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An MIT licensed pure tone generator in Swift. A single function is provided with internal comments. Complexity calculation is not done, but is at least O(n) with the duration being the data.
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// | |
// | |
// Swift Pure Tone Generation | |
// | |
/* | |
Copyright (c) 2021 Lee Barney | |
Permission is hereby granted, free of charge, to any person obtaining a | |
copy of this software and associated documentation files (the "Software"), | |
to deal in the Software without restriction, including without limitation the | |
rights to use, copy, modify, merge, publish, distribute, sublicense, | |
and/or sell copies of the Software, and to permit persons to whom the Software | |
is furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be | |
included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, | |
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A | |
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT | |
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF | |
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE | |
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
import Foundation | |
import AVFoundation | |
func playPureTone(frequencyInHz: Int, amplitude: Float, durationInMillis: Int, completion: @escaping ()->Void) { | |
//Use a semaphore to block until the tone completes playing | |
let semaphore = DispatchSemaphore(value: 1) | |
//Run async in the background so as not to block the current thread | |
DispatchQueue.global().async { | |
//Build the player and its engine | |
let audioPlayer = AVAudioPlayerNode() | |
let audioEngine = AVAudioEngine() | |
semaphore.wait()//Claim the semphore for blocking | |
audioEngine.attach(audioPlayer) | |
let mixer = audioEngine.mainMixerNode | |
let sampleRateHz = Float(mixer.outputFormat(forBus: 0).sampleRate) | |
guard let format = AVAudioFormat(commonFormat: AVAudioCommonFormat.pcmFormatFloat32, sampleRate: Double(sampleRateHz), channels: AVAudioChannelCount(1), interleaved: false) else { | |
return | |
} | |
// Connect the audio engine to the audio player | |
audioEngine.connect(audioPlayer, to: mixer, format: format) | |
let numberOfSamples = AVAudioFrameCount((Float(durationInMillis) / 1000 * sampleRateHz)) | |
//create the appropriatly sized buffer | |
guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: numberOfSamples) else { | |
return | |
} | |
buffer.frameLength = numberOfSamples | |
//get a pointer to the buffer of floats | |
let channels = UnsafeBufferPointer(start: buffer.floatChannelData, count: Int(format.channelCount)) | |
let floats = UnsafeMutableBufferPointer<Float>(start: channels[0], count: Int(numberOfSamples)) | |
//calculate the angular frequency | |
let angularFrequency = Float(frequencyInHz * 2) * .pi | |
// Generate and store the sequential samples representing the sine wave of the tone | |
for i in 0 ..< Int(numberOfSamples) { | |
let waveComponent = sinf(Float(i) * angularFrequency / sampleRateHz) | |
floats[i] = waveComponent * amplitude | |
} | |
do { | |
try audioEngine.start() | |
} | |
catch{ | |
print("Error: Engine start failure") | |
return | |
} | |
// Play the pure tone represented by the buffer | |
audioPlayer.play() | |
audioPlayer.scheduleBuffer(buffer, at: nil, options: .interrupts){ | |
DispatchQueue.main.async { | |
completionBlock() | |
semaphore.signal()//Release one claim of the semiphore | |
} | |
} | |
semaphore.wait()//Wait for the semiphore so the function doesn't end before the playing of the tone completes | |
semaphore.signal()//Release the other claim of the semiphore | |
} | |
} |
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