I am trying to access the raw data for an audio file on the iPhone/iPad. I have the following code which is a basic start down the path I need. However I am stumped at what to do once I have an AudioBuffer.
AVAssetReader *assetReader = [AVAssetReader assetReaderWithAsset:urlAsset error:nil];
AVAssetReaderTrackOutput *assetReaderOutput = [AVAssetReaderTrackOutput assetReaderTrackOutputWithTrack:[[urlAsset tracks] objectAtIndex:0] outputSettings:nil];
[assetReader addOutput:assetReaderOutput];
[assetReader startReading];
CMSampleBufferRef ref;
NSArray *outputs = assetReader.outputs;
AVAssetReaderOutput *output = [outputs objectAtIndex:0];
int y = 0;
while (ref = [output copyNextSampleBuffer]) {
AudioBufferList audioBufferList;
CMBlockBufferRef blockBuffer;
CMSampleBufferGetAudioBufferListWithRetainedBlockBuffer(ref, NULL, &audioBufferList, sizeof(audioBufferList), NULL, NULL, 0, &blockBuffer);
for (y=0; y<audioBufferList.mNumberBuffers; y++) {
AudioBuffer audioBuffer = audioBufferList.mBuffers[y];
SInt16 *frames = audioBuffer.mData;
for(int i = 0; i < 24000; i++) { // This sometimes crashes
Float32 currentFrame = frames[i] / 32768.0f;
}
}
}
Essentially I don't know how to tell how many frames each buffer contains so I can't reliably extract the data from them. I am new to working with raw audio data so I'm open to any suggestions in how to best read the mData property of the AudioBuffer struct. I also haven't done much with void pointers in the past so help with that in this context would be great too!