Can I get a little help with this?
In a test project, I have an AUSampler -> MixerUnit -> ioUnit
and have a render callback set up. It all works. I am using the MusicDeviceMIDIEvent
method as defined in MusicDevice.h
to play a midi noteOn & noteOff. So in the hack test code below, a noteOn occurs for .5 sec. every 2 seconds.
MusicDeviceMIDIEvent
(below) takes a param: inOffsetSampleFrame
in order to schedule an event at a future time. What I would like to be able to do is play a noteOn and schedule the noteOff at the same time (without the hack time check I am doing below). I just don't understand what the inOffsetSampleFrame
value should be (ex: to play a .5 sec or .2 second note. (in other words, I don't understand the basics of audio timing...).
So, if someone could walk me through the arithmetic to get proper values from the incoming AudioTimeStamp
, that would be great! Also perhaps correct me/clarify any of these:
AudioTimeStamp->mSampleTime
- sampleTime is the time of the current sample "slice"? Is this in milliseconds?AudioTimeStamp->mHostTime
- ? host is the computer the app is running on and this is time (in milliseconds?) since computer started? This is a HUGE number. Doesn't it rollover and then cause problems?inNumberFrames
- seems like that is 512 on iOS5 (set throughkAudioUnitProperty_MaximumFramesPerSlice
). So the sample is made up of 512 frames?I've seen lots of admonitions not to overload the render Callback function - in particular to avoid Objective C calls - I understand the reason, but how does one then message the UI or do other processing?
I guess that's it. Thanks for bearing with me!
inOffsetSampleFrame If you are scheduling the MIDI Event from the audio unit's render thread, then you can supply a sample offset that the audio unit may apply when applying that event in its next audio unit render. This allows you to schedule to the sample, the time when a MIDI command is applied and is particularly important when starting new notes. If you are not scheduling in the audio unit's render thread, then you should set this value to 0
// MusicDeviceMIDIEvent function def:
extern OSStatus
MusicDeviceMIDIEvent( MusicDeviceComponent inUnit,
UInt32 inStatus,
UInt32 inData1,
UInt32 inData2,
UInt32 inOffsetSampleFrame)
//my callback
OSStatus MyCallback( void * inRefCon,
AudioUnitRenderActionFlags * ioActionFlags,
const AudioTimeStamp * inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList * ioData)
{
Float64 sampleTime = inTimeStamp->mSampleTime;
UInt64 hostTime = inTimeStamp->mHostTime;
[(__bridge Audio*)inRefCon audioEvent:sampleTime andHostTime:hostTime];
return 1;
}
// OBJ-C method
- (void)audioEvent:(Float64) sampleTime andHostTime:(UInt64)hostTime
{
OSStatus result = noErr;
Float64 nowTime = (sampleTime/self.graphSampleRate); // sample rate: 44100.0
if (nowTime - lastTime > 2) {
UInt32 noteCommand = kMIDIMessage_NoteOn << 4 | 0;
result = MusicDeviceMIDIEvent (mySynthUnit, noteCommand, 60, 120, 0);
lastTime = sampleTime/self.graphSampleRate;
}
if (nowTime - lastTime > .5) {
UInt32 noteCommand = kMIDIMessage_NoteOff << 4 | 0;
result = MusicDeviceMIDIEvent (mySynthUnit, noteCommand, 60, 0, 0);
}
}
mSampleTime
is the number of samples (sample frames), as you have already figured out (can see that in your code :) ). In each render call this number increases by the buffer size, e.g. 512. That buffer size is set inAVAudioSession
by means ofpreferredIOBufferDuration
. – BatesOSAtomicCompareAndSwap32Barrier
). Be sure to use a barrier here. In the UI thread you install a timer at, say 10x per second (whatever is sufficient). The timer proc checks the queue's read offset which is a different variable than write offset. If the write offset has advanced (ie. not equal to read offset), you read the new bytes and process them until all new bytes are processed. – Bates