Reputation: 1160
I want to program a simple audio sequencer on the iphone but I can't get accurate timing. The last days I tried all possible audio techniques on the iphone, starting from AudioServicesPlaySystemSound and AVAudioPlayer and OpenAL to AudioQueues.
In my last attempt I tried the CocosDenshion sound engine which uses openAL and allows to load sounds into multiple buffers and then play them whenever needed. Here is the basic code:
init:
int channelGroups[1];
channelGroups[0] = 8;
soundEngine = [[CDSoundEngine alloc] init:channelGroups channelGroupTotal:1];
int i=0;
for(NSString *soundName in [NSArray arrayWithObjects:@"base1", @"snare1", @"hihat1", @"dit", @"snare", nil])
{
[soundEngine loadBuffer:i fileName:soundName fileType:@"wav"];
i++;
}
[NSTimer scheduledTimerWithTimeInterval:0.14 target:self selector:@selector(drumLoop:) userInfo:nil repeats:YES];
In the initialisation I create the sound engine, load some sounds to different buffers and then establish the sequencer loop with NSTimer.
audio loop:
- (void)drumLoop:(NSTimer *)timer
{
for(int track=0; track<4; track++)
{
unsigned char note=pattern[track][step];
if(note)
[soundEngine playSound:note-1 channelGroupId:0 pitch:1.0f pan:.5 gain:1.0 loop:NO];
}
if(++step>=16)
step=0;
}
Thats it and it works as it should BUT the timing is shaky and instable. As soon as something else happens (i.g. drawing in a view) it goes out of sync.
As I understand the sound engine and openAL the buffers are loaded (in the init code) and then are ready to start immediately with alSourcePlay(source);
- so the problem may be with NSTimer?
Now there are dozens of sound sequencer apps in the appstore and they have accurate timing. I.g. "idrum" has a perfect stable beat even in 180 bpm when zooming and drawing is done. So there must be a solution.
Does anybody has any idea?
Thanks for any help in advance!
Best regards,
Walchy
Thanks for your answer. It brought me a step further but unfortunately not to the aim. Here is what I did:
nextBeat=[[NSDate alloc] initWithTimeIntervalSinceNow:0.1];
[NSThread detachNewThreadSelector:@selector(drumLoop:) toTarget:self withObject:nil];
In the initialisation I store the time for the next beat and create a new thread.
- (void)drumLoop:(id)info
{
[NSThread setThreadPriority:1.0];
while(1)
{
for(int track=0; track<4; track++)
{
unsigned char note=pattern[track][step];
if(note)
[soundEngine playSound:note-1 channelGroupId:0 pitch:1.0f pan:.5 gain:1.0 loop:NO];
}
if(++step>=16)
step=0;
NSDate *newNextBeat=[[NSDate alloc] initWithTimeInterval:0.1 sinceDate:nextBeat];
[nextBeat release];
nextBeat=newNextBeat;
[NSThread sleepUntilDate:nextBeat];
}
}
In the sequence loop I set the thread priority as high as possible and go into an infinite loop. After playing the sounds I calculate the next absolute time for the next beat and send the thread to sleep until this time.
Again this works and it works more stable than my tries without NSThread but it is still shaky if something else happens, especially GUI stuff.
Is there a way to get real-time responses with NSThread on the iphone?
Best regards,
Walchy
Upvotes: 24
Views: 10689
Reputation: 446
If constructing your sequence ahead of time is not a limitation, you can get precise timing using an AVMutableComposition. This would play 4 sounds evenly spaced over 1 second:
// setup your composition
AVMutableComposition *composition = [[AVMutableComposition alloc] init];
NSDictionary *options = @{AVURLAssetPreferPreciseDurationAndTimingKey : @YES};
for (NSInteger i = 0; i < 4; i++)
{
AVMutableCompositionTrack* track = [composition addMutableTrackWithMediaType:AVMediaTypeAudio preferredTrackID:kCMPersistentTrackID_Invalid];
NSURL *url = [[NSBundle mainBundle] URLForResource:[NSString stringWithFormat:@"sound_file_%i", i] withExtension:@"caf"];
AVURLAsset *asset = [AVURLAsset URLAssetWithURL:url options:options];
AVAssetTrack *assetTrack = [asset tracksWithMediaType:AVMediaTypeAudio].firstObject;
CMTimeRange timeRange = [assetTrack timeRange];
Float64 t = i * 1.0;
NSError *error;
BOOL success = [track insertTimeRange:timeRange ofTrack:assetTrack atTime:CMTimeMake(t, 4) error:&error];
NSAssert(success && !error, @"error creating composition");
}
AVPlayerItem* playerItem = [AVPlayerItem playerItemWithAsset:composition];
self.avPlayer = [[AVPlayer alloc] initWithPlayerItem:playerItem];
// later when you want to play
[self.avPlayer seekToTime:kCMTimeZero];
[self.avPlayer play];
Original credit for this solution: http://forum.theamazingaudioengine.com/discussion/638#Item_5
And more detail: precise timing with AVMutableComposition
Upvotes: 1
Reputation: 71
By measuring the time elapsed for the "Do some work" part in the loop and subtracting this duration from the nextTime greatly improves accuracy:
while (loop == YES)
{
timerInterval = adjustedTimerInterval ;
startTime = CFAbsoluteTimeGetCurrent() ;
if (delegate != nil)
{
[delegate timerFired] ; // do some work
}
endTime = CFAbsoluteTimeGetCurrent() ;
diffTime = endTime - startTime ; // measure how long the call took. This result has to be subtracted from the interval!
endTime = CFAbsoluteTimeGetCurrent() + timerInterval-diffTime ;
while (CFAbsoluteTimeGetCurrent() < endTime)
{
// wait until the waiting interval has elapsed
}
}
Upvotes: 1
Reputation: 70743
One additional thing that may improve real-time responsiveness is setting the Audio Session's kAudioSessionProperty_PreferredHardwareIOBufferDuration to a few milliseconds (such as 0.005 seconds) before making your Audio Session active. This will cause RemoteIO to request shorter callback buffers more often (on a real-time thread). Don't take any significant time in these real-time audio callbacks, or you will kill the audio thread and all audio for your app.
Just counting shorter RemoteIO callback buffers is on the order of 10X more accurate and lower latency than using an NSTimer. And counting samples within an audio callback buffer for positioning the start of your sound mix will give you sub-millisecond relative timing.
Upvotes: 1
Reputation: 794
You've had a few good answers here, but I thought I'd offer some code for a solution that worked for me. When I began researching this, I actually looked for how run loops in games work and found a nice solution that has been very performant for me using mach_absolute_time
.
You can read a bit about what it does here but the short of it is that it returns time with nanosecond precision. However, the number it returns isn't quite time, it varies with the CPU you have, so you have to create a mach_timebase_info_data_t
struct first, and then use it to normalize the time.
// Gives a numerator and denominator that you can apply to mach_absolute_time to
// get the actual nanoseconds
mach_timebase_info_data_t info;
mach_timebase_info(&info);
uint64_t currentTime = mach_absolute_time();
currentTime *= info.numer;
currentTime /= info.denom;
And if we wanted it to tick every 16th note, you could do something like this:
uint64_t interval = (1000 * 1000 * 1000) / 16;
uint64_t nextTime = currentTime + interval;
At this point, currentTime
would contain some number of nanoseconds, and you'd want it to tick every time interval
nanoseconds passed, which we store in nextTime
. You can then set up a while loop, something like this:
while (_running) {
if (currentTime >= nextTime) {
// Do some work, play the sound files or whatever you like
nextTime += interval;
}
currentTime = mach_absolute_time();
currentTime *= info.numer;
currentTime /= info.denom;
}
The mach_timebase_info
stuff is a bit confusing, but once you get it in there, it works very well. It's been extremely performant for my apps. It's also worth noting that you won't want to run this on the main thread, so dishing it off to its own thread is wise. You could put all the above code in its own method called run
, and start it with something like:
[NSThread detachNewThreadSelector:@selector(run) toTarget:self withObject:nil];
All the code you see here is a simplification of a project I open-sourced, you can see it and run it yourself here, if that's of any help. Cheers.
Upvotes: 4
Reputation: 288
Really the most precise way to approach timing is to count audio samples and do whatever you need to do when a certain number of samples has passed. Your output sample rate is the basis for all things related to sound anyway so this is the master clock.
You don't have to check on each sample, doing this every couple of msec will suffice.
Upvotes: 2
Reputation: 23945
im doing something similar using remoteIO output. i do not rely on NSTimer. i use the timestamp provided in the render callback to calculate all of my timing. i dont know how acurate the iphone's hz rate is but im sure its pretty close to 44100hz, so i just calculate when i should be loading the next beat based on what the current sample number is.
an example project that uses remote io can be found here have a look at the render callback inTimeStamp argument.
EDIT : Example of this approach working (and on the app store, can be found here)
Upvotes: 7
Reputation: 1534
I opted to use a RemoteIO AudioUnit and a background thread that fills swing buffers (one buffer for read, one for write which then swap) using the AudioFileServices API. The buffers are then processed and mixed in the AudioUnit thread. The AudioUnit thread signals the bgnd thread when it should start loading the next swing buffer. All the processing was in C and used the posix thread API. All the UI stuff was in ObjC.
IMO, the AudioUnit/AudioFileServices approach affords the greatest degree of flexibility and control.
Cheers,
Ben
Upvotes: 5
Reputation: 5403
I thought a better approach for the time management would be to have a bpm setting (120, for example), and go off of that instead. Measurements of minutes and seconds are near useless when writing/making music / music applications.
If you look at any sequencing app, they all go by beats instead of time. On the opposite side of things, if you look at a waveform editor, it uses minutes and seconds.
I'm not sure of the best way to implement this code-wise by any means, but I think this approach will save you a lot of headaches down the road.
Upvotes: 0
Reputation: 299703
NSTimer has absolutely no guarantees on when it fires. It schedules itself for a fire time on the runloop, and when the runloop gets around to timers, it sees if any of the timers are past-due. If so, it runs their selectors. Excellent for a wide variety of tasks; useless for this one.
Step one here is that you need to move audio processing to its own thread and get off the UI thread. For timing, you can build your own timing engine using normal C approaches, but I'd start by looking at CAAnimation and especially CAMediaTiming.
Keep in mind that there are many things in Cocoa that are designed only to run on the main thread. Don't, for instance, do any UI work on a background thread. In general, read the docs carefully to see what they say about thread-safety. But generally, if there isn't a lot of communication between the threads (which there shouldn't be in most cases IMO), threads are pretty easy in Cocoa. Look at NSThread.
Upvotes: 10