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205 lines
6.8 KiB
Objective-C
205 lines
6.8 KiB
Objective-C
//
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// AudioQueue.m
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// Clock Signal
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//
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// Created by Thomas Harte on 14/01/2016.
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// Copyright 2016 Thomas Harte. All rights reserved.
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//
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#import "CSAudioQueue.h"
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@import AudioToolbox;
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#define AudioQueueBufferMaxLength 8192
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#define NumberOfStoredAudioQueueBuffer 16
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static NSLock *CSAudioQueueDeallocLock;
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/*!
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Holds a weak reference to a CSAudioQueue. Used to work around an apparent AudioQueue bug.
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See -[CSAudioQueue dealloc].
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*/
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@interface CSWeakAudioQueuePointer: NSObject
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@property(nonatomic, weak) CSAudioQueue *queue;
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@end
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@implementation CSWeakAudioQueuePointer
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@end
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@implementation CSAudioQueue {
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AudioQueueRef _audioQueue;
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NSLock *_storedBuffersLock;
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CSWeakAudioQueuePointer *_weakPointer;
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int _enqueuedBuffers;
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}
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#pragma mark - AudioQueue callbacks
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/*!
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@returns @c YES if the queue is running dry; @c NO otherwise.
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*/
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- (BOOL)audioQueue:(AudioQueueRef)theAudioQueue didCallbackWithBuffer:(AudioQueueBufferRef)buffer {
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[_storedBuffersLock lock];
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--_enqueuedBuffers;
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// If that leaves nothing in the queue, re-enqueue whatever just came back in order to keep the
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// queue going. AudioQueues seem to stop playing and never restart no matter how much encouragement
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// if exhausted.
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if(!_enqueuedBuffers) {
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AudioQueueEnqueueBuffer(theAudioQueue, buffer, 0, NULL);
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++_enqueuedBuffers;
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} else {
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AudioQueueFreeBuffer(_audioQueue, buffer);
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}
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[_storedBuffersLock unlock];
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return YES;
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}
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static void audioOutputCallback(
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void *inUserData,
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AudioQueueRef inAQ,
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AudioQueueBufferRef inBuffer) {
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// Pull the delegate call for audio queue running dry outside of the locked region, to allow non-deadlocking
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// lifecycle -dealloc events to result from it.
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if([CSAudioQueueDeallocLock tryLock]) {
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CSAudioQueue *queue = ((__bridge CSWeakAudioQueuePointer *)inUserData).queue;
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BOOL isRunningDry = NO;
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isRunningDry = [queue audioQueue:inAQ didCallbackWithBuffer:inBuffer];
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id<CSAudioQueueDelegate> delegate = queue.delegate;
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[CSAudioQueueDeallocLock unlock];
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if(isRunningDry) [delegate audioQueueIsRunningDry:queue];
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}
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}
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#pragma mark - Standard object lifecycle
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- (instancetype)initWithSamplingRate:(Float64)samplingRate isStereo:(BOOL)isStereo {
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self = [super init];
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if(self) {
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if(!CSAudioQueueDeallocLock) {
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CSAudioQueueDeallocLock = [[NSLock alloc] init];
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}
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_storedBuffersLock = [[NSLock alloc] init];
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_samplingRate = samplingRate;
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// determine preferred buffer sizes
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_preferredBufferSize = AudioQueueBufferMaxLength;
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while((Float64)_preferredBufferSize*100.0 > samplingRate) _preferredBufferSize >>= 1;
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/*
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Describe a mono 16bit stream of the requested sampling rate
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*/
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AudioStreamBasicDescription outputDescription;
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outputDescription.mSampleRate = samplingRate;
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outputDescription.mFormatID = kAudioFormatLinearPCM;
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outputDescription.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger;
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outputDescription.mChannelsPerFrame = isStereo ? 2 : 1;
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outputDescription.mFramesPerPacket = 1;
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outputDescription.mBytesPerFrame = 2 * outputDescription.mChannelsPerFrame;
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outputDescription.mBytesPerPacket = outputDescription.mBytesPerFrame * outputDescription.mFramesPerPacket;
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outputDescription.mBitsPerChannel = 16;
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outputDescription.mReserved = 0;
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// create an audio output queue along those lines; see -dealloc re: the CSWeakAudioQueuePointer
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_weakPointer = [[CSWeakAudioQueuePointer alloc] init];
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_weakPointer.queue = self;
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if(!AudioQueueNewOutput(
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&outputDescription,
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audioOutputCallback,
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(__bridge void *)(_weakPointer),
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NULL,
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kCFRunLoopCommonModes,
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0,
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&_audioQueue)) {
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}
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}
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return self;
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}
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- (void)dealloc {
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[CSAudioQueueDeallocLock lock];
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if(_audioQueue) {
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AudioQueueDispose(_audioQueue, true);
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_audioQueue = NULL;
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}
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[CSAudioQueueDeallocLock unlock];
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// Yuck. Horrid hack happening here. At least under macOS v10.12, I am frequently seeing calls to
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// my registered audio callback (audioOutputCallback in this case) that occur **after** the call
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// to AudioQueueDispose above, even though the second parameter there asks for a synchronous shutdown.
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// So this appears to be a bug on Apple's side.
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//
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// Since the audio callback receives a void * pointer that identifies the class it should branch into,
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// it's therefore unsafe to pass 'self'. Instead I pass a CSWeakAudioQueuePointer which points to the actual
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// queue. The lifetime of that class is the lifetime of this instance plus 1 second, as effected by the
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// artificial dispatch_after below; it serves only to keep pointerSaviour alive for an extra second.
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//
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// Why a second? That's definitely quite a lot longer than any amount of audio that may be queued. So
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// probably safe. As and where Apple's audio queue works properly, CSAudioQueueDeallocLock should provide
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// absolute safety; elsewhere the CSWeakAudioQueuePointer provides probabilistic.
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CSWeakAudioQueuePointer *pointerSaviour = _weakPointer;
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dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
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[pointerSaviour hash];
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});
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}
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#pragma mark - Audio enqueuer
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- (void)enqueueAudioBuffer:(const int16_t *)buffer numberOfSamples:(size_t)lengthInSamples {
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size_t bufferBytes = lengthInSamples * sizeof(int16_t);
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[_storedBuffersLock lock];
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// Don't enqueue more than 4 buffers ahead of now, to ensure not too much latency accrues.
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if(_enqueuedBuffers > 4) {
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[_storedBuffersLock unlock];
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return;
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}
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++_enqueuedBuffers;
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AudioQueueBufferRef newBuffer;
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AudioQueueAllocateBuffer(_audioQueue, (UInt32)bufferBytes * 2, &newBuffer);
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memcpy(newBuffer->mAudioData, buffer, bufferBytes);
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newBuffer->mAudioDataByteSize = (UInt32)bufferBytes;
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AudioQueueEnqueueBuffer(_audioQueue, newBuffer, 0, NULL);
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[_storedBuffersLock unlock];
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// 'Start' the queue. This is documented to be a no-op if the queue is already started,
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// and it's better to defer starting it until at least some data is available.
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AudioQueueStart(_audioQueue, NULL);
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}
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#pragma mark - Sampling Rate getters
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+ (AudioDeviceID)defaultOutputDevice {
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AudioObjectPropertyAddress address;
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address.mSelector = kAudioHardwarePropertyDefaultOutputDevice;
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address.mScope = kAudioObjectPropertyScopeGlobal;
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address.mElement = kAudioObjectPropertyElementMaster;
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AudioDeviceID deviceID;
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UInt32 size = sizeof(AudioDeviceID);
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return AudioObjectGetPropertyData(kAudioObjectSystemObject, &address, sizeof(AudioObjectPropertyAddress), NULL, &size, &deviceID) ? 0 : deviceID;
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}
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+ (Float64)preferredSamplingRate {
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AudioObjectPropertyAddress address;
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address.mSelector = kAudioDevicePropertyNominalSampleRate;
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address.mScope = kAudioObjectPropertyScopeGlobal;
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address.mElement = kAudioObjectPropertyElementMaster;
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Float64 samplingRate;
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UInt32 size = sizeof(Float64);
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return AudioObjectGetPropertyData([self defaultOutputDevice], &address, sizeof(AudioObjectPropertyAddress), NULL, &size, &samplingRate) ? 0.0 : samplingRate;
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}
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@end
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