How to configure OpenSL to record voice call - android

I'm working on a call recorder app using MediaRecorder VOICE_CALL audio source, In some marshmallow devices it's crashing, then I changed source to MIC here incoming voice is not getting recorded. Due to this java limitation now I'm working on native android code to record voice call.
I'm managed to record the audio using native-audio recorder for call recorder. Problem is in native code also it's recording one side voice only,incoming voice is not getting recorded. Then I tried the voice communication preset configuration, its not recording. Below is the preset configuration code.
const SLInterfaceID id[2] = { SL_IID_ANDROIDSIMPLEBUFFERQUEUE,SL_IID_ANDROIDCONFIGURATION};
const SLboolean req[2] = { SL_BOOLEAN_TRUE,SL_BOOLEAN_TRUE};
result = (*engineEngine)->CreateAudioRecorder(engineEngine, &recorderObject, &audioSrc,
&audioSnk, 2, id, req);
SLAndroidConfigurationItf inputConfig;
result = (*recorderObject)->GetInterface(recorderObject,
SL_IID_ANDROIDCONFIGURATION,
&inputConfig);
if (SL_RESULT_SUCCESS == result) {
SLuint32 presetValue =SL_ANDROID_RECORDING_PRESET_VOICE_COMMUNICATION ;
(*inputConfig)->SetConfiguration(inputConfig,
SL_ANDROID_KEY_RECORDING_PRESET,
&presetValue,
sizeof(SLuint32));
__android_log_print(ANDROID_LOG_DEBUG, "LOG_TAG", "\n Native PCM Conf Success\n");
} else{
__android_log_print(ANDROID_LOG_DEBUG, "LOG_TAG", "\n Native PCM Conf Error %d\n",result);
}
After adding preset configuration I'm getting system error when start recording the voice call :
E/AudioRecord: Could not get audio input for record source 7, sample
rate 16000, format 0x1, channel mask 0x10, session 925, flags 0
E/libOpenSLES: android_audioRecorder_realize(0x559548c350) error
creating AudioRecord object; status -22
W/libOpenSLES: Leaving Object::Realize (SL_RESULT_CONTENT_UNSUPPORTED)

check documentation and set correct sampling rate, format and mask. Channel mask might be stereo or mono. I am not sure how you are getting status -22 error, but Realize error is very clear, as per documentation
SL_RESULT_CONTENT_UNSUPPORTED if a format is not supported (e.g. sample rate too high)
Look at NDK sample to clarify your parameter setup

Related

audio I/O for feedback neutralization using Oboe library

I'm working on a DSP project on Android which requires low latency audio I/O. For this reason, I'm using Oboe library. In the LiveEffect example, the synchronous recording and playback is demonstrated. However, for acoustic feedback neutralization, I need the other way around, that is to generate White Noise signal through a built-in speaker first, then record it using a mic. I tried to modify LiveEffect example using this asked question, i.e setting the recording stream as Master (callback) and using non-blocking write method for the playback stream. But I got the following error when I run my code on Pixel XL (Android 9.0):
D/AudioStreamInternalCapture_Client: processDataNow() wait for valid timestamps
D/AudioStreamInternalCapture_Client: advanceClientToMatchServerPosition() readN = 0, writeN = 384, offset = -384
--------- beginning of crash
A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x5800003f666c66 in tid 2852 (AAudio_1), pid 2796 (ac.oiinitialize)
Here is my callback:
oboe::DataCallbackResult
AudioEngine::onAudioReady(oboe::AudioStream *oboeStream, void *audioData, int32_t numFrames) {
assert(oboeStream == mRecordingStream);
int32_t framesToWrite = mPlayStream->getFramesPerBurst();
oscillator_->whiteNoise(framesToWrite); // write white noise into buffer;
oboe::ResultWithValue<int32_t> result = mPlayStream->write(oscillator_->write(), framesToWrite, 0);
// oscillator_->write() returns const void* buffer;
if (result != oboe::Result::OK) {
LOGE("input stream read error: %s", oboe::convertToText(result.error()));
return oboe::DataCallbackResult ::Stop;
}
// add Adaptive Feedback Neutralization Algorithm here....
return oboe::DataCallbackResult::Continue;
}
Is my approach correct for generating a signal and then capturing it through a mic? If so, can anyone help me with this error? Thank you in advance.
However, for acoustic feedback neutralization, I need the other way around, that is to generate White Noise signal through a built-in speaker first, then record it using a mic
You can still do this using an output stream callback and a non-blocking read on the input stream. This is the more common (and tested) way of doing synchronous I/O. A Larsen effect will work fine this way.
Your approach should still work, however, I'd stick to the LiveEffect way of setting up the streams since it works.
In terms of your error SIGSEGV usually means a null pointer dereference - are you starting your input stream before the output stream? This could meant you're attempting to write to the output stream which hasn't yet been opened.

Android oboe c++ Some sounds distorted on playback

I'm using the Android oboe library for high performance audio in a music game.
In the assets folder I have 2 .raw files (both 48000Hz 16 bit PCM wavs and about 60kB)
std_kit_sn.raw
std_kit_ht.raw
These are loaded into memory as SoundRecordings and added to a Mixer. kSampleRateHz is 48000:
stdSN= SoundRecording::loadFromAssets(mAssetManager, "std_kit_sn.raw");
stdHT= SoundRecording::loadFromAssets(mAssetManager, "std_kit_ht.raw");
mMixer.addTrack(stdSN);
mMixer.addTrack(stdFT);
// Create a builder
AudioStreamBuilder builder;
builder.setFormat(AudioFormat::I16);
builder.setChannelCount(1);
builder.setSampleRate(kSampleRateHz);
builder.setCallback(this);
builder.setPerformanceMode(PerformanceMode::LowLatency);
builder.setSharingMode(SharingMode::Exclusive);
LOGD("After creating a builder");
// Open stream
Result result = builder.openStream(&mAudioStream);
if (result != Result::OK){
LOGE("Failed to open stream. Error: %s", convertToText(result));
}
LOGD("After openstream");
// Reduce stream latency by setting the buffer size to a multiple of the burst size
mAudioStream->setBufferSizeInFrames(mAudioStream->getFramesPerBurst() * 2);
// Start the stream
result = mAudioStream->requestStart();
if (result != Result::OK){
LOGE("Failed to start stream. Error: %s", convertToText(result));
}
LOGD("After starting stream");
They are called appropriately to play with standard code (as per Google tutorials) at required times:
stdSN->setPlaying(true);
stdHT->setPlaying(true); //Nasty Sound
The audio callback is standard (as per Google tutorials):
DataCallbackResult SoundFunctions::onAudioReady(AudioStream *mAudioStream, void *audioData, int32_t numFrames) {
// Play the stream
mMixer.renderAudio(static_cast<int16_t*>(audioData), numFrames);
return DataCallbackResult::Continue;
}
The std_kit_sn.raw plays fine. But std_kit_ht.raw has a nasty distortion. Both play with low latency. Why is one playing fine and the other has a nasty distortion?
I loaded your sample project and I believe the distortion you hear is caused by clipping/wraparound during mixing of sounds.
The Mixer object from the sample is a summing mixer. It just adds the values of each track together and outputs the sum.
You need to add some code to reduce the volume of each track to avoid exceeding the limits of an int16_t (although you're welcome to file a bug on the oboe project and I'll try to add this in an upcoming version). If you exceed this limit you'll get wraparound which is causing the distortion.
Additionally, your app is hardcoded to run at 22050 frames/sec. This will result in sub-optimal latency across most mobile devices because the stream is forced to upsample to the audio device's native frame rate. A better approach would be to leave the sample rate undefined when opening the stream - this will give you the optimal frame rate for the current audio device - then use a resampler on your source files to supply audio at this frame rate.

How to handle the PTS correctly using Android AudioRecord and MediaCodec as audio encoder?

I'm using AudioRecord to record the audio stream during a camera capturing process on Android device.
Since I want to process the frame data and handle audio/video samples, I do not use MediaRecorder.
I run AudioRecord in another thread with the calling of read() to gather the raw audio data.
Once I get a data stream, I feed them into an MediaCodec configured as an AAC audio encoder.
Here are some of my codes about the audio recorder / encoder:
m_encode_audio_mime = "audio/mp4a-latm";
m_audio_sample_rate = 44100;
m_audio_channels = AudioFormat.CHANNEL_IN_MONO;
m_audio_channel_count = (m_audio_channels == AudioFormat.CHANNEL_IN_MONO ? 1 : 2);
int audio_bit_rate = 64000;
int audio_data_format = AudioFormat.ENCODING_PCM_16BIT;
m_audio_buffer_size = AudioRecord.getMinBufferSize(m_audio_sample_rate, m_audio_channels, audio_data_format) * 2;
m_audio_recorder = new AudioRecord(MediaRecorder.AudioSource.MIC, m_audio_sample_rate,
m_audio_channels, audio_data_format, m_audio_buffer_size);
m_audio_encoder = MediaCodec.createEncoderByType(m_encode_audio_mime);
MediaFormat audio_format = new MediaFormat();
audio_format.setString(MediaFormat.KEY_MIME, m_encode_audio_mime);
audio_format.setInteger(MediaFormat.KEY_BIT_RATE, audio_bit_rate);
audio_format.setInteger(MediaFormat.KEY_CHANNEL_COUNT, m_audio_channel_count);
audio_format.setInteger(MediaFormat.KEY_SAMPLE_RATE, m_audio_sample_rate);
audio_format.setInteger(MediaFormat.KEY_AAC_PROFILE, MediaCodecInfo.CodecProfileLevel.AACObjectLC);
audio_format.setInteger(MediaFormat.KEY_MAX_INPUT_SIZE, m_audio_buffer_size);
m_audio_encoder.configure(audio_format, null, null, MediaCodec.CONFIGURE_FLAG_ENCODE);
I found that the first time of AudioRecord.read() takes longer time to return, while the successive read() have time intervals that are more close to the real time of audio data.
For example, my audio format is 44100Hz 16Bit 1Channel, and the buffer size of AudioRecord is 16384, so a full buffer means 185.76 ms. When I record the system time for each call of read() and subtracting them from a base time, I get the following sequence:
time before each read(): 0ms, 345ms, 543ms, 692ms, 891ms, 1093ms, 1244ms, ...
I feed these raw data to the audio encoder with the above time values as PTS, and the encoder outputs encoded audio samples with the following PTS:
encoder output PTS: 0ms, 185ms, 371ms, 557ms, 743ms, 928ms, ...
It looks like that the encoder treats each part of data as having the same time period. I believe that the encoder works correctly since I give it raw data with the same size (16384) every time. However, if I use the encoder output PTS as the input of muxer, I'll get a video with audio content being faster then video content.
I want to ask that:
Is it expected that the first time of AudioRecord.read() blocks longer? I'm sure that the function call takes more than 300ms while it only records 16384 bytes as 186ms. Is this also an issue that depends on device / Android version?
What should I do to achieve audio/video synchronization? I have a workaround to measure the delay time of the first call of read(), then shift the PTS of audio samples by the delay. Is there another better way to handle this?
Convert the mono input to stereo. I was pulling my hair out for some time before I realised the AAC encoder exposed by MediaCoder only works with stereo input.

need to understad how AudioRecord and AudioTrack work for raw PCM capture and playback

I use the following code in a Thread to capture raw audio samples from the microphone and play it back through the speaker.
public void run(){
short[] lin = new short[SIZE_OF_RECORD_ARRAY];
int num = 0;
// am = (AudioManager) this.getSystemService(Context.AUDIO_SERVICE); // -> MOVED THESE TO init()
// am.setMode(AudioManager.MODE_IN_COMMUNICATION);
record.startRecording();
track.play();
while (passThroughMode) {
// while (!isInterrupted()) {
num = record.read(lin, 0, SIZE_OF_RECORD_ARRAY);
for(i=0;i<lin.length;i++)
lin[i] *= WAV_SAMPLE_MULTIPLICATION_FACTOR;
track.write(lin, 0, num);
}
// /*
record.stop();
track.stop();
record.release();
track.release();
// */
}
where record is an AudioRecord and track is an Audiotrack. I need to know in detail (and in a simplified way if possible) how the AudioRecord stores PCM data and AudioTrack plays PCM data. This is how I have understood it so far:
As the while() loop is continuously running, record obtains SIZE_OF_RECORD_ARRAY number of samples (which is 1024 for now) as shown in the figure. The samples get saved contiguously in the lin[] array of shorts (16 bit shorts, as I am using 16 bit PCM encoding). This is done by record.read(). Then track.write() places these samples in the speaker which is played by the hardware. Is this correct or am I missing something here?
As for how the samples are laid out in memory; they're just arrays of linear approximations to a sound wave, taken at discrete times (like your figure shows). In the case of stereo, the samples will be interleaved (LRLRLRLR...).
When it comes to the path the audio takes, you're essentially right, although there are a few more steps involved:
Writing data to your Java AudioTrack causes it to make a JNI (Java Native Interface) call to a native helper class, which in turn calls the native AudioTrack class.
The AudioTracks are owned by the AudioFlinger, which periodically takes data from all the AudioTracks on a given output thread (which have been mixed by the AudioMixer) and writes it to the audio HAL output stream class.
From there the data goes to the user-space ALSA library, and through a couple of intermediate steps to the kernel-space PCM driver. Then further on from there; typically going through some kind of DSP that applies various acoustic compensation filters, and eventually making it's way to the hardware codec, which controls the speaker DAC and amplifiers.
When recording from the internal microphone(s) you'd have more or less the same steps, except that they'd be done in the opposite order.
Note that some of these steps (essentially everything from the audio HAL and below) are platform-specific, and therefore might differ between platforms from different vendors (and even different platforms from the same vendor).

Playing back sound coming from microphone in real-time

I've been trying to get my application recording the sound coming from the microphone and playing it back in (approximately) real-time, however without success.
I'm using AudioRecord and AudioTrack classes for record and playback, respectively. I've tried different approaches, I've tried to record the incoming sound and write it to a file and it worked fine. I've also tried to playback sound from that file AFTER with AudioTrack and it worked fine too. The problem is when I try to play the sound in real-time, instead of reading a file after it's written.
Here is the code:
//variables
private int audioSource = MediaRecorder.AudioSource.MIC;
private int samplingRate = 44100; /* in Hz*/
private int channelConfig = AudioFormat.CHANNEL_CONFIGURATION_MONO;
private int audioFormat = AudioFormat.ENCODING_PCM_16BIT;
private int bufferSize = AudioRecord.getMinBufferSize(samplingRate, channelConfig, audioFormat);
private int sampleNumBits = 16;
private int numChannels = 1;
// …
AudioRecord recorder = new AudioRecord(audioSource, samplingRate, channelConfig, audioFormat, bufferSize);
recorder.startRecording();
isRecording = true;
AudioTrack audioPlayer = new AudioTrack(AudioManager.STREAM_MUSIC, 44100, AudioFormat.CHANNEL_CONFIGURATION_MONO,
AudioFormat.ENCODING_PCM_16BIT, bufferSize, AudioTrack.MODE_STREAM);
if(audioPlayer.getPlayState() != AudioTrack.PLAYSTATE_PLAYING)
audioPlayer.play();
//capture data and record to file
int readBytes=0, writtenBytes=0;
do{
readBytes = recorder.read(data, 0, bufferSize);
if(AudioRecord.ERROR_INVALID_OPERATION != readBytes){
writtenBytes += audioPlayer.write(data, 0, readBytes);
}
}
while(isRecording);
It is thrown a java.lang.IllegalStateException with the reason being caused by "play() called on a uninitialized AudioTrack".
However, if I change the AudioTrack initialization for example to use sampling rate 8000Hz and sample format 8 bits (instead of 16), it doesn't throw the exception anymore and the application runs, although it produces horrible noise.
When I play AudioTrack from a file, there is no problem with the initialization of the AudioTrack, I tried 44100 and 16 bits and it worked properly, producing the correct sound.
Any help ?
All native Android audio is encoded. You can only play out PCM formats in real time, or use a special streaming codec, which I don't think is trivial on Android.
The point is that if you want to record/play out audio simultaneously, you would have to create your own audio buffer and store raw PCM-encoded audio samples in there (I'm not sure if you're thinking duh! or whether this is all over your head, so I'll try to be clear but not to chew your own gum).
PCM is a digital representation of an analog signal in which your audio samples are a set of "snapshots" of the original acoustic wave. Because all kinds of clever mathematicians and engineers saw the potential in trying to reduce the number of bits you represent this data with, they came up with all sorts of encoders. The encoded (compressed) signal is represented very differently from the raw PCM signal and has to be decoded (en-cod-er+dec-oder = codec). Unless you're using special algorithms and media streaming codecs, it's impossible to play back an encoded signal like you're trying to, because it's not encoded sample by sample, but rather frame by frame, where you need the whole frame of samples, if not the complete signal, to decode this frame.
The way to do it is to manually store audio samples coming from the microphone buffer and manually feeding them to the output buffer. You will have to do some coding for that, but I believe there are some open-source apps that you can look at and take a peak at their source (unless you're willing to sell your app later on, of course, but that's a whole different discussion).
If you're developing for Android 2.3 or later and are not too scared of programming in native code, you can try using OpenSL ES. The Android-specific features of OpenSL ES are listed here. This platform allows you somewhat more flexible audio manipulation and you might find just what you need, if your app will be highly reliant on audio processing.
It is thrown a java.lang.IllegalStateException with the reason being
caused by "play() called on a uninitialized AudioTrack".
It is because the buffer size too small. I tried "bufferSize += 2048;", it's ok then.
I had a similar problem and I solved it by adding this permission to the manifest file:
<uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS"/>
make sure that your var data is enough for samplingRate
Ex: if you use samplingRate as 44100 your data bytearrays's length should be 44101 or more

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