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Using AUVarispeed
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Using AUVarispeed


  • Subject: Using AUVarispeed
  • From: Michael Hanna <email@hidden>
  • Date: Sun, 8 Jan 2006 21:45:57 -0800

Hi all,

based code in PlayFile, I'm creating an augraph as such:

	auoutput -- auvarispeed -- aufileplayer

I'd like to control the playback speed without affecting pitch this way.

so far I believe I've managed to connect the output of the fileplayer to the input of the varispeed and the output of the varispeed to the auoutput:

-(void)makeGraph
{
XThrowIfError (NewAUGraph (&fGraph), "NewAUGraph");

CAComponentDescription cd;

// output node
cd.componentType = kAudioUnitType_Output;
cd.componentSubType = kAudioUnitSubType_DefaultOutput;
cd.componentManufacturer = kAudioUnitManufacturer_Apple;

AUNode outputNode;
XThrowIfError (AUGraphNewNode (fGraph, &cd, 0, NULL, &outputNode), "AUGraphNewNode");


// varispeed AU node
AUNode varispeedNode;
cd.componentType = kAudioUnitType_FormatConverter;
cd.componentSubType = kAudioUnitSubType_Varispeed;

XThrowIfError (AUGraphNewNode (fGraph, &cd, 0, NULL, &varispeedNode), "AUGraphNewNode");

// file AU node
AUNode fileNode;
cd.componentType = kAudioUnitType_Generator;
cd.componentSubType = kAudioUnitSubType_AudioFilePlayer;

XThrowIfError (AUGraphNewNode (fGraph, &cd, 0, NULL, &fileNode), "AUGraphNewNode");

// connect & setup
XThrowIfError (AUGraphOpen (fGraph), "AUGraphOpen");

// install overload listener to detect when something is wrong
AudioUnit anAU;
XThrowIfError (AUGraphGetNodeInfo(fGraph, fileNode, NULL, NULL, NULL, &anAU), "AUGraphGetNodeInfo");

// here's where we connect the local fileNode reference to the global AUFile
fFileAU = CAAudioUnit (fileNode, anAU);


// install overload listener to detect when something is wrong
AudioUnit anotherAU;
XThrowIfError (AUGraphGetNodeInfo(fGraph, varispeedNode, NULL, NULL, NULL, &anotherAU), "AUGraphGetNodeInfo");


// here's where we connect the local varispeedNode reference to the global AUVarispeed
fVarispeedAU = CAAudioUnit (varispeedNode, anAU);

// prepare the file AU for playback
// set its output channels
XThrowIfError (fFileAU.SetNumberChannels (kAudioUnitScope_Output, 0, fFileFormat.NumberChannels()), "SetNumberChannels");


// set the output sample rate of the file AU to be the same as the file:
XThrowIfError (fFileAU.SetSampleRate (kAudioUnitScope_Output, 0, fFileFormat.mSampleRate), "SetSampleRate");


// set the input sample rate of the varispeed AU to be the same as the output of the file AU(ok I'm cheating, I'm getting the file format sample rate):
XThrowIfError (fVarispeedAU.SetSampleRate (kAudioUnitScope_Input, 0, fFileFormat.mSampleRate), "SetSampleRate");


// load in the file
XThrowIfError (fFileAU.SetProperty(kAudioUnitProperty_ScheduledFileIDs,
kAudioUnitScope_Global, 0, &fAudioFile, sizeof (fAudioFile)), "SetScheduleFile");


// connect file node to varispeed node
XThrowIfError (AUGraphConnectNodeInput (fGraph, fileNode, 0, varispeedNode, 0), "AUGraphConnectNodeInput");


// connect varispeed node to output node
XThrowIfError (AUGraphConnectNodeInput (fGraph, varispeedNode, 0, outputNode, 0), "AUGraphConnectNodeInput");

// AT this point we make sure we have the file player AU initialized
// this also propogates the output format of the AU to the output unit
XThrowIfError (AUGraphInitialize (fGraph), "AUGraphInitialize");

// workaround a race condition in the file player AU
usleep (10 * 1000);

// if we have a surround file, then we should try to tell the output AU what the order of the channels will be
if (fFileFormat.NumberChannels() > 2) {
UInt32 layoutSize = 0;
OSStatus err;
XThrowIfError (err = AudioFileGetPropertyInfo (fAudioFile, kAudioFilePropertyChannelLayout, &layoutSize, NULL),
"kAudioFilePropertyChannelLayout");

if (!err && layoutSize) {
char* layout = new char[layoutSize];

err = AudioFileGetProperty(fAudioFile, kAudioFilePropertyChannelLayout, &layoutSize, layout);
XThrowIfError (err, "Get Layout From AudioFile");

// ok, now get the output AU and set its layout
XThrowIfError (AUGraphGetNodeInfo(fGraph, outputNode, NULL, NULL, NULL, &anAU), "AUGraphGetNodeInfo");

err = AudioUnitSetProperty (anAU, kAudioUnitProperty_AudioChannelLayout,
kAudioUnitScope_Input, 0, layout, layoutSize);
XThrowIfError (err, "kAudioUnitProperty_AudioChannelLayout");

delete [] layout;
}
}
XThrowIfError(AudioUnitAddRenderNotify (anAU, MyRenderNotification, self), "AudioUnitAddRenderNotify");
}


some questions:

am I setting the scope input of the AUVarispeed correctly?

how do I set the initial pitch rate of the AUVarispeed? I'm not sure which audio unit property this is and how to do it exactly.

Finally, how do I change/set the pitch rate dynamically? Would I need to set up another render callback, or set it directly, like fVarispeedAU.SetPitchRate(0.5); or something like that. I looked through AudioUnitProperties.h and AudioUnitParameters.h and could not find anything...

Michael

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