plug-ins) in your application. In OS X you can also create custom audio units to use in your application or to provide for use in other applications. • Use Audio File, Converter, and Codec Services to read and write from disk and to perform audio data format transformations. In OS X you can also create custom codecs. • Use Music Sequencing Services to play MIDI-based control and music data. • Use Core Audio Clock Services for audio and MIDI synchronization and time format management. • Use System Sound Services (represented in the fi gure as “System sounds”) to play system sounds and user- interface sound e ff ects.
to simplify audio generation, processing, and input/output tasks. The engine contains a group of nodes that connect to form an audio signal processing chain. These nodes perform a variety of tasks on a signal before rendering to an output destination. Audio Engine helps you achieve simple, as well as complex, audio processing tasks. With Audio Engine, your apps can: • Play audio using f iles and bu ff ers • Capture audio at any point during the processing chain • Add built-in e ff ects like reverb, delay, distortion, and your custom e ff ects • Perform stereo and 3D mixing • Provide MIDI playback and control over sampler instruments
to simplify audio generation, processing, and input/output tasks. The engine contains a group of nodes that connect to form an audio signal processing chain. These nodes perform a variety of tasks on a signal before rendering to an output destination. Audio Engine helps you achieve simple, as well as complex, audio processing tasks. With Audio Engine, your apps can: • Play audio using f iles and bu ff ers • Capture audio at any point during the processing chain • Add built-in e ff ects like reverb, delay, distortion, and your custom e ff ects • Perform stereo and 3D mixing • Provide MIDI playback and control over sampler instruments ΦʔσΟΦΤϯδϯɺԻͷੜɺॲཧɺೖग़ྗλεΫΛ؆ૉԽ ͢ΔͨΊͷɺػೳ๛ͰڧྗͳAPIΛఏڙ͠·͢ɻ ͜ͷΤϯδϯʹ ɺΦʔσΟΦ৴߸ॲཧνΣʔϯΛܗ͢ΔͨΊʹଓ͞ΕΔҰ܈ ͷϊʔυؚ͕·Ε͍ͯ·͢ɻ͜ΕΒͷϊʔυɺग़ྗઌʹϨϯμϦϯ ά͢Δલʹɺ৴߸ʹରͯ͠͞·͟·ͳλεΫΛ࣮ߦ͠·͢ɻ
programming interface in the Audio Toolbox framework, which is part of Core Audio. An audio queue is a software object you use for recording or playing audio. An audio queue does the work of: • Connecting to audio hardware • Managing memory • Employing codecs, as needed, for compressed audio formats • Mediating playback or recording Audio Queue Services enables you to record and play audio in linear PCM, in compressed formats (such as Apple Lossless and AAC), and in other formats for which users have installed codecs. Audio Queue Services also supports scheduled playback and synchronization of multiple audio queues and synchronization of audio with video.
programming interface in the Audio Toolbox framework, which is part of Core Audio. An audio queue is a software object you use for recording or playing audio. An audio queue does the work of: • Connecting to audio hardware • Managing memory • Employing codecs, as needed, for compressed audio formats • Mediating playback or recording Audio Queue Services enables you to record and play audio in linear PCM, in compressed formats (such as Apple Lossless and AAC), and in other formats for which users have installed codecs. Audio Queue Services also supports scheduled playback and synchronization of multiple audio queues and synchronization of audio with video. Audio Queue ServicesɺCore AudioͷҰ෦Ͱ͋ΔAudio Toolboxϑ ϨʔϜϫʔΫʹؚ·ΕΔCϓϩάϥϛϯάΠϯλʔϑΣʔεͰ͢ɻ ΦʔσΟΦͷԻ࠶ੜʹ༻͢ΔιϑτΣΞΦϒδΣΫτͰ͢ɻ
programming interface in the Audio Toolbox framework, which is part of Core Audio. An audio queue is a software object you use for recording or playing audio. An audio queue does the work of: •Connecting to audio hardware •Managing memory •Employing codecs, as needed, for compressed audio formats •Mediating playback or recording Audio Queue Services enables you to record and play audio in linear PCM, in compressed formats (such as Apple Lossless and AAC), and in other formats for which users have installed codecs. Audio Queue Services also supports scheduled playback and synchronization of multiple audio queues and synchronization of audio with video.
programming interface in the Audio Toolbox framework, which is part of Core Audio. An audio queue is a software object you use for recording or playing audio. An audio queue does the work of: •Connecting to audio hardware •Managing memory •Employing codecs, as needed, for compressed audio formats •Mediating playback or recording Audio Queue Services enables you to record and play audio in linear PCM, in compressed formats (such as Apple Lossless and AAC), and in other formats for which users have installed codecs. Audio Queue Services also supports scheduled playback and synchronization of multiple audio queues and synchronization of audio with video. Audio Queueͷओͳػೳ: - ΦʔσΟΦϋʔυΣΞͱͷଓ - ϝϞϦཧ - ѹॖΦʔσΟΦϑΥʔϚοτ༻ͷίʔσοΫར༻ - ࠶ੜԻͷௐ
audio unit (often abbreviated as AU in header files and elsewhere) is an OS X plug-in that enhances digital audio applications such as Logic Pro and GarageBand. You can also use audio units to build audio features into your own application. Programmatically, an audio unit is packaged as a bundle and configured as a component as defined by the OS X Component Manager. At a deeper level, and depending on your viewpoint, an audio unit is one of two very different things. From the inside—as seen by an audio unit developer—an audio unit is executable implementation code within a standard plug-in API. The API is standard so that any application designed to work with audio units will know how to use yours. The API is defined by the Audio Unit Specification. An audio unit developer can add the ability for users or applications to control an audio unit in real time through the audio unit parameter mechanism. Parameters are self-describing; their values and capabilities are visible to applications that use audio units. From the outside—as seen from an application that uses the audio unit—an audio unit is just its plug-in API. This plug-in API lets applications query an audio unit about its particular features, defined by the audio unit developer as parameters and properties.
audio unit (often abbreviated as AU in header files and elsewhere) is an OS X plug-in that enhances digital audio applications such as Logic Pro and GarageBand. You can also use audio units to build audio features into your own application. Programmatically, an audio unit is packaged as a bundle and configured as a component as defined by the OS X Component Manager. At a deeper level, and depending on your viewpoint, an audio unit is one of two very different things. From the inside—as seen by an audio unit developer—an audio unit is executable implementation code within a standard plug-in API. The API is standard so that any application designed to work with audio units will know how to use yours. The API is defined by the Audio Unit Specification. An audio unit developer can add the ability for users or applications to control an audio unit in real time through the audio unit parameter mechanism. Parameters are self-describing; their values and capabilities are visible to applications that use audio units. From the outside—as seen from an application that uses the audio unit—an audio unit is just its plug-in API. This plug-in API lets applications query an audio unit about its particular features, defined by the audio unit developer as parameters and properties. Audio UnitɺmacOS͚ͷϓϥάΠϯͰɺLogic Pro GarageBandͳͲͷσδλϧΦʔσΟΦΞϓϦέʔγϣϯͷ ػೳΛ֦ு͠·͢ɻ·ͨɺಠࣗͷΞϓϦέʔγϣϯʹΦʔ σΟΦػೳΛՃ͢Δࡍʹ༻Ͱ͖·͢ɻ
unit (often abbreviated as AU in header files and elsewhere) is an OS X plug-in that enhances digital audio applications such as Logic Pro and GarageBand. You can also use audio units to build audio features into your own application. Programmatically, an audio unit is packaged as a bundle and configured as a component as defined by the OS X Component Manager. At a deeper level, and depending on your viewpoint, an audio unit is one of two very different things. From the inside—as seen by an audio unit developer—an audio unit is executable implementation code within a standard plug-in API. The API is standard so that any application designed to work with audio units will know how to use yours. The API is defined by the Audio Unit Specification. An audio unit developer can add the ability for users or applications to control an audio unit in real time through the audio unit parameter mechanism. Parameters are self-describing; their values and capabilities are visible to applications that use audio units. From the outside—as seen from an application that uses the audio unit—an audio unit is just its plug-in API. This plug-in API lets applications query an audio unit about its particular features, defined by the audio unit developer as parameters and properties.
unit (often abbreviated as AU in header files and elsewhere) is an OS X plug-in that enhances digital audio applications such as Logic Pro and GarageBand. You can also use audio units to build audio features into your own application. Programmatically, an audio unit is packaged as a bundle and configured as a component as defined by the OS X Component Manager. At a deeper level, and depending on your viewpoint, an audio unit is one of two very different things. From the inside—as seen by an audio unit developer—an audio unit is executable implementation code within a standard plug-in API. The API is standard so that any application designed to work with audio units will know how to use yours. The API is defined by the Audio Unit Specification. An audio unit developer can add the ability for users or applications to control an audio unit in real time through the audio unit parameter mechanism. Parameters are self-describing; their values and capabilities are visible to applications that use audio units. From the outside—as seen from an application that uses the audio unit—an audio unit is just its plug-in API. This plug-in API lets applications query an audio unit about its particular features, defined by the audio unit developer as parameters and properties. ෦͔Βͷࢹʢ։ൃऀࢹʣ: ඪ४Խ͞ΕͨϓϥάΠϯAPIΛ࣮࣋ͭߦՄೳͳίʔυ - Audio Unit Speci f icationͰఆٛ͞ΕͨAPI - ύϥϝʔλػߏΛ௨ͯ͡ϦΞϧλΠϜ੍ޚ͕Մೳ - ύϥϝʔλࣗݾهड़తͰɺػೳ͕ΞϓϦέʔγϣϯ͔Βݟ͑Δ ֎෦͔Βͷࢹʢ༻͢ΔΞϓϦέʔγϣϯࢹʣ: - ϓϥάΠϯAPIͦͷͷ - ΞϓϦέʔγϣϯ͕Audio UnitͷಛఆͷػೳΛরձͰ͖ΔAPI - ։ൃऀ͕ఆٛͨ͠ύϥϝʔλͱϓϩύςΟΛ௨ͯ͡ػೳΛެ։
else { print("Audio unit not available in recording callback") return kAudioUnitErr_InvalidProperty } var bufferList = AudioBufferList( mNumberBuffers: 1, mBuffers: AudioBuffer( mNumberChannels: 1, mDataByteSize: inNumberFrames * 4, mData: nil ) ) let status = AudioUnitRender(audioUnit,ɹioActionFlags,ɹinTimeStamp,ɹinBusNumber,ɹinNumberFrames,ɹ&bufferList) if status == noErr { let buffer = bufferList.mBuffers let samples = buffer.mData?.assumingMemoryBound(to: Float.self) let count = Int(buffer.mDataByteSize) / MemoryLayout<Float>.size let audioData = Array(UnsafeBufferPointer(start: samples, count: count)) audioRecorderPlayer.appendAudioData(audioData) } return status
else { print("Audio unit not available in recording callback") return kAudioUnitErr_InvalidProperty } var bufferList = AudioBufferList( mNumberBuffers: 1, mBuffers: AudioBuffer( mNumberChannels: 1, mDataByteSize: inNumberFrames * 4, mData: nil ) ) let status = AudioUnitRender(audioUnit,ɹioActionFlags,ɹinTimeStamp,ɹinBusNumber,ɹinNumberFrames,ɹ&bufferList) if status == noErr { let buffer = bufferList.mBuffers let samples = buffer.mData?.assumingMemoryBound(to: Float.self) let count = Int(buffer.mDataByteSize) / MemoryLayout<Float>.size let audioData = Array(UnsafeBufferPointer(start: samples, count: count)) audioRecorderPlayer.appendAudioData(audioData) } return status
else { print("Audio unit not available in recording callback") return kAudioUnitErr_InvalidProperty } var bufferList = AudioBufferList( mNumberBuffers: 1, mBuffers: AudioBuffer( mNumberChannels: 1, mDataByteSize: inNumberFrames * 4, mData: nil ) ) let status = AudioUnitRender(audioUnit,ɹioActionFlags,ɹinTimeStamp,ɹinBusNumber,ɹinNumberFrames,ɹ&bufferList) if status == noErr { let buffer = bufferList.mBuffers let samples = buffer.mData?.assumingMemoryBound(to: Float.self) let count = Int(buffer.mDataByteSize) / MemoryLayout<Float>.size let audioData = Array(UnsafeBufferPointer(start: samples, count: count)) audioRecorderPlayer.appendAudioData(audioData) } return status
else { print("Recording already in progress or audio unit not set up") return } let documentsPath = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let audioFilePath = documentsPath.appendingPathComponent(filename) var status = AudioFileCreateWithURL( audioFilePath as CFURL, kAudioFileCAFType, &audioFormat, .eraseFile, &audioFile ) guard status == noErr else { print("Failed to create audio file: \(status)") return } recordedAudioBuffer.removeAll() status = AudioOutputUnitStart(audioUnit) guard status == noErr else { print("Failed to start audio unit: \(status)") return } isRecording = true print("Recording started") }