I am using C++ and have the sample rate, number of channels, and bit depth for my audio. I also have a char array containing the audio that I want to play. I am look for something along the lines of, sending a quarter of a second (or some other short amount of audio) to be played, then sending some more, etc. Is this possible, and if it is how would it be done.
Thanks for any help.
I've done this before with the library OpenAL.
This would require a pretty involved answer and hopefully the OpenAL documentation can walk you through it all, but here is the source example which I wrote that plays audio streaming in from a mumble server in nodejs.
You may need to ask a more specific question to get a better answer as this is a fairly large topic. It may also help to list other technologies you may be using such as target operating system(s) and if you are using any libraries already. Many desktop and game engines already have api's for playing simple sounds and using OpenAL may be much more complex than you really need.
But, briefly, the steps of the solution are:
Enumerate devices
Capture a device
Stream data to device
enqueue audio to buffer alSourceQueueBuffers
play queued buffer alSourcePlay
Related
I've been stuck on this problem for weeks now and Google is no help, so hopefully some here can help me.
I am programming a software sound mixer in C++, getting audio packets from the network and Windows microphones, mixing them together as PCM, and then sending them back out over the network and to speakers/USB headsets. This works. I have a working setup using the PortAudio library to handle the interface with Windows. However, my supervisors think the latency could be reduced between this software and our system, so in an attempt to lower latency (and better handle USB headset disconnects) I'm now rewriting the Windows interface layer to directly use WASAPI. I can eliminate some buffers and callbacks doing this, and theoretically use the super low latency interface if that's still not fast enough for the higher ups.
I have it only partially working now, and the partially part is what is killing me here. Our system has the speaker and headphones as three separate mono audio streams. The speaker is mono, and the headset is combined from two streams to be stereo. I'm outputting this to windows as two streams, one for a device of the user's choice for speaker, and one of another device of the user's choice for headset. For testing, they're both outputting to the default general stereo mix on my system.
I can hear the speaker perfectly fine, but I cannot hear the headset, no matter what I try. They both use the same code path, they both go through a WMF resampler to convert to 2 channel audio at the sample rate Windows wants. But I can hear the speaker, but never the headset stream.
It's not an exclusive mode problem: I'm using shared mode on all streams, and I've even specifically tried cutting down the streams to only the headset, in case one was stomping the other or something, and still the headset has no audio output.
It's not a mixer problem upstream, as I haven't modified any code from when it worked with PortAudio streams. I can see the audio passing through the mixer and to the output via my debug visualizers.
I can see the data going into the buffer I get from the system, when the system calls back to ask for audio. I should be hearing something, static even, but I'm getting nothing. (At one point, I bypassed the ring buffer entirely and put random numbers directly into the buffer in the callback and I still got no sound.)
What am I doing wrong here? It seems like Windows itself is the problem or something, but I don't have the expertise on Windows APIs to know what, and I'm apparently the most expert for this stuff in my company. I haven't even looked yet as to why the microphone input isn't working, and I've been stuck on this for weeks now. If anyone has any suggestions, it'd be much appreciated.
Check the re-sampled streams: output the stereo stream to the speaker, and output the mono stream to the handset.
Use IAudioClient::IsFormatSupported to check supported formats for the handset.
Verify your code using an mp3 file. Use two media players to play different files with different devices simultaneously.
I'm trying to develop a little application in which you can load a mp3 file and play it in variable speeds! (I know it already exists :-) )
I'm using Qt and C++. I already have the basic player but I'm stuck with the rate thing, because I want to change the rate smoothly (like in Mixxx) without stopping the playback! The QMediaPlayer always stops if I change the value and creates a gap in the sound. Also I don't want the pitch to change!
I already found something called "SoundTouch" but now I'm completely clueless what to do with it, how to process my mp3 data and how to get it to the player! The "SoundTouch" Library is capable of doing what I want, i got that from the samples on the homepage.
How do I have to import the mp3 file, so I can process it with the SoundTouch functions
How can I play the output from the SoundTouch function? (Perhaps QMediaPlayer can do the job?)
How is that stuff done live? I have to do some kind of stream I guess? So I can change the speed during play and keep on playing without gaps. Graphicaly in my head it has to be something that sits between the data and the player, where all data has to go through live, with a small buffer (20-50 ms or so) behind to avoid gaps during processing future data.
Any help appreciated! I'm also open to any another solution then "SoundTouch" as long as I can stay with Qt/C++!
(Second thing: I want to view a waveform overview aswell as moving part of it (around actual position of the song), so I could also use hints on how to get the waveform data)
Thanks in advance!
As of now (Qt 5.5) this is impossible to do with QMediaPlayer only. You need to do the following:
Decode the audio using GStreamer, FFMpeg or (new) QAudioDecoder: http://doc.qt.io/qt-5/qaudiodecoder.html - this will give you raw PCM stream;
Apply SoundTouch or some other library to this raw data to change the pitch. If GPL is ok, take a look at http://nsound.sourceforge.net/examples/index.html, if you develop proprietary stuff, STK might be a better choice: https://ccrma.stanford.edu/software/stk/
Output the modified data into audio device by using QAudioOutput.
This strategy uses Qt as much as possible, and brings you the best platform coverage (you still lose Android though as it does not support QAudioOutput)
I want to produce software that reads raw audio from an external audio interface (Focusrite Scarlett 2i2) and processes it in C++ before returning it to the interface for playback. I currently run Windows 8 and was wondering how to do this with minimum latency?
I've spent a while looking into (boost) ASIO but the documentation seems fairly poor. I've also been considering OpenCL but I've been told it would most likely have higher latency. Ideally I'd like to be able to just access the Focusrite driver directly.
I'm sorry that this is such an open question but I've been having some trouble finding educational materiel on Audio Programming, other than just manipulating the audio when provided by a third party plug in design suite such as RackAFX. I'd also be grateful if anyone could recommend some reading on low level stuff like this.
You can get very low latency by communicating directly with the Focuswrite ASIO driver (this is totally different than boost ASIO). To work with this you'll need to register and download the ASIO SDK from Steinberg. Within the API download there is a Visual C++ sample project called hostsample which is a good starting point and there is pretty good documentation about the buffering process that is used by ASIO.
ASIO uses double buffering. Your application is able to choose a buffer size within the limits of the driver. For each input channel and each output channel, 2 buffers of that size are created. While the driver is playing from and recording to one set of buffers your program is reading from and writing to the other set. If your program was performing a simple loopback then it would have access to the input 1 buffer period after it was recorded, would write directly to the output buffer which would be played out on the next period so there would be 2 buffer periods of latency. You'll need to experiment to find the smallest buffer size you can tolerate without glitches and this will give you the lowest latency. And of course the signal processing code will need to be optimized well enough to keep up. A 64 sample (1.3 ms # 48kHz) is not unheard of.
I'm writing a program similar to StreamMyGame with the difference of the client being free and more importantly, open source, so I can port it to other devices (in my case an OpenPandora), or even make an html5 or flash client.
Because the objective of the program is to stream video games, latency should be reduced to a minimum.
Right now I can capture video of Direct 3D 9 games at a fixed frame rate, encode it using libx264 and dumping it to disk, and send input remotely, but I'm stumped at sending the video and eventually the audio through the network.
I don't want to implement a way just to discover that it introduces several seconds of delay and I don't care how it is done as long as it is done.
Off of my head I can think several ways:
My current way, encode video with libx264 and audio with lame or as ac3 and send them with live555 as a RTSP feed, though the library is not playing nice with MSVC and I’m still trying to understand its functioning.
Have the ffmpeg library do all the grunt work, where it encodes and sends (I guess I'll have to use ffserver to get an idea on how to do it)
Same but using libvlc, perhaps hurting encoding configurability in the process.
Using several pipes with the independent programs (ie: piping data to x264.exe or ffmpeg.exe)
Use other libraries such as pjsip or JRTPLIB that might simplify the process.
The hard way, sending video and audio through an UDP channel and figuring out how to synchronizing everything at the client (though the reason to use RTSP is to avoid this).
Your way, if I didn't think of something.
The second option would really be the best as it would reduce the number of libraries (integrate swscale, libx264, the audio codec and the sender library), simplify the development and bringing more codec variety (CELT looks promising) but I worry about latency as it might have a longer pipeline.
100 ms would already be too much, especially when you consider you might be adding another 150 ms of latency when it is used trough broadband.
Does any of you have experience with these libraries, to recommend me to switch to ffmpeg, keep wrestling live555 or do anything else (even if I didn’t mentioned it)?
I had very good results of streaming large blocks of data with low latency using UDT4 library. But first I would suggest checking ffmpegs network capabilities, so you have a native solution in all operations.
I wanted to get some ideas one how some of you would approach this problem.
I've got a robot, that is running linux and uses a webcam (with a v4l2 driver) as one of its sensors. I've written a control panel with gtkmm. Both the server and client are written in C++. The server is the robot, client is the "control panel". The image analysis is happening on the robot, and I'd like to stream back the video from the camera to the control panel for two reasons:
A) for fun
B) to overlay image analysis results
So my question is, what are some good ways to stream video from the webcam to the control panel as well as giving priority to the robot code to process it? I'm not interested it writing my own video compression scheme and putting it through the existing networking port, a new network port (dedicated to video data) would be best I think. The second part of the problem is how do I display video in gtkmm? The video data arrives asynchronously and I don't have control over main() in gtkmm so I think that would be tricky.
I'm open to using things like vlc, gstreamer or any other general compression libraries I don't know about.
thanks!
EDIT:
The robot has a 1GHz processor, running a desktop like version of linux, but no X11.
Gstreamer solves nearly all of this for you, with very little effort, and also integrates nicely with the Glib event system. GStreamer includes V4L source plugins, gtk+ output widgets, various filters to resize / encode / decode the video, and best of all, network sink and sources to move the data between machines.
For prototype, you can use the 'gst-launch' tool to assemble video pipelines and test them, then it's fairly simply to create pipelines programatically in your code. Search for 'GStreamer network streaming' to see examples of people doing this with webcams and the like.
I'm not sure about the actual technologies used, but this can end up being a huge synchronization ***** if you want to avoid dropped frames. I was streaming a video to a file and network at the same time. What I eventually ended up doing was using a big circular buffer with three pointers: one write and two read. There were three control threads (and some additional encoding threads): one writing to the buffer which would pause if it reached a point in the buffer not read by both of the others, and two reader threads that would read from the buffer and write to the file/network (and pause if they got ahead of the producer). Since everything was written and read as frames, sync overhead could be kept to a minimum.
My producer was a transcoder (from another file source), but in your case, you may want the camera to produce whole frames in whatever format it normally does and only do the transcoding (with something like ffmpeg) for the server, while the robot processes the image.
Your problem is a bit more complex, though, since the robot needs real-time feedback so can't pause and wait for the streaming server to catch up. So you might want to get frames to the control system as fast as possible and buffer some up in a circular buffer separately for streaming to the "control panel". Certain codecs handle dropped frames better than others, so if the network gets behind you can start overwriting frames at the end of the buffer (taking care they're not being read).
When you say 'a new video port' and then start talking about vlc/gstreaming i'm finding it hard to work out what you want. Obviously these software packages will assist in streaming and compressing via a number of protocols but clearly you'll need a 'network port' not a 'video port' to send the stream.
If what you really mean is sending display output via wireless video/tv feed that's another matter, however you'll need advice from hardware experts rather than software experts on that.
Moving on. I've done plenty of streaming over MMS/UDP protocols and vlc handles it very well (as server and client). However it's designed for desktops and may not be as lightweight as you want. Something like gstreamer, mencoder or ffmpeg on the over hand is going to be better I think. What kind of CPU does the robot have? You'll need a bit of grunt if you're planning real-time compression.
On the client side I think you'll find a number of widgets to handle video in GTK. I would look into that before worrying about interface details.