I am trying to play a stereo audio buffer from memory (not from a file) in my iOS app but my application crashes when I attempt to attach the AVAudioPlayerNode 'playerNode' to the AVAudioEngine 'audioEngine'. The error code that I get is as follows:
Thread 1: Exception: "required condition is false: _outputFormat.channelCount == buffer.format.channelCount"
I don't know if this due to the way I have declared the AVAudioEngine, the AVAudioPlayerNode, if there is something wrong with the buffer which I am generating, or if I am attaching the nodes incorrectly (or something else!). I have a feeling that it is something to do with how I am creating a new buffer. I am trying to make a stereo buffer from two separate 'mono' arrays, and perhaps its format is not correct.
I have declared audioEngine: AVAudioEngine! and playerNode: AVAudioPlayerNode! globally:
var audioEngine: AVAudioEngine!
var playerNode: AVAudioPlayerNode!
I then load a mono source audio file that my app is going to process (the data out of this file will not be played, it will be loaded into an array, processed and then loaded into a new buffer):
// Read audio file
let audioFileFormat = audioFile.processingFormat
let frameCount = UInt32(audioFile.length)
let audioBuffer = AVAudioPCMBuffer(pcmFormat: audioFileFormat, frameCapacity: frameCount)!
// Read audio data into buffer
do {
try audioFile.read(into: audioBuffer)
} catch let error {
print(error.localizedDescription)
}
// Convert buffer to array of floats
let input: [Float] = Array(UnsafeBufferPointer(start: audioBuffer.floatChannelData![0], count: Int(audioBuffer.frameLength)))
The array is then sent to a convolution function twice that returns a new array each time. This is because the mono source file needs to become a stereo audio buffer:
maxSignalLength = input.count + 256
let leftAudioArray: [Float] = convolve(inputAudio: input, impulse: normalisedLeftImpulse)
let rightAudioArray: [Float] = convolve(inputAudio: input, impulse: normalisedRightImpulse)
The maxSignalLength variable is currently the length of the input signal + the length of the impulse response (normalisedImpulseResponse) that is being convolved with, which at the moment is 256. This will become an appropriate variable at some point.
I then declare and load the new buffer and its format, I have a feeling that the mistake is somewhere around here as this will be the buffer that is played:
let bufferFormat = AVAudioFormat(commonFormat: .pcmFormatFloat32, sampleRate: hrtfSampleRate, channels: 2, interleaved: false)!
let outputBuffer = AVAudioPCMBuffer(pcmFormat: bufferFormat, frameCapacity: AVAudioFrameCount(maxSignalLength))!
Notice that I am not creating an interleaved buffer, I load the stereo audio data to the buffer as follows (which I think may also be wrong):
for ch in 0 ..< 2 {
for i in 0 ..< maxSignalLength {
var val: Float!
if ch == 0 { // Left
val = leftAudioArray[i]
// Limit
if val > 1 {
val = 1
}
if val < -1 {
val = -1
}
} else if ch == 1 { // Right
val = rightAudioArray[i]
// Limit
if val < 1 {
val = 1
}
if val < -1 {
val = -1
}
}
outputBuffer.floatChannelData![ch][i] = val
}
}
The audio is also limited to values between -1 and 1.
Then I finally come to (attempting to) load the buffer to the audio node, attach the audio node to the audio engine, start the audio engine and then play the node.
let frameCapacity = AVAudioFramePosition(outputBuffer.frameCapacity)
let frameLength = outputBuffer.frameLength
playerNode.scheduleBuffer(outputBuffer, at: nil, options: AVAudioPlayerNodeBufferOptions.interrupts, completionHandler: nil)
playerNode.prepare(withFrameCount: frameLength)
let time = AVAudioTime(sampleTime: frameCapacity, atRate: hrtfSampleRate)
audioEngine.attach(playerNode)
audioEngine.connect(playerNode, to: audioEngine.mainMixerNode, format: outputBuffer.format)
audioEngine.prepare()
do {
try audioEngine.start()
} catch let error {
print(error.localizedDescription)
}
playerNode.play(at: time)
The error that I get in runtime is:
AVAEInternal.h:76 required condition is false: [AVAudioPlayerNode.mm:712:ScheduleBuffer: (_outputFormat.channelCount == buffer.format.channelCount)]
It doesn't show the line that this error occurs on. I have been stuck on this for a while now, and have tried lots of different things, but there doesn't seem to be very much clear information about playing audio from memory and not from files with AVAudioEngine from what I could find. Any help would be greatly appreciated.
Thanks!
Edit #1: Better title
Edit# 2: UPDATE - I have found out why I was getting the error. It seemed to be caused by setting up the playerNode before attaching it to the audioEngine. Swapping the order stopped the program from crashing and throwing the error:
let frameCapacity = AVAudioFramePosition(outputBuffer.frameCapacity)
let frameLength = outputBuffer.frameLength
audioEngine.attach(playerNode)
audioEngine.connect(playerNode, to: audioEngine.mainMixerNode, format: outputBuffer.format)
audioEngine.prepare()
playerNode.scheduleBuffer(outputBuffer, at: nil, options: AVAudioPlayerNodeBufferOptions.interrupts, completionHandler: nil)
playerNode.prepare(withFrameCount: frameLength)
let time = AVAudioTime(sampleTime: frameCapacity, atRate: hrtfSampleRate)
do {
try audioEngine.start()
} catch let error {
print(error.localizedDescription)
}
playerNode.play(at: time)
However, I don't have any sound. After creating an array of floats of the outputBuffer with the same method as used for the input signal, and taking a look at its contents with a break point it seems to be empty, so I must also be incorrectly storing the data to the outputBuffer.