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Re: Streaming Audio - AudioFileStream, CFReadStreamRead and AudioQueue
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Re: Streaming Audio - AudioFileStream, CFReadStreamRead and AudioQueue


  • Subject: Re: Streaming Audio - AudioFileStream, CFReadStreamRead and AudioQueue
  • From: "Adam Fox" <email@hidden>
  • Date: Thu, 31 Jul 2008 11:02:31 +0100

Yay I have finally figured this out. What a relief :) If anyone needs
help getting the same thing working you can contact me :)

ps. Sorry Jens for mailing you personally I believed I was replying to
the mailing list..



On Wed, Jul 30, 2008 at 12:34 PM, Adam Fox <email@hidden> wrote:
> Hi guys,
>
> I am trying to stream and play MP3 file over network.
>
> Here is what I have got so far using AudioFileStream, CFReadStream and
> AudioQueue..
>
> I hope it helps some people start off, and I hope some people can help
> me finish!
>
> First, I define a custom data structure to hold stuff throughout..
>
> [code]
> typedef struct {
>    AudioFileStreamID audioFileStream;
>    AudioStreamBasicDescription *mDataFormat;
>    AudioQueueRef mQueue;
>    CFReadStream readStream;
>    UInt32 mNumPackets;
>    AudioStreamPacketDescription *mPacketDescs;
> } CustomData;
>
> CustomData customData;
> [/code]
>
> I set up an AudioFileStream..
>
> [code]
> AudioFileStreamOpen(0,
>                    audioFileStream_Properties,
>                    audioFileStream_Packets,
>                    kAudioFileMP3Type,
>                    &customData.audioFileStream);
> [/code]
>
> ..this has call back functions attached when the AudioFileStream
> receives either stream properties or stream packets..
>
> I then open a data stream to a URL of an MP3 stream..
>
> [code]
> NSURL *url = [NSURL URLWithString:@"http://mp3stream.com";];
> CFHTTPMessageRef message = CFHTTPMessageCreateRequest(kCFAllocatorDefault,
>                                                      CFSTR("GET"),
>                                                      (CFURLRef)url,
>                                                      kCFHTTPVersion1_1);
>
> customData.readStream =
> CFReadStreamCreateForHTTPRequest(kCFAllocatorDefault, message);
> CFOptionFlags events = kCFStreamEventHasBytesAvailable |
> kCFStreamEventErrorOccured | kCFStreamEventEndEncountered;
>
> CFStreamClientContext dataStreamContext = {0, self, NULL, NULL, NULL};
>
> if (CFReadStreamSetClient(customData.readStream, events,
> readStreamEventCallBack, &dataStreamContext)) {
>  CFReadStreamScheduleWithRunLoop(customData.readStream,
> CFRunLoopGetCurrent(), kCFRunLoopCommonModes);
> }
>
> CFReadStreamOpen(customData.readStream);
> [/code]
>
> ..this opens a CFReadStream with a call back function that is called
> on bytes available events, error events and end events..
>
> [code]
> void readStreamEventCallBack(CFReadStreamRef stream, CFStreamEventType
> eventType, void *clientcallBackInfo) {
>
>    switch(eventType) {
>        case kCFStreamEventHasBytesAvailable:
>            UInt8 buf[4096];
>            CFIndex bytesRead = CFReadStreamRead(stream, buf, 4096);
>            if (bytesRead > 0) {
>                AudioFileStreamParseBytes(customData.audioFileStream,
> bytesRead, buf, 0);
>            }
>
>        case kCFStreamEventErrorOccurred:
>         //do stuff
>         break;
>
>        case kCFStreamEventEndOccurred:
>         //do stuff
>         break;
>
>     }
>
>
> }
> [/code]
>
>
> So when the CFReadStream reads some bytes it passes them to the
> AudioFileStream which will in turn call its callback functions when it
> receives stream properties or stream packets..
>
> In audioFileStream_Properties I attempt to get the dataFormat of the stream..
> I also set up an Audio Queue....
>
> [code]
> void audioFileStream_Properties (void *inClientData,
>                                 AudioFileStreamID inAudioFileStream,
>                                 AudioFileStreamPropertyID inPropertyID,
>                                 UInt32 *ioFlags) {
>
>    if (inPropertyID == kAudioFileStreamProperty_ReadyToProducePackets) {
>
>        AudioQueueNewOutput(customData.mDataFormat,
>                    AudioOutputCallBack,
>                    &customData,
>                    NULL,
>                    kCFRunLoopCommonModes,
>                    0,
>                    &customData.mQueue);
>
>    } if (inPropertyID == kAudioFileStreamProperty_DataFormat) {
>
>        UInt32 size;
>        AudioFileStreamGetPropertyInfo(inAudioFileStream,
> inPropertyID, &size, nil)
>        AudioFileStreamGetProperty(inAudioFileStream, inPropertyID,
> &size,  customData.mDataFormat);
>    }
> }
> [/code]
>
> Most of these function calls return an OSStatus which I check for
> error (!= 0) but I have left them out for now.. I get an error setting
> mDataFormat using AudioFileStreamGetProperty..
>
> Then the AudioFileStream packets..
>
> [code]
> void audioFileStream_Packets (void *inClientData,
>                              UInt32 inNumberBytes,
>                              UInt32 inNumberPackets,
>                              const void *inInputData,
>                              AudioStreamPacketDescription *inPacketDescs) {
>
>    customData.mNumPackets = inNumberPackets;
>    customData.mPacketDescs = inPacketDescs;
>
>    AudioQueueBufferRef outBuffer;
>    AudioQueueAllocateBuffer(customData.mQueue, inNumberBytes, &outBuffer);
>    AudioOutputCallBack(&customData, customData.mQueue, outBuffer);
>
> }
> [/code]
>
> ..here I try and allocate the stream packets into the an
> AudioQueueBuffer and force that buffer into the AudioQueue callback..
>
> [code]
> static void AudioOutputCallBack(void *inCustomData,
>                                AudioQueueRef outAQ,
>                                AudioQueueBufferRef) {
>
>    CustomData *customData = (CustomData*)inCustomData;
>
>    AudioQueueEnqueueBuffer(customData->mQueue, outBuffer,
> (customData->mPacketDescs ? customData->mNumPackets : 0),
> playState->mPacketDescs);
>
> }
> [/code]
>
> ..I believe I am very close but I still have two problems...
>
> Firstly, I think I am getting or setting mDataFormat incorrectly as I
> get an error.....
>
> Mainly, I am unsure how to proceed from here.. I am getting audio data
> packets in my callback... but how do I transfer them properly to the
> AudioQueue. Does anyone have some example code for doing this?
>
> Hope this is clear enough.... and thanks in advance to anyone who can
> offer assistance!
>
> Adam
>
> null
>
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  • Follow-Ups:
    • Re: Streaming Audio - AudioFileStream, CFReadStreamRead and AudioQueue
      • From: Jens Alfke <email@hidden>
References: 
 >Streaming Audio - AudioFileStream, CFReadStreamRead and AudioQueue (From: "Adam Fox" <email@hidden>)

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