Audio Framework For Mac
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A simple, intuitive audio framework for iOS and OSX. Deprecated EZAudio has recently been deprecated in favor of AudioKit.
However, since some people are still forking and using EZAudio I've decided to restore the README as it was. Apps Using EZAudio I'd really like to start creating a list of projects made using EZAudio. If you've used EZAudio to make something cool, whether it's an app or open source visualization or whatever, please email me at syedhali07atgmail.com and I'll add it to our wall of fame! To start it off:. Gorgeous location-aware audio walks.
Incredibly fast, real-time file sharing Features Awesome Components I've designed six audio components and two interface components to allow you to immediately get your hands dirty recording, playing, and visualizing audio data. These components simply plug into each other and build on top of the high-performance, low-latency AudioUnits API and give you an easy to use API written in Objective-C instead of pure C.
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A useful class for getting all the current and available inputs/output on any Apple device. The EZMicrophone and EZOutput use this to direct sound in/out from different hardware components. A microphone class that provides its delegate audio data from the default device microphone with one line of code.
An output class that will playback any audio it is provided by its datasource. An audio file class that reads/seeks through audio files and provides useful delegate callbacks. A replacement for AVAudioPlayer that combines an EZAudioFile and a EZOutput to perform robust playback of any file on any piece of hardware. A recorder class that provides a quick and easy way to write audio files from any datasource. A Core Graphics-based audio waveform plot capable of visualizing any float array as a buffer or rolling plot. An OpenGL-based, GPU-accelerated audio waveform plot capable of visualizing any float array as a buffer or rolling plot.
Cross Platform EZAudio was designed to work transparently across all iOS and OSX devices. This means one universal API whether you're building for Mac or iOS. For instance, under the hood an EZAudioPlot knows that it will subclass a UIView for iOS or an NSView for OSX and the EZMicrophone knows to build on top of the RemoteIO AudioUnit for iOS, but defaults to the system defaults for input and output for OSX. You can also generate the docset yourself using appledocs by running the appledocs on the EZAudio source folder. ', target='blank'Cocoapods. Simply add EZAudio to your Podfile like so: pod 'EZAudio', ' 1.1.4' 3.) Alternatively, you can check out the iOS/Mac examples for how to setup a project using the EZAudio project as an embedded project and utilizing the frameworks. Be sure to set your header search path to the folder containing the EZAudio source.
Core Components EZAudio currently offers six audio components that encompass a wide range of functionality. In addition to the functional aspects of these components such as pulling audio data, reading/writing from files, and performing playback they also take special care to hook into the interface components to allow developers to display visual feedback (see the below). EZAudioDevice Provides a simple interface for obtaining the current and all available inputs and output for any Apple device. For instance, the iPhone 6 has three microphones available for input, while on OSX you can choose the Built-In Microphone or any available HAL device on your system. Similarly, for iOS you can choose from a pair of headphones connected or speaker, while on OSX you can choose from the Built-In Output, any available HAL device, or Airplay. Getting Input Devices To get all the available input devices use the inputDevices class method.
// On iOS this will default to the headset speaker, while on OSX this will be your selected // output device from the Sound preferences EZAudioDevice.currentOutputDevice = EZAudioDevice currentOutputDevice; EZMicrophone Provides access to the default device microphone in one line of code and provides delegate callbacks to receive the audio data as an AudioBufferList and float arrays. Relevant Example Projects. EZAudioCoreGraphicsWaveformExample (iOS). EZAudioCoreGraphicsWaveformExample (OSX). EZAudioOpenGLWaveformExample (iOS). EZAudioOpenGLWaveformExample (OSX). EZAudioRecordExample (iOS).
EZAudioRecordExample (OSX). EZAudioPassThroughExample (iOS).
EZAudioPassThroughExample (OSX). EZAudioFFTExample (iOS). EZAudioFFTExample (OSX) Creating A Microphone Create an EZMicrophone instance by declaring a property and initializing it like so. // The EZOutputDataSource should fill out the audioBufferList with the given frame count. // The timestamp is provided for sample accurate calculation, but for basic use cases can // be ignored. ( OSStatus) output:(EZOutput.)output shouldFillAudioBufferList:(AudioBufferList.)audioBufferList withNumberOfFrames:( UInt32)frames timestamp:( const AudioTimeStamp.)timestamp; Relevant Example Projects.
EZAudioPlayFileExample (iOS). EZAudioPlayFileExample (OSX). EZAudioPassThroughExample (iOS).
EZAudioPassThroughExample (OSX) Creating An Output Create an EZOutput by declaring a property and initializing it like so. // By default this method connects the AUNode representing the input format converter to // the mixer node. In subclasses you can add effects in the chain between the converter // and mixer by creating additional AUNodes, adding them to the AUGraph provided below, // and then connecting them together.
( OSStatus)connectOutputOfSourceNode:(AUNode)sourceNode sourceNodeOutputBus:( UInt32)sourceNodeOutputBus toDestinationNode:(AUNode)destinationNode destinationNodeInputBus:( UInt32)destinationNodeInputBus inGraph:(AUGraph)graph; This was inspired by the audio processing graph from CocoaLibSpotify (Daniel Kennett of Spotify has explaining how to add an EQ to the CocoaLibSpotify AUGraph). Here's an example of how to add a delay audio unit ( kAudioUnitSubTypeDelay). // Declare the EZAudioFile as a strong property @property (nonatomic, strong) EZAudioFile.audioFile.
// Create an EZAudioPlayer with a delegate that conforms to EZAudioPlayerDelegate self.player = EZAudioPlayer audioPlayerWithDelegate: self; Playing An Audio File The EZAudioPlayer uses an internal EZAudioFile to provide data to its EZOutput for output via the EZOutputDataSource. You can provide an EZAudioFile by just setting the audioFile property on the EZAudioPlayer will make a copy of the EZAudioFile at that file path url for its own use. // Set the EZAudioFile for playback by setting the `audioFile` property EZAudioFile.audioFile = EZAudioFile audioFileWithURL: NSURL fileURLWithPath: @'/path/to/your/file '; self.player setAudioFile:audioFile; // This, however, will not pause playback if a current file is playing. Instead // it's encouraged to use `playAudioFile:` instead if you're swapping in a new // audio file while playback is already running EZAudioFile.audioFile = EZAudioFile audioFileWithURL: NSURL fileURLWithPath: @'/path/to/your/file '; self.player playAudioFile:audioFile; As audio is played the EZAudioPlayerDelegate will receive the playedAudio., updatedPosition., and, if the audio file reaches the end of the file, the reachedEndOfAudioFile: events. A typical implementation of the EZAudioPlayerDelegate would be something like. /.
Notification that occurs whenever the EZAudioPlayer changes its `audioFile` property. Check the new value using the EZAudioPlayer's `audioFile` property./ FOUNDATIONEXPORT NSString. const EZAudioPlayerDidChangeAudioFileNotification; /. Notification that occurs whenever the EZAudioPlayer changes its `device` property. Check the new value using the EZAudioPlayer's `device` property./ FOUNDATIONEXPORT NSString. const EZAudioPlayerDidChangeOutputDeviceNotification; /. Notification that occurs whenever the EZAudioPlayer changes its `output` component's `pan` property.
Check the new value using the EZAudioPlayer's `pan` property./ FOUNDATIONEXPORT NSString. const EZAudioPlayerDidChangePanNotification; /. Notification that occurs whenever the EZAudioPlayer changes its `output` component's play state. Check the new value using the EZAudioPlayer's `isPlaying` property./ FOUNDATIONEXPORT NSString. const EZAudioPlayerDidChangePlayStateNotification; /. Notification that occurs whenever the EZAudioPlayer changes its `output` component's `volume` property. Check the new value using the EZAudioPlayer's `volume` property./ FOUNDATIONEXPORT NSString.
const EZAudioPlayerDidChangeVolumeNotification; /. Notification that occurs whenever the EZAudioPlayer has reached the end of a file and its `shouldLoop` property has been set to NO./ FOUNDATIONEXPORT NSString. const EZAudioPlayerDidReachEndOfFileNotification; /. Notification that occurs whenever the EZAudioPlayer performs a seek via the `seekToFrame` method or `setCurrentTime:` property setter. Check the new `currentTime` or `frameIndex` value using the EZAudioPlayer's `currentTime` or `frameIndex` property, respectively./ FOUNDATIONEXPORT NSString. const EZAudioPlayerDidSeekNotification; EZRecorder Provides a way to record any audio source to an audio file.
This hooks into the other components quite nicely to do something like plot the audio waveform while recording to give visual feedback as to what is happening. The EZRecorderDelegate provides methods to listen to write events and a final close event on the EZRecorder (explained ). Relevant Example Projects. EZAudioRecordExample (iOS). EZAudioRecordExample (OSX) Creating A Recorder To create an EZRecorder you must provide at least 3 things: an NSURL representing the file path of where the audio file should be written to (an existing file will be overwritten), a clientFormat representing the format in which you will be providing the audio data, and either an EZRecorderFileType or an AudioStreamBasicDescription representing the file format of the audio data on disk. // Provide a file path url to write to, a client format (always linear PCM, this is the format // coming from another component like the EZMicrophone's audioStreamBasicDescription property), // and a EZRecorderFileType constant representing either a wav (EZRecorderFileTypeWAV), // aiff (EZRecorderFileTypeAIFF), or m4a (EZRecorderFileTypeM4A) file format. The advantage of // this is that the `fileFormat` property will be automatically filled out for you.
+ ( instancetype)recorderWithURL:( NSURL.)url clientFormat:(AudioStreamBasicDescription)clientFormat fileType:(EZRecorderFileType)fileType; // Alternatively, you can provide a file path url to write to, a client format (always linear // PCM, this is the format coming from another component like the EZMicrophone's // audioStreamBasicDescription property), a `fileFormat` representing your custom // AudioStreamBasicDescription, and an AudioFileTypeID that corresponds with your `fileFormat`. + ( instancetype)recorderWithURL:( NSURL.)url clientFormat:(AudioStreamBasicDescription)clientFormat fileFormat:(AudioStreamBasicDescription)fileFormat audioFileTypeID:(AudioFileTypeID)audioFileTypeID; Start by declaring an instance of the EZRecorder (you will have one of these per audio file written out). // Example using an EZMicrophone, a string called kAudioFilePath representing a file // path location on your computer, and an iLBC file format. AudioStreamBasicDescription iLBCFormat = EZAudioUtilities iLBCFormatWithSampleRate: 8000; self.recorder = EZRecorder recorderWithURL: NSURL fileURLWithPath: @'/path/to/your/file.caf ' clientFormat: self.microphone audioStreamBasicDescription fileFormat:iLBCFormat audioFileTypeID: kAudioFileCAFType; Recording Some Audio Once you've initialized your EZRecorder you can append data by passing in an AudioBufferList and its buffer size like so.
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You can track your feedback in the portal. To make a suggestion, select Help Provide a Suggestion from the menu or Provide a Suggestion from the Welcome screen, which will take you to the. Prerequisites See the topic. Getting started If you've already installed the prerequisites and Visual Studio for Mac, skip this section and proceed to. Follow these steps to install the prerequisites and Visual Studio for Mac: Download the.
Run the installer. Read and accept the license agreement. During the install, you're provided the opportunity to install Xamarin, a cross-platform mobile app development technology.
Installing Xamarin and its related components is optional for.NET Core development. For a walk-through of the Visual Studio for Mac install process, see. When the install is complete, start the Visual Studio for Mac IDE. Creating a project.
Audio Framework For Mac Free
Select New Project on the Welcome screen. In the New Project dialog, select App under the.NET Core node. Select the Console Application template followed by Next. Type 'HelloWorld' for the Project Name.
Select Create. Wait while the project's dependencies are restored. The project has a single C# file, Program.cs, containing a Program class with a Main method. The Console.WriteLine statement will output 'Hello World!' To the console when the app is run.
Run the application Run the app in Debug mode using F5 or in Release mode using CTRL+ F5. Next step The topic shows you how to build a complete.NET Core solution that includes a reusable library and unit testing.