I've been playing around with Apple's shiny new AVFoundation
library, but so far I've unable to set the input or output devices (e.g. a USB sound card) used by an AVAudioEngine
, and I can't seem to find anything in the documentation to say it's even possible.
Does anyone have any experience with this?
Press the Windows key + I to open Settings. Click System. Click Sound on the left pane. On the right pane, under the Input section, for the Choose your input device option, click the drop-down and select the input device you want.
An object that manages a graph of audio nodes, controls playback, and configures real-time rendering constraints.
Here's a complete, if somewhat rough, function which will play some audio for testing purposes (pick a different the file if you don't have GarageBand installed there, of course). To avoid hard-coding a device ID, it switches to your alert ("sound effects") device which you can set in System Preferences.
AVAudioEngine *engine = [[AVAudioEngine alloc] init];
AudioUnit outputUnit = engine.outputNode.audioUnit;
OSStatus err = noErr;
AudioDeviceID outputDeviceID;
UInt32 propertySize;
AudioObjectPropertyAddress propertyAddress = {
kAudioHardwarePropertyDefaultSystemOutputDevice,
kAudioObjectPropertyScopeGlobal,
kAudioObjectPropertyElementMaster };
propertySize = sizeof(outputDeviceID);
err = AudioObjectGetPropertyData(kAudioObjectSystemObject, &propertyAddress, 0, NULL, &propertySize, &outputDeviceID);
if (err) { NSLog(@"AudioHardwareGetProperty: %d", (int)err); return; }
err = AudioUnitSetProperty(outputUnit, kAudioOutputUnitProperty_CurrentDevice, kAudioUnitScope_Global, 0, &outputDeviceID, sizeof(outputDeviceID));
if (err) { NSLog(@"AudioUnitSetProperty: %d", (int)err); return; }
NSURL *url = [NSURL URLWithString:@"/Applications/GarageBand.app/Contents/Frameworks/MAAlchemy.framework/Versions/A/Resources/Libraries/WaveNoise/Liquid.wav"];
NSError *error = nil;
AVAudioFile *file = [[AVAudioFile alloc] initForReading:url error:&error];
if (file == nil) { NSLog(@"AVAudioFile error: %@", error); return; }
AVAudioPlayerNode *player = [[AVAudioPlayerNode alloc] init];
[engine attachNode:player];
[engine connect:player to:engine.outputNode format:nil];
NSLog(@"engine: %@", engine);
if (![engine startAndReturnError:&error]) {
NSLog(@"engine failed to start: %@", error);
return;
}
[player scheduleFile:file atTime:[AVAudioTime timeWithHostTime:mach_absolute_time()] completionHandler:^{
NSLog(@"complete");
}];
[player play];
Ok, after re-reading the docs for the 10th time, I noticed AVAudioEngine
has members inputNode and outputNode (not sure how I missed that!).
The following code seems to do the job:
AudioDeviceID inputDeviceID = 53; // get this using AudioObjectGetPropertyData
AVAudioEngine *engine = [[AVAudioEngine alloc] init];
AudioUnit audioUnit = [[engine inputNode] audioUnit];
OSStatus error = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_CurrentDevice,
kAudioUnitScope_Global,
0,
&inputDeviceID,
sizeof(inputDeviceID));
I borrowed the non-AVFoundation C code from the CAPlayThrough example.
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