Android, maximum buffer size - android

I capture sound in real time to buffer and then I process these data. But sometimes I get warning: buffer overflow what cause of problem in the processing.
I created AudioRecord:
bufferSize = ???;
recorder = new AudioRecord(MediaRecorder.AudioSource.MIC,
RECORDER_SAMPLERATE, RECORDER_CHANNELS,
RECORDER_AUDIO_ENCODING, **bufferSize**);
but there are not method for getMaximumBufferSize or semthing like that (only getMinBufferSize - but here is buffer owerflow). And I think that setting own buffer size is not good solution.

According to the API:
Upon creation, an AudioRecord object initializes its associated audio buffer that it will fill with the new audio data. The size of this buffer, specified during the construction, determines how long an AudioRecord can record before "over-running" data that has not been read yet. Data should be read from the audio hardware in chunks of sizes inferior to the total recording buffer size.
Your buffer should be large enough for the amount of buffered data you want to support, ie bitrate*time, and you need to make sure that you are reading from the AudioRecord consistently so that it does not fill the buffer, and that the size of the chunks that you read are smaller than the buffer size in the AudioRecorder. I like to read/write in 8k chunks but have seen other values too.

Related

Android - MP3 JLayer missing data

I have a server that encodes real-time voice into mono or stereo mp3 thanks to libmp3lame and sends it chunk by chunk through a WebSocket.
I'm trying to make an Android App that receives those mp3 chunks and play them with the most appropriate Audio player Android have. I went with AudioTrack since it seems pretty easy to add chunks to the player as well as "stream" oriented. (Since what I'm doing is sending to the track some byte array and not a full song that is locally stocked in the Android phone).
Since AudioTrack does not support compressed audio format (such as MP3), I have to decode those chunks into PCM to play them afterward. I'm using the famous JLayer to do this real-time decoding. Thanks to that, I can play each sample into my AudioTrack and hear what the server is sending.
My problem is that the received/player audio is badly hashed. (I can understand whatever the speaker is saying perfectly, but the quality is bad, like if the speaker had a "robotic voice").
Here is the code I'm using to receive/decode/play those byte[].
public void addSample(byte[] data) throws BitstreamException, DecoderException, IOException {
// JLayer decoder
Decoder decoder = new Decoder();
// Input Stream with the byte[] voice data
InputStream bis = new ByteArrayInputStream(data);
ByteArrayOutputStream outputStream = new ByteArrayOutputStream();
Bitstream bits = new Bitstream(bis);
// Decoding MP3 data into PCM in a PCM BUFFER
SampleBuffer pcmBuffer = (SampleBuffer) decoder.decodeFrame(bits.readFrame(), bits);
// Sending the PCMBuffer data into Audio Track to play it
mTrack.write(pcmBuffer.getBuffer(), 0, pcmBuffer.getBufferLength());
bits.closeFrame();
}
And here is my AudioTrack initialization
mTrack= new AudioTrack.Builder()
.setAudioAttributes(new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_MEDIA)
.setContentType(AudioAttributes.CONTENT_TYPE_SPEECH)
.build())
.setAudioFormat(new AudioFormat.Builder()
.setEncoding(AudioFormat.ENCODING_PCM_16BIT)
.setSampleRate(48000)
.setChannelMask(AudioFormat.CHANNEL_OUT_STEREO)
.build())
.setBufferSizeInBytes(AudioTrack.getMinBufferSize(48000, AudioFormat.CHANNEL_OUT_STEREO, AudioFormat.ENCODING_PCM_16BIT))
.build();
mTrack.play();
So to understand what was happening I tried to lag each data contained in the pcmBuffer. It seems like a huge part of those data where 0 at the very beginning of the buffer (I'd say 1/5 of the buffer is 0, all of them located at the beginning). So then I took an oscilloscope and tried to get the signal my Android phone was receiving. Here is the result:
As you can see, each frame is present, but as some "blank" or 0 data values. Those 0 in the beginning of each frame makes the signal hashed and pretty annoying to listen.
I have no idea whether this comes from the MP3 signal itself, the way I'm playing it, AudioTrack, JLayer, or the way I'm decoding it. So if anyone has an idea it would be really awesome.
EDIT :
Found out something interesting. By decoding each frame header I can have access to a lot of information such as the time in ms for each frame. I logged it :
System.out.println(bits.readFrame().ms_per_frame());
I found out that each of my frames are 24ms. When I look back at the oscilloscope, I can see that each frame actually take 24ms, but the beginning/end of each frame is filled with 0. So first of all, is it a decoding problem ? If it is not, how can I have a clear signal without small breakup in each frame ?
I've been printing all the data that each frame is sending me, each frame starts with a looot of zeros. How am I supposed to have a clear signal if each frame have some kind of audio void ?
If I print the MP3 data that I'm receiving each frame (96 bits), I have the first four bytes (probably the header?) that always have the same value :
"-1, -5, 20, -60"
Then I have a fifth bit that is always equal to 0, and sometimes a sixth bit that is also equal to 0. Should I be removing those ?

Decoding audio with Jspeex in android produces choppy/clipped sound

i am developing an android app, which plays live speex audio stream. So i used jspeex library .
The audio stream is 11khz,16 bit.
At android side i have done as follows:
SpeexDecoder decoder = new SpeexDecoder();
decoder.init(1, 11025,1, true);
decoder.processData(subdata, 0, subdata.length);
byte[] decoded_data = new byte[decoder.getProcessedDataByteSize()];
int result= decoder.getProcessedData(decoded_data, 0);
When this decoded data is played by Audiotrack , some part of audio is clipped.
Also when decoder is set to nb-mode( first parameter set to 0) the sound quality is worse.
I wonder there is any parameter configuration mistake in my code.
Any help, advice appreciated.
Thanks in advance.
Sampling rate and buffer size should be set in an optimized way for the specific device. For example you can use AudioRecord.getMinBufferSize() to obtain the best size for your buffer:
int sampleRate = 11025; //try also different standard sampleRate
int bufferSize = AudioRecord.getMinBufferSize(sampleRate,
AudioFormat.CHANNEL_CONFIGURATION_MONO,
AudioFormat.ENCODING_PCM_16BIT);
If your Audiotrack has a buffer which is too small or too large you will experience audio glitch. I suggest you to take a look here and play around with these values (sampleRate and bufferSize).

How to set proper buffersize of AudioRecord

I use AudioRecord to record audio on Android device. To create a instance of AudioRecord, you should set a fixed size of buffer to store the audio data. Then, we need pull data from this buffer continuously. If the size of buffer is too small and fetching data is too slow, the buffer will be overflow !
To avoid this exception, I want to set the size of buffer larger as far as possible and fetching data in time.
AudioRecord provides the getMinBufferSize(int,int,int) method to get a min size of buffer that audio hardware can support. But this is mininum size not the proper size of buffer.
My question is how to calculate and set the proper size of the buffer?
Here is what I using the AudioRecord:
audioRecord = new AudioRecord(audio_source, sampleRate, audio_channel, audio_encoding, buffer_size);
new Thread(new Runnable{
while(true){ //Loop start
readSize = audioRecorder.read(readBuffer, 0, useReadBufferSize); // fetch data from buffer to readbuffer
// throw readbuffer data out, do this operation as qucik as possible, Avoid to block thread
// check if the AudioRecord stopped and break if true
}
}).start();

MediaCodec: how to measure performance?

I am reading the Android documents about MediaCodec and other online tutorials/examples. As I understand it, the way to use the MediaCodec is like this (decoder example in pseudo code):
//-------- prepare audio decoder, format, buffers, and files --------
MediaExtractor extractor;
MediaCodec codec;
ByteBuffer[] codecInputBuffers;
ByteBuffer[] codecOutputBuffers;
extractor = new MediaExtractor();
extractor.setDataSource();
MediaFormat format = extractor.getTrackFormat(0);
//---------------- start decoding ----------------
codec = MediaCodec.createDecoderByType(mime);
codec.configure(format, null /* surface */, null /* crypto */, 0 /* flags */);
codec.start();
codecInputBuffers = codec.getInputBuffers();
codecOutputBuffers = codec.getOutputBuffers();
extractor.selectTrack(0);
//---------------- decoder loop ----------------
while (MP3_file_not_EOS) {
//-------- grasp control of input buffer from codec --------
codec.dequeueInputBuffer();
//---- fill input buffer with data from MP3 file ----
extractor.readSampleData();
//-------- release input buffer so codec can have it --------
codec.queueInputBuffer();
//-------- grasp control of output buffer from codec --------
codec.dequeueOutputBuffer();
//-- copy PCM samples from output buffer into another buffer --
short[] PCMoutBuffer = copy_of(OutputBuffer);
//-------- release output buffer so codec can have it --------
codec.releaseOutputBuffer();
//-------- write PCMoutBuffer into a file, or play it -------
}
//---------------- stop decoding ----------------
codec.stop();
codec.release();
Is this the right way to use the MediaCodec? If not, please enlighten me with the right approach. If this is the right way, how do I measure the performance of the MediaCodec? Is it the time difference between when codec.dequeueOutputBuffer() returns and when codec.queueInputBuffer() returns? I'd like an accuracy/precision of microseconds. Your ideas and thoughts are appreciated.
(merging comments and expanding slightly)
You can't simply time how long a single buffer submission takes, because the codec might want to queue up more than one buffer before doing anything. You will need to measure it in aggregate, timing the duration of the entire file decode with System.nanoTime(). If you turn the copy_of operation into a no-op and just discard the decoded data, you'll keep the output side (writing the decoded data to disk) out of the calculation.
Excluding the I/O from the input side is more difficult. As noted in the MediaCodec docs, the encoded input/output "is not a stream of bytes, it's a stream of access units". So you'd have to populate any necessary codec-specific-data keys in MediaFormat, and then identify individual frames of input so you can properly feed the codec.
An easier but less accurate approach would be to conduct a separate pass in which you time how long it takes to read the input data, and then subtract that from the total time. In your sample code, you would keep the operations on extractor (like readSampleData), but do nothing with codec (maybe dequeue one buffer and just re-use it every time). That way you only measure the MediaExtractor overhead. The trick here is to run it twice, immediately before the full test, and ignore the results from the first -- the first pass "warms up" the disk cache.
If you're interested in performance differences between devices, it may be the case that the difference in input I/O time, especially from a "warm" cache, is similar enough and small enough that you can just disregard it and not go through all the extra gymnastics.

Unable to play recorded raw PCM from file

I have saved recorded audio raw PCM into a file rxrawpcm.pcm, after that i tried to play the pcm file but unable to play recorded PCM? I didn't hear recorded voice hearing only a buzzy sound
Configuration
AudioRecorder and AudioTrack configuration
Stream Type :STREAM_VOICE_CALL
Sample Rate : 8000
Audio Format :PCM_16BIT
MODE :MODE_STREAM
Channel Config :CHANNEL_CONFIGURATION_MONO
Recording
byte[] buffer=new byte[1600];
int read = audioRecord.read(buffer, 0,buffer.length);
if(recordAudio){
if(out!=null){
out.write(buffer);
}
Player Side
FileInputStream fis=new FileInputStream(rxFile);
byte[] buffer=new byte[1600];
while(fis.read(buffer)!=-1){
audioPlayer.write(buffer, 0, buffer.length);
}
Your buffer size may be too small. You are supposed to use the getMinBufferSize method to determine the smallest buffer size that doesn't result in buffer overflows. The top voted answer in this question Android AudioRecord class - process live mic audio quickly, set up callback function demonstrates how to properly setup audio recording with an appropriate buffer size.

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