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#include <string.h> #include <math.h> #include <unistd.h> #include <stdio.h> #include <AudioToolbox/AudioToolbox.h> FILE *fp; typedef struct TwavHeader{ char RIFF[4]; uint32_t RIFFChunkSize; char WAVE[4]; char fmt[4]; uint32_t Subchunk1Size; uint16_t AudioFormat; uint16_t NumOfChan; uint32_t SamplesPerSec; uint32_t bytesPerSec; uint16_t blockAlign; uint16_t bitsPerSample; char Subchunk2ID[4]; uint32_t Subchunk2Size; }TwavHeader; typedef struct SoundState { bool done; }SoundState; void auCallback(void *inUserData, AudioQueueRef queue, AudioQueueBufferRef buffer) { buffer->mAudioDataByteSize = 1024*4; int numToRead = buffer->mAudioDataByteSize / sizeof(float) * 2; void *p = malloc(numToRead); fread(p, numToRead,1,fp); void *myBuf = buffer->mAudioData; for (int i=0; i < numToRead / 2; i++) { uint16_t w = *(uint16_t *)&(p[i*sizeof(uint16_t)]); float f = ((float)w / (float)0x8000) - 1.0; *(float *)&(myBuf[i*sizeof(float)]) = f; } free(p); AudioQueueEnqueueBuffer(queue, buffer, 0, 0); } void checkError(OSStatus error){ if (error != noErr) { printf("Error: %d", error); exit(error); } } int main(int argc, const char * argv[]) { printf("START\n"); TwavHeader theHeader; fp = fopen("/Users/kirillkranz/Documents/mytralala-code/CoreAudioTest/unreal.wav", "r"); fread(&theHeader, sizeof(TwavHeader),1,fp); printf("%i\n",theHeader.bitsPerSample); AudioStreamBasicDescription auDesc = {}; auDesc.mSampleRate = theHeader.SamplesPerSec; auDesc.mFormatID = kAudioFormatLinearPCM; auDesc.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked; auDesc.mBytesPerPacket = 8; auDesc.mFramesPerPacket = 1; auDesc.mBytesPerFrame = 8; auDesc.mChannelsPerFrame = 2; auDesc.mBitsPerChannel = 32; AudioQueueRef auQueue = 0; AudioQueueBufferRef auBuffers[2] ={}; // our persistent state for sound playback SoundState soundState= {}; soundState.done=false; OSStatus err; // most of the 0 and nullptr params here are for compressed sound formats etc. err = AudioQueueNewOutput(&auDesc, &auCallback, &soundState, 0, 0, 0, &auQueue); checkError(err); // generate buffers holding at most 1/16th of a second of data uint32_t bufferSize = auDesc.mBytesPerFrame * (auDesc.mSampleRate / 16); err = AudioQueueAllocateBuffer(auQueue, bufferSize, &(auBuffers[0])); checkError(err); err = AudioQueueAllocateBuffer(auQueue, bufferSize, &(auBuffers[1])); checkError(err); // prime the buffers auCallback(&soundState, auQueue, auBuffers[0]); auCallback(&soundState, auQueue, auBuffers[1]); // enqueue for playing AudioQueueEnqueueBuffer(auQueue, auBuffers[0], 0, 0); AudioQueueEnqueueBuffer(auQueue, auBuffers[1], 0, 0); // go! AudioQueueStart(auQueue, 0); char rxChar[10]; scanf( "%s", &rxChar); printf("FINISH"); fclose(fp); // be nice even it doesn't really matter at this point if (auQueue) AudioQueueDispose(auQueue, true); } |
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#include <string.h> #include <math.h> #include <unistd.h> #include <stdio.h> #include <AudioToolbox/AudioToolbox.h> FILE *fp; typedef struct TwavHeader{ char RIFF[4]; uint32_t RIFFChunkSize; char WAVE[4]; char fmt[4]; uint32_t Subchunk1Size; uint16_t AudioFormat; uint16_t NumOfChan; uint32_t SamplesPerSec; uint32_t bytesPerSec; uint16_t blockAlign; uint16_t bitsPerSample; char Subchunk2ID[4]; uint32_t Subchunk2Size; }TwavHeader; typedef struct SoundState { bool done; }SoundState; void auCallback(void *inUserData, AudioQueueRef queue, AudioQueueBufferRef buffer) { buffer->mAudioDataByteSize = 1024*4; int numToRead = buffer->mAudioDataByteSize / sizeof(float)*2; void *p = malloc(numToRead); fread(p, numToRead,1,fp); void *myBuf = buffer->mAudioData; for (int i=0; i < numToRead / 2; i++) { int16_t w = *(int16_t *)&(p[i*sizeof(int16_t)]); float f = ((float)w / (float)0x8000); *(float *)&(myBuf[i*sizeof(float)]) = f; } free(p); AudioQueueEnqueueBuffer(queue, buffer, 0, 0); } void checkError(OSStatus error){ if (error != noErr) { printf("Error: %d", error); exit(error); } } int main(int argc, const char * argv[]) { printf("START\n"); TwavHeader theHeader; fp = fopen("/Users/kirillkranz/Documents/mytralala-code/CoreAudioTest/unreal.wav", "r"); fread(&theHeader, sizeof(TwavHeader),1,fp); printf("%i\n",theHeader.bitsPerSample); AudioStreamBasicDescription auDesc = {}; auDesc.mSampleRate = theHeader.SamplesPerSec; auDesc.mFormatID = kAudioFormatLinearPCM; auDesc.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked; auDesc.mBytesPerPacket = 8; auDesc.mFramesPerPacket = 1; auDesc.mBytesPerFrame = 8; auDesc.mChannelsPerFrame = 2; auDesc.mBitsPerChannel = 32; AudioQueueRef auQueue = 0; AudioQueueBufferRef auBuffers[2] ={}; // our persistent state for sound playback SoundState soundState= {}; soundState.done=false; OSStatus err; // most of the 0 and nullptr params here are for compressed sound formats etc. err = AudioQueueNewOutput(&auDesc, &auCallback, &soundState, 0, 0, 0, &auQueue); checkError(err); // generate buffers holding at most 1/16th of a second of data uint32_t bufferSize = auDesc.mBytesPerFrame * (auDesc.mSampleRate / 16); err = AudioQueueAllocateBuffer(auQueue, bufferSize, &(auBuffers[0])); checkError(err); err = AudioQueueAllocateBuffer(auQueue, bufferSize, &(auBuffers[1])); checkError(err); // prime the buffers auCallback(&soundState, auQueue, auBuffers[0]); auCallback(&soundState, auQueue, auBuffers[1]); // enqueue for playing AudioQueueEnqueueBuffer(auQueue, auBuffers[0], 0, 0); AudioQueueEnqueueBuffer(auQueue, auBuffers[1], 0, 0); // go! AudioQueueStart(auQueue, 0); char rxChar[10]; scanf( "%s", &rxChar); printf("FINISH"); fclose(fp); // be nice even it doesn't really matter at this point if (auQueue) AudioQueueDispose(auQueue, true); } |
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