Showing posts with label audio. Show all posts
Showing posts with label audio. Show all posts

Sunday, June 28, 2009

-[AVAudioRecorder record] returns NO

The AVAudioPlayer class has been around for a while, but the AVAudioRecorder is new in the iPhone 3.0 SDK. Being so new, there is little information out there, which made it harder for us to debug this problem.

In our application, we use AVAudioRecorder for recording and OpenAL for playback. From some debugging and logging, it appeared that AVAudioRecorder would automatically switch the audio session category whenever it would start and stop recording. This matches what the Audio Session Programming Guide says. However, something about our OpenAL playback was breaking the AVAudioRecorder. We could record as many times as we wanted, but after we would play back once, recording wouldn't work. In particular, -[AVAudioRecorder record] was returning NO, which indicates that something went wrong. Unfortunately, the documentation doesn't (yet) explain what might cause that to be a problem.

It turns out that AVAudioRecorder does automatically switch your audio session category, but only when it feels like it. If you've already explicitly set the category, AVAudioRecorder will assume that you know what you're doing, and will not auto-switch categories anymore. The solution was to use AudioSessionSetProperty() to set the audio category to either kAudioSessionCategory_RecordAudio or kAudioSessionCategory_PlayAndRecord before starting the recording.

If you're only using AVAudioPlayer, AVAudioRecorder, and system sound services for audio playback, you shouldn't need to explicitly set a category. The only reason we did was because we were using OpenAL.

Now to be a little critical: I'm not a fan of this behavior. In order to make AVAudioRecorder "easy to use", Apple had to make its behavior complicated. It needs to know whether the user has explicitly set the audio session category. It sometimes implicitly changes the category. When it changes the category, the change is not observable (by callbacks registered with AudioSessionAddPropertyListener). All of these things are frustrating, but the real aggravation is that there is no way for us to implement a class like AVAudioRecorder. Because the class seems to make use of private APIs, its behavior cannot be duplicated. As far as I can see, there is no good reason for it to be using private APIs. Maybe it was just laziness. Whatever the case, it's disappointing.

On the other hand, things aren't all bad. AVAudioRecorder replaced about 4 source files in our application. That alone makes it worth bearing the annoyances. I just wish it were more... sane.

Tuesday, June 23, 2009

iPhone Background Processes?

So, quite accidentally, I managed to make an iPhone app that continued to run in the background. I had a controller action that was hooked up to a button. Clicking the button would play the sound using OpenAL. Now, I was more interested in seeing if the code worked than in trying to make it work well. As a result, the action handler blocked until the sound clip was over. Because of the nature of OpenAL, you need to poll an audio source to tell when it has finished playing. Furthermore, it seems that OpenAL gets confused if the audio route changes while it is playing back audio. In my case, all my audio sources got stuck in a "playing" state that never finished.

Since my prototype code didn't handle audio route changes, my polling loop turned into an infinite loop. With this loop blocking the primary run loop of my app, the quit message was never processed. The application's hosting process continued to run for quite a while. I could see output continue to get spewed to the debug log.

Now, this isn't a very practical solution. Blocking your process' run loop has other, bad side-effects. However, considering how paranoid Apple is about background processes and battery life, I was astounded that the OS didn't kill my obviously runaway process. Though the device itself doesn't seem to enforce the "no background processes" mandate, it likely that an app that did this would not make it past the App Store review process.

In my case, it was easy enough to fix up the code. I was waiting until the audio finished playing because I wanted to do some cleanup. It was easy enough to make a watchdog NSTimer that would occasionally poll my audio sources to see if they had finished playing and, if so, perform the cleanup.

Sunday, June 21, 2009

Simple audio recording and playback

So, the Gents have been toying with iPhone audio recording and playback, and it has been an uphill struggle, to say the least. SpeakHere is the defacto standard demo everyone references, but it is quite abhorrent in both code style and in ease of understanding. The underlying technology, Audio Queues, are already (overly?) complicated, I'd like my demos to help ease that complication, not make it worse, thankyouverymuch. And though I often hear that Apple's documentation is excellent, I'm less then impressed so far. They are worse than Microsoft at documenting edge cases, and sometimes I wonder if the tech writers think that developers care more about making pretty interfaces than understanding how to use the core API's that their software has to interact with.

But just today, I found out that Apple provides AVAudioRecorder and AVAudioPlayback as super easy to use wrappers around the AudioQueue stuff,... as long as your needs aren't too advanced. It won't help us for what we want to do on the audio playback side of things, but it is a hell of a lot easier to use and understand for audio recording. I slapped together a sample program based solely on the docs on about an hour, and it worked the first time (an unfortunately unique experience with iPhone audio programming so far)! Apparently, these classes sit in the sweet spot between wanting to play more than a few seconds of audio at a time and not being a manic control freak sound engineer who has to tweak every last parameter to perfection.

Here's my setup code for the recording (note the NSDictionary for settings, I was going to try to provide some since the docs weren't clear what would happen if I didn't, but it started getting complicated so I just tried nil, and it worked! gasp! Reasonable defaults? It was more complicated to set up the filepath than to record the audio!):




////////
// Make a url for the file in the apps documents directory
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *recordFilePath = [documentsDirectory stringByAppendingPathComponent: @"recordedFile.caf"];
NSURL *url = [NSURL fileURLWithPath:recordFilePath];
////////

NSDictionary *settings = nil;

NSError *error = 0;
recorder = [[AVAudioRecorder alloc] initWithURL:url settings:settings error:&error];

if (error)
{
NSLog(@"An error occured while initializing the audio recorder! -- %@", error);
exit(-1);
}


And here's my record button code (gasp! It doesn't require 50+ lines just to record some audio?):



- (IBAction)record
{
NSLog(@"Record pressed");

if ([recorder isRecording])
{
NSLog(@"Stopping recording...");
[recorder stop];
}
else
{
NSLog(@"Starting recording...");
[recorder record];
}
}


The player setup code was even easier:



player = [AVAudioPlayer alloc];


and my play method:


- (IBAction)play
{
NSLog(@"Play pressed");

////////
// Make a url for the file in the apps documents directory
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *recordFilePath = [documentsDirectory stringByAppendingPathComponent: @"recordedFile.caf"];
NSURL *url = [NSURL fileURLWithPath:recordFilePath];
////////


NSError *error = 0;
[player initWithContentsOfURL:url error:&error];

if (error)
{
NSLog(@"An error occured while initializing the audio recorder! -- %@", error);
exit(-1);
}

[player play];
}


Yeah, I duplicated the file path setup code, it's experimental code, sue me. More importantly, notice that I broke with the objective-c [[X alloc] init] paradigm and went with something that feels 1000x hackier, calling init every time we are about to play. It seems that AVAudioPlayer wants an existing file when it is initialized, but since I may not have one recorded yet, it would error out.

Now, I'm not an objective-c programmer, this is all new to me, but what I did feels like the moral equivalent of pre-allocating some memory and calling placement new repeatedly without ever actually destroying the object, i.e. very very evil. In C++, all sorts of resource leaks may occur, but who knows in this wacky objective-c world? Apple's documentation doesn't explain what happens if init is called multiple times on AVAudioPlayer as far as I can tell, and that seems like a crucial piece of information.