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NAudio Driver for Xamarin.iOS
using AVFoundation;
using Foundation;
using NAudio.Wave;
using System;
using System.Threading;
namespace NAudio.Wave
{
/// <summary>
/// Represents an iOS wave player implemented using <see cref="AVAudioEngine"/>.
/// </summary>
public class AVAudioEngineOut : IWavePlayer
{
#region Fields
IWaveProvider m_WaveProvider;
AVAudioFormat m_AudioFormat;
AVAudioEngine m_AudioEngine;
AVAudioPlayerNode m_AudioPlayerNode;
AVAudioPcmBuffer[] m_Buffers;
SemaphoreSlim m_BufferSemaphore;
Thread m_PlaybackThread;
NSObject m_ConfigurationChangeNotificationToken;
Exception m_ExternalException;
float m_Volume;
bool m_IsDisposed;
#endregion
#region Properties
/// <summary>
/// Gets the current playback state.
/// </summary>
public PlaybackState PlaybackState { get; private set; }
/// <summary>
/// Gets or sets the volume in % (0.0 to 1.0).
/// </summary>
public float Volume
{
get => m_Volume;
set
{
m_Volume = (value < 0.0f) ? 0.0f : (value > 1.0f) ? 1.0f : value;
if (m_AudioPlayerNode != null)
{
m_AudioPlayerNode.Volume = m_Volume;
}
}
}
/// <summary>
/// Gets or sets the desired latency in milliseconds.
/// </summary>
public int DesiredLatency { get; set; }
/// <summary>
/// Gets or sets the number of buffers to use.
/// </summary>
public int NumberOfBuffers { get; set; }
#endregion
#region Events
/// <summary>
/// Occurs when the player has stopped.
/// </summary>
public event EventHandler<StoppedEventArgs> PlaybackStopped;
#endregion
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="AVAudioEngineOut"/> class.
/// </summary>
public AVAudioEngineOut()
{
//Initialize the fields and properties
m_WaveProvider = null;
m_AudioFormat = null;
m_AudioEngine = null;
m_AudioPlayerNode = null;
m_Buffers = null;
m_BufferSemaphore = null;
m_PlaybackThread = null;
m_ConfigurationChangeNotificationToken = null;
m_ExternalException = null;
m_Volume = 1.0f;
m_IsDisposed = false;
PlaybackState = PlaybackState.Stopped;
DesiredLatency = 300;
NumberOfBuffers = 2;
}
/// <summary>
/// Releases the unmanaged resources used by the current instance of the <see cref="AVAudioEngineOut"/> class.
/// </summary>
~AVAudioEngineOut()
{
//Dispose of this object
Dispose(false);
}
#endregion
#region Public Methods
/// <summary>
/// Initializes the player with the specified wave provider.
/// </summary>
/// <param name="waveProvider">The wave provider to be played.</param>
public void Init(IWaveProvider waveProvider)
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
if (m_WaveProvider != null)
{
throw new InvalidOperationException("This wave player instance has already been initialized");
}
//Initialize the wave provider
if (waveProvider == null)
{
throw new ArgumentNullException(nameof(waveProvider));
}
else if (waveProvider.WaveFormat.Encoding != WaveFormatEncoding.IeeeFloat || waveProvider.WaveFormat.BitsPerSample != 32)
{
throw new ArgumentException("Input wave provider must be 32-bit IEEE float", nameof(waveProvider));
}
m_WaveProvider = waveProvider;
//Initialize the audio engine
m_AudioFormat = new AVAudioFormat(m_WaveProvider.WaveFormat.SampleRate, (uint)m_WaveProvider.WaveFormat.Channels);
m_AudioPlayerNode = new AVAudioPlayerNode();
m_AudioPlayerNode.Volume = Volume;
m_AudioEngine = new AVAudioEngine();
m_AudioEngine.AttachNode(m_AudioPlayerNode);
m_AudioEngine.Connect(m_AudioPlayerNode, m_AudioEngine.MainMixerNode, m_AudioFormat);
m_ConfigurationChangeNotificationToken = AVAudioEngine.Notifications.ObserveConfigurationChange(AVAudioEngine_ConfigurationChangeNotification);
//Initialize the audio buffers
m_Buffers = new AVAudioPcmBuffer[NumberOfBuffers];
int bufferSize = m_WaveProvider.WaveFormat.ConvertLatencyToByteSize((DesiredLatency + NumberOfBuffers - 1) / NumberOfBuffers);
bufferSize = (bufferSize + 3) & ~3;
uint bufferFrames = (uint)(bufferSize / m_WaveProvider.WaveFormat.BlockAlign);
for (int i = 0; i < NumberOfBuffers; i++)
{
m_Buffers[i] = new AVAudioPcmBuffer(m_AudioFormat, bufferFrames);
}
m_BufferSemaphore = new SemaphoreSlim(NumberOfBuffers, NumberOfBuffers);
}
/// <summary>
/// Starts the player.
/// </summary>
public void Play()
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
ThrowIfNotInitialized();
if (PlaybackState == PlaybackState.Playing)
{
return;
}
//Start the audio engine if necessary
if (!m_AudioEngine.Running)
{
if (!m_AudioEngine.StartAndReturnError(out NSError error))
{
throw new NSErrorException(error);
}
}
//Start the wave player
PlaybackState = PlaybackState.Playing;
if (m_PlaybackThread == null || !m_PlaybackThread.IsAlive)
{
m_PlaybackThread = new Thread(PlaybackThread);
m_PlaybackThread.Priority = ThreadPriority.Highest;
m_PlaybackThread.Start();
}
m_AudioPlayerNode.Play();
}
/// <summary>
/// Pauses the player.
/// </summary>
public void Pause()
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
ThrowIfNotInitialized();
if (PlaybackState == PlaybackState.Stopped || PlaybackState == PlaybackState.Paused)
{
return;
}
//Pause the wave player
PlaybackState = PlaybackState.Paused;
m_AudioPlayerNode.Pause();
m_AudioEngine.Pause();
}
/// <summary>
/// Stops the player.
/// </summary>
public void Stop()
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
ThrowIfNotInitialized();
if (PlaybackState == PlaybackState.Stopped)
{
return;
}
//Stop the wave player
PlaybackState = PlaybackState.Stopped;
m_PlaybackThread.Join();
m_ExternalException = null;
}
/// <summary>
/// Releases all resources used by the current instance of the <see cref="AVAudioEngineOut"/> class.
/// </summary>
public void Dispose()
{
//Dispose of this object
Dispose(true);
GC.SuppressFinalize(this);
}
#endregion
#region Protected Methods
/// <summary>
/// Raises the <see cref="PlaybackStopped"/> event with the provided arguments.
/// </summary>
/// <param name="exception">An optional exception that occured.</param>
protected virtual void OnPlaybackStopped(Exception exception = null)
{
//Raise the playback stopped event
PlaybackStopped?.Invoke(this, new StoppedEventArgs(exception));
}
/// <summary>
/// Releases the unmanaged resources used by the <see cref="AVAudioEngineOut"/>, and optionally releases the managed resources.
/// </summary>
/// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
protected virtual void Dispose(bool disposing)
{
//Clean up any managed and unmanaged resources
if (!m_IsDisposed)
{
if (disposing)
{
if (PlaybackState != PlaybackState.Stopped)
{
Stop();
}
m_AudioEngine?.Dispose();
m_AudioPlayerNode?.Dispose();
if (m_Buffers != null)
{
foreach (AVAudioPcmBuffer buffer in m_Buffers)
{
buffer.Dispose();
}
}
m_BufferSemaphore?.Dispose();
m_ConfigurationChangeNotificationToken?.Dispose();
}
m_IsDisposed = true;
}
}
#endregion
#region Private Methods
private unsafe static void CopyBuffer(IWaveBuffer source, AVAudioPcmBuffer destination, WaveFormat waveFormat)
{
//Determine the number of frames to copy
uint frames = (uint)(source.ByteBufferCount / waveFormat.BlockAlign);
if (frames > destination.FrameCapacity)
{
frames = destination.FrameCapacity;
}
//Copy the specified wave buffer to the native PCM buffer
if (waveFormat.Encoding == WaveFormatEncoding.Pcm)
{
if (waveFormat.BitsPerSample == 16)
{
short** channelData = (short**)destination.Int16ChannelData;
for (int i = 0; i < waveFormat.Channels; i++)
{
for (int j = 0; j < frames; j++)
{
*(channelData[i] + j) = source.ShortBuffer[(waveFormat.Channels * j) + i];
}
}
}
else if (waveFormat.BitsPerSample == 32)
{
int** channelData = (int**)destination.Int32ChannelData;
for (int i = 0; i < waveFormat.Channels; i++)
{
for (int j = 0; j < frames; j++)
{
*(channelData[i] + j) = source.IntBuffer[(waveFormat.Channels * j) + i];
}
}
}
}
else if (waveFormat.Encoding == WaveFormatEncoding.IeeeFloat)
{
float** channelData = (float**)destination.FloatChannelData;
for (int i = 0; i < waveFormat.Channels; i++)
{
for (int j = 0; j < frames; j++)
{
*(channelData[i] + j) = source.FloatBuffer[(waveFormat.Channels * j) + i];
}
}
}
destination.FrameLength = frames;
}
private void PlaybackThread()
{
//Run the playback logic
Exception exception = null;
try
{
PlaybackLogic();
}
catch (Exception e)
{
exception = e;
}
finally
{
PlaybackState = PlaybackState.Stopped;
OnPlaybackStopped(m_ExternalException ?? exception);
}
}
private void PlaybackLogic()
{
//Initialize the wave buffer
int waveBufferSize = (int)m_Buffers[0].FrameCapacity * m_WaveProvider.WaveFormat.BlockAlign;
WaveBuffer waveBuffer = new WaveBuffer(waveBufferSize);
waveBuffer.ByteBufferCount = waveBufferSize;
//Run the playback loop
int bufferIndex = 0;
while (PlaybackState != PlaybackState.Stopped)
{
//Wait for an available buffer
if (!m_BufferSemaphore.Wait(DesiredLatency / NumberOfBuffers))
{
continue;
}
//Fill the wave buffer with new samples
int bytesRead = m_WaveProvider.Read(waveBuffer.ByteBuffer, 0, waveBuffer.ByteBufferCount);
if (bytesRead > 0)
{
//Clear the unused space in the wave buffer if necessary
if (bytesRead < waveBuffer.ByteBufferCount)
{
waveBuffer.ByteBufferCount = (bytesRead + 3) & ~3;
Array.Clear(waveBuffer.ByteBuffer, bytesRead, waveBuffer.ByteBufferCount - bytesRead);
}
//Copy the wave buffer to a native PCM buffer, and schedule it for playback
AVAudioPcmBuffer pcmBuffer = m_Buffers[bufferIndex];
CopyBuffer(waveBuffer, pcmBuffer, m_WaveProvider.WaveFormat);
m_AudioPlayerNode.ScheduleBuffer(pcmBuffer, () =>
{
m_BufferSemaphore.Release();
});
//Increment the buffer index
bufferIndex = (bufferIndex + 1) % m_Buffers.Length;
}
else
{
//Wait for the scheduled buffers to empty
while (m_BufferSemaphore.CurrentCount < m_Buffers.Length - 1)
{
Thread.Sleep(10);
}
break;
}
}
//Stop the audio player node and engine
m_AudioPlayerNode.Stop();
m_AudioEngine.Stop();
//Reset the buffer semaphore
if (m_BufferSemaphore.CurrentCount < m_Buffers.Length)
{
m_BufferSemaphore.Release(m_Buffers.Length - m_BufferSemaphore.CurrentCount);
}
}
private void ThrowIfNotInitialized()
{
//Throw an exception if this object has not been initialized
if (m_WaveProvider == null)
{
throw new InvalidOperationException("This wave player instance has not been initialized");
}
}
private void ThrowIfDisposed()
{
//Throw an exception if this object has been disposed
if (m_IsDisposed)
{
throw new ObjectDisposedException(GetType().FullName);
}
}
#endregion
#region Event Handlers
private void AVAudioEngine_ConfigurationChangeNotification(object sender, NSNotificationEventArgs e)
{
//Reconfigure the audio engine after a configuration change
m_AudioEngine.DisconnectNodeOutput(m_AudioPlayerNode);
m_AudioEngine.Connect(m_AudioPlayerNode, m_AudioEngine.MainMixerNode, m_AudioFormat);
//Restart the audio engine and player node if necessary
if (PlaybackState != PlaybackState.Stopped)
{
try
{
if (!m_AudioEngine.StartAndReturnError(out NSError error))
{
throw new NSErrorException(error);
}
if (PlaybackState == PlaybackState.Playing)
{
m_AudioPlayerNode.Play();
}
}
catch (Exception ex)
{
m_ExternalException = ex;
Stop();
}
}
}
#endregion
}
}
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