libopus produces different results on windows and linux - audio

I'm using libopus to encode a pcm input file into a bit bitstream. The process is pretty mundane:
Create an encoder: call to opus_encoder_create
Loop through the input pcm file (in binary mode) by reading chunks of certain frame size and encode them using opus_encode
Write the encoded output, chunk by chunk, into a bitstream file
Since I'm controlling everyone of the following parameters:
sample rate (from call to opus_encoder_create)
voice channels (from call to opus_encoder_create)
application type (from call to opus_encoder_create)
bit rate (from call to opus_encoder_ctl)
frame size
I was wondering why the output (the produced binary file) is different on Linux (clang & Ubuntu) and windows (clang or cl on VS2019):
are there more parameters to the encoder I should consider?
are there intrinsic differences that prevent libopus to behave consistently across platforms?
is there a known toolset that would help me inspect my code? for the time being, I'm using ctl calls with GET_BITRATE etc to retrieve what setting have been applied to the encoder

Related

IMFTransform SetInputType()/SetOutputType() fails

I'm trying to playback MP3 (and similar audio files) using WASAPI shared mode and a media foundation IMFSourceReader on Windows 7. From what I understand I have to use an IMFTransform between the IMFSourceReader decoding and the WASAPI playback. Everything seems fine apart from when I call SetInputType()/SetOutputType() on the IMFTransform?
The relevant snippets of code are:
MFCreateSourceReaderFromURL(...); // Various test mp3 files
...
sourceReader->GetCurrentMediaType(MF_SOURCE_READER_FIRST_AUDIO_STREAM, &reader.audioType);
//sourceReader->GetNativeMediaType(MF_SOURCE_READER_FIRST_AUDIO_STREAM, 0, &reader.audioType);
...
audioClient->GetMixFormat(&player.mixFormat);
...
MFCreateMediaType(&player.audioType);
MFInitMediaTypeFromWaveFormatEx(player.audioType, player.mixFormat, sizeof(WAVEFORMATEX) + player.mixFormat->cbSize);
...
hr = CoCreateInstance(CLSID_CResamplerMediaObject, NULL, CLSCTX_INPROC_SERVER, IID_IUnknown, (void**)&unknown);
ASSERT(SUCCEEDED(hr));
hr = unknown->QueryInterface(IID_PPV_ARGS(&resampler.transform));
ASSERT(SUCCEEDED(hr));
unknown->Release();
hr = resampler.transform->SetInputType(0, inType, 0);
ASSERT(hr != DMO_E_INVALIDSTREAMINDEX);
ASSERT(hr != DMO_E_TYPE_NOT_ACCEPTED);
ASSERT(SUCCEEDED(hr)); // Fails here with hr = 0xc00d36b4
hr = resampler.transform->SetOutputType(0, outType, 0);
ASSERT(hr != DMO_E_INVALIDSTREAMINDEX);
ASSERT(hr != DMO_E_TYPE_NOT_ACCEPTED);
ASSERT(SUCCEEDED(hr)); // Fails here with hr = 0xc00d6d60
I suspect I am misunderstanding how to negotiate the input/output IMFMediaType's between things, and also how to take into consideration that IMFTransform needs to operate on uncompressed data?
It seems odd to me the output type fails but maybe that is a knock on effect of the input type failing first - and if I try to set the output type first it fails also.
In recent versions of Windows you would probably prefer to take advantage of stock functionality which is already there for you.
When you configure Source Reader object, IMFSourceReader::SetCurrentMediaType lets you specify media type you want your data in. If you set media type compatible with WASAPI requirements, Source Reader would automatically add transform to convert the data for you.
However...
Audio resampling support was added to the source reader with Windows 8. In versions of Windows prior to Windows 8, the source reader does not support audio resampling. If you need to resample the audio in versions of Windows earlier than Windows 8, you can use the Audio Resampler DSP.
... which means that indeed you might need to manage the MFT yourself. The input media type for the MFT is supposed to be coming from IMFSourceReader::GetCurrentMediaType. To instruct source reader to use uncompressed audio you need to build a media type decoder for this type of stream would decode audio to. For example, if your file is MP3 then you would read number of channels, sampling rate and build a compatible PCM media type (or take system decoder and ask it separately for output media type, which is even a cleaner way). You would set this uncompressed audio media type using IMFSourceReader::SetCurrentMediaType. This media type would also be your input media type for audio resampler MFT. This would instruct source reader to add necessary decoders and IMFSourceReader::ReadSample would give you converted data.
Output media type for reasmpler MFT would be derived from audio format you obtained from WASAPI and converted using API calls you mentioned at the top of your code snippet.
To look the error codes up you can use this:
https://www.magnumdb.com/search?q=0xc00d36b4
https://www.magnumdb.com/search?q=0xc00d6d60
Also, you, generally, should be able to play audio files using Media Foundation Media Session API with smaller effort. Media Session uses the same primitives to build a playback pipeline and takes care of format fitting.
Ah so are you saying I need to create an additional object that is the decoder to fit between the IMFSourceReader and IMFTransform/Resampler?
No. By doing SetCurrentMediaType with proper media type you have Source Reader adding decoder internally so that it could give you already decompressed data. Starting with Windows 8 it is also capable to do conversion between PCM flavors, but in Windows 7 you need to take care of this yourself with Audio Resampler DSP.
You can manage decoder yourself but you don't need to since Source Reader's decoder would do the same more reliably.
You might need a separate decoder just to help you guess what PCM media type decoder would produce so that you request it from Source Reader. MFTEnumEx is proper API to look decoder up.
I am not sure how to decide on or create a suitable decoder object? Do I need to enumerate a list of suitable ones somehow rather than assume specific ones?
The mentioned MFTEnum, MFTEnumEx API calls can enumerate decoders, both all available or filtered by given criteria.
One another way is to use partial media type (see relevant explanation and code snippet here: Tutorial: Decoding Audio). Partial media type is a signal about desired format requesting that Media Foundation API supplies a primitive that matches this partial type. See comments below for related discussion links.

Why can I sometimes concatenate audio data using NodeJS Buffers, and sometimes I cannot?

As part of a project I am working on, there is a requirement to concatenate multiple pieces of audio data into one large audio file. The audio files are generated from four sources, and the individual files are stored in a Google Cloud storage bucket. Each file is an mp3 file, and it is easy to verify that each individual file is generating correctly (individually, I can play them, edit them in my favourite software, etc.).
To merge the audio files together, a nodejs server loads the files from the Google Cloud storage as an array buffer using an axios POST request. From there, it puts each array buffer into a node Buffer using Buffer.from(), so now we have an array of Buffer objects. Then it uses Buffer.concat() to concatenate the Buffer objects into one big Buffer, which we then convert to Base64 data and send to the client server.
This is cool, but the issue arises when concatenating audio generated from different sources. The 4 sources I mentioned above are Text to Speech software platforms, such as Google Cloud Voice and Amazon Polly. Specifically, we have files from Google Cloud Voice, Amazon Polly, IBM Watson, and Microsoft Azure Text to Speech. Essentially just five text to speech solutions. Again, all individual files work, but when concatenating them together via this method there are some interesting effects.
When the sound files are concatenated, seemingly depending on which platform they originate from, the sound data either will or will not be included in the final sound file. Below is a 'compatibility' table based on my testing:
|------------|--------|--------|-----------|-----|
| Platform / | Google | Amazon | Microsoft | IBM |
|------------|--------|--------|-----------|-----|
| Google | Yes | No | No | No |
|------------|--------|--------|-----------|-----|
| Amazon | | No | No | Yes |
|------------|--------|--------|-----------|-----|
| Microsoft | | | Yes | No |
|------------|--------|--------|-----------|-----|
| IBM | | | | Yes |
|------------|--------|--------|-----------|-----|
The effect is as follows: When I play the large output file, it will always start playing the first sound file included. From there, if the next sound file is compatible, it is heard, otherwise it is skipped entirely (no empty sound or anything). If it was skipped, the 'length' of that file (for example 10s long audio file) is included at the end of the generated output sound file. However, the moment that my audio player hits the point where the last 'compatible' audio has played, it immediately skips to the end.
As a scenario:
Input:
sound1.mp3 (3s) -> Google
sound2.mp3 (5s) -> Amazon
sound3.mp3 (7s)-> Google
sound4.mp3 (11s) -> IBM
Output:
output.mp3 (26s) -> first 10s is sound1 and sound3, last 16s is skipped.
In this case, the output sound file would be 26s seconds long. For the first 10 seconds, you would hear the sound1.mp3 and sound3.mp3 played back to back. Then at 10s (at least playing this mp3 file in firefox) the player immediately skips to the end at 26s.
My question is: Does anyone have any ideas why sometimes I can concatenate audio data in this way, and other times I cannot? And how come there is this 'missing' data included at the end of the output file? Shouldn't concatenating the binary data work in all cases if it works for some cases, as all the files have mp3 encoding? If I am wrong please let me know what I can do to successfully concatenate any mp3 files :)
I can provide my nodeJS backend code, but the process and methods used are described above.
Thanks for reading?
Potential Sources of Problems
Sample Rate
44.1 kHz is often used for music, as it's what is used on CD audio. 48 kHz is usually used for video, as it's what was used on DVDs. Both of those sample rates are much higher than is required for speech, so it's likely that your various text-to-speech providers are outputting something different. 22.05 kHz (half of 44.1 kHz) is common, and 11.025 kHz is out there too.
While each frame specifies its own sample rate, making it possible to generate a stream with varying sample rates, I've never seen a decoder attempt to switch sample rates mid-stream. I suspect that the decoder is skipping these frames, or maybe even skipping over an arbitrary block until it gets consistent data again.
Use something like FFmpeg (or FFprobe) to figure out what the sample rates of your files are:
ffmpeg -i sound2.mp3
You'll get an output like this:
Duration: 00:13:50.22, start: 0.011995, bitrate: 192 kb/s
Stream #0:0: Audio: mp3, 44100 Hz, stereo, fltp, 192 kb/s
In this example, 44.1 kHz is the sample rate.
Channel Count
I'd expect your voice MP3s to be in mono, but it wouldn't hurt to check to be sure. As with above, check the output of FFmpeg. In my example above, it says stereo.
As with sample rate, technically each frame could specify its own channel count but I don't know of any player that will pull off switching channel count mid-stream. Therefore, if you're concatenating, you need to make sure all the channel counts are the same.
ID3 Tags
It's common for there to be ID3 metadata at the beginning (ID3v2) and/or end (ID3v1) of the file. It's less expected to have this data mid-stream. You would want to make sure this metadata is all stripped out before concatenating.
MP3 Bit Reservoir
MP3 frames don't necessarily stand alone. If you have a constant bitrate stream, the encoder may still use less data to encode one frame, and more data to encode another. When this happens, some frames contain data for other frames. That way, frames that could benefit from the extra bandwidth can get it while still fitting the whole stream within a constant bitrate. This is the "bit reservoir".
If you cut a stream and splice in another stream, you may split up a frame and its dependent frames. This typically causes an audio glitch, but may also cause the decoder to skip ahead. Some badly behaving decoders will just stop playing altogether. In your example, you're not cutting anything so this probably isn't the source of your trouble... but I mention it here because it's definitely relevant to the way you're working these streams.
See also: http://wiki.hydrogenaud.io/index.php?title=Bit_reservoir
Solutions
Pick a "normal" format, resample and rencode non-conforming files
If most of your sources are all the exact same format and only one or two outstanding, you could convert the non-conforming file. From there, strip ID3 tags from everything and concatenate away.
To do the conversion, I'd recommend kicking it over to FFmpeg as a child process.
child_process.spawn('ffmpeg' [
// Input
'-i', inputFile, // Use '-' to write to STDIN instead
// Set sample rate
'-ar', '44100',
// Set audio channel count
'-ac', '1',
// Audio bitrate... try to match others, but not as critical
'-b:a', '64k',
// Ensure we output an MP3
'-f', 'mp3',
// Output
outputFile // As with input, use '-' to write to STDOUT
]);
Best Solution: Let FFmpeg (or similar) do the work for you
The simplest, most robust solution to all of this is to let FFmpeg build a brand new stream for you. This will cause your audio files to be decoded to PCM, and a new stream made. You can add parameters to resample those inputs, and modify channel counts if needed. Then output one stream. Use the concat filter.
This way, you can accept audio files of any type, you don't have to write the code to hack those streams together, and once setup you won't have to worry about it.
The only downside is that it will require a re-encoding of everything, meaning another generation of quality lost. This would be required for any non-conforming files anyway, and it's just speech, so I wouldn't give it a second thought.
#Brad's answer was the solution! The first solution he suggested worked. It took some messing around getting FFMpeg to work correctly, but in the end using the fluent-ffmpeg library worked.
Each file in my case was stored on Google Cloud Storage, and not on the server's hard drive. This posed some problems for FFmpeg, as it requires file paths to have multiple files, or an input stream (but only one is supported, as there is only one STDIN).
One solution is to put the files on the hard drive temporarily, but this would not work for our use case as we may have a lot of use in this function and the hard drive adds latency.
So, instead we did as suggested and loaded each file into ffmpeg to convert it into a standardized format. This was a bit tricky, but in the end requesting each file as a stream, using that stream as an input for ffmpeg, then using fluent-ffmpeg's pipe() method (which returns a stream) as output worked.
We then bound an event listener to the 'data' event for this pipe, and pushed the data to an array (bufs.push(data)), and on stream 'end' we concatenated this array using Buffer.concat(bufs), followed by a promise resolve.
Then once all requests promises were resolved, we could be sure ffmpeg had processed each file, and then those buffers were concatenated in the required groups as before using Buffer.concat(), converted to base64 data, and sent to the client.
This works great, and now it seems to be able to handle every combination of files/sources I can throw at it!
In conclusion:
The answer to the question was that the mp3 data must have been encoded differently (different channels, sample rates, etc.), and loading it through ffmpeg and outputing it in a 'unified' way made the mp3 data compatible.
The solution was to process each file in ffmpeg separately, pipe the ffmpeg output into a buffer, then concatenate the buffers.
Thanks #Brad for your suggestions and detailed answer!

Is it possible to splice advertisements or messages dynamically into an MP3 file via a standard GET request?

Say you have an MP3 file and it's 60,000,000 bytes, and you also have an MP3 advertisement that's 500,000 bytes, both encoded at the same bit rate.
Would it be possible using an nginx or apache module to change the MP3 "Content-Length" header value to 60,500,000 and then control the incoming "Content-Range" requests so the first 500,000 bytes return the advertisement audio, and any range request greater than 500,000 begins returning the regular audio file with a 500,000 byte offset?
Or is it only possible to splice advertisements (or messages) into an MP3 file using an application such as FFmpeg to re-render the entire file?
Apologies if this is a stupid question, I'm just trying to think outside of the box.
You cannot arbitrarily splice MP3 without artifacts and decoder errors.
You also generally cannot cut/splice MP3 on frame boundaries due to the Bit Reservoir. Basically, a particular MP3 frame may contain data from another frame to more efficiently use the available bandwidth when its needed. Ignoring the bit reservoir can also cause artifacts and/or decoder errors.
What you can do is re-encode your advertisement and eventually re-join the stream. That is, at the point of ad insertion, decode the stream to PCM, mix (or replace in the audio) for your ad, and have this parallel stream re-encoded to PCM. If the encoding parameters are the same, eventually (after a couple of extra MP3 frames), you'll have identical bitstreams, and you can go back to reading the stream from the same buffer.
If you're doing this for ad-insertion on internet radio (live) streams, keep in mind that you'll have to do this on the server for every client (or at least, for each ad variant and timing variant). If this is for podcasts or other pre-recorded content, I'd recommend the FFmpeg route. You won't have to build anything, you can stream and cache the output as its being encoded, and you'll have compatibility with other codecs without building one-off code for each codec/container.

Correct way to encode Kinect audio with lame.exe

I receive data from a Kinect v2, which is (I believe, information is hard to find) 16kHz mono audio in 32-bit floating point PCM. The data arrives in up to 4 "SubFrames", which contain 256 samples each.
When I send this data to lame.exe with -r -s 16 --bitwidth 32 -m m I get an output containing gaps (supposedly where the second channel should be). These command line switches should however take stereo and downmix it to mono.
I've also tried importing the raw data into Audacity, but I still can't figure out the correct way to get continuous audio out of it.
EDIT: I can get continuous audio when I only save the first SubFrame. The audio still doesn't sound right though.
In the end I went with Ogg Vorbis. A free format, so no problems there either. I use the following command line switches for oggenc2.exe:
oggenc2.exe --raw-format=3 --raw-chan=1 --raw-rate=16000 - --output=[filename]

Differences in WAV format (JS / NodeJS)

I'm trying to use WebRTC to record audio and then store it on the server side. My server is made using NodeJS and express, and I'm using POST to transmit the data from the client to the server.
On the client I'm translating the data from the wav BLOB to base64, transfer that, and on the server side, read it, translate it to binary, and then write it in a file. Should be fine, right?
There's just one problem : I'm getting some really bad inconsistencies between what you can download from the client, and what gets sent to the server. Sometimes it's added bytes, other times it's just deleted chunks of data. If it were just bytes added, that would mean a charset problem (translating from one to another, and then another, etc), but at some points I had 280 bytes added for example.
I've added a picture here of a hex diff :
http://i.stack.imgur.com/psqf4.png (sorry, I don't have enough reputation so far to post an image directly)
Also, running file with these gives me the following :
(uuid.wav is the server one, while output (1).wav is the client one)
9F2B75D3-4C34-4C8F-935E-FC7637D7A054.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 4 bit, stereo 11321924 Hz
output (1).wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 44100 Hz
... so clearly something is going wrong here. Also, trying to fix the headers, or convert the WAV gives me an error that goes along the lines of : could not find data chunk / data chunk has size 0.
Any ideas what might be causing this?
This looks suspiciously like some layer of code is attempting to convert the binary data to Unicode. 0x44 0xAC (which is 0xAC44 in little endian, which is 44100, which indicates the 44.1 kHz sample rate) is turning into 0x44 0xC2 0xAC. This gets byte-swapped to 0x00ACC244, which is 11321924 Hz, which reconciles with what you saw in the corrupted file.
Those 0xC2 additions definitely look like Unicode (UTF-8) artifacts. I don't know exactly which data types and functions you are using, but you will need to audit the steps to make sure none of them attempt to do implicit Unicode conversions.

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