low latency sounds on key presses - audio

I am trying to write an application(I'm a gui first timer) for my son, he has autism. There is a video player in the top half and a text entry area in the bottom. When letters are typed sounds are produced to mimic the words in the video.
There have been other posts on this site in regard to playing sounds on key presses, using gstreamer as a system call. I have also tried libcanberra but both seem to have significant delays between sounds. I can write the app in python or C but will likely do at least some of it in C.
I also want to mention that the video portion is being played by gstreamer. I tried to create two instances of gstreamer, to avoid expensive system calls but the audio instance seemed to kill the app when called.
If anyone has any tips on creating faster responding sounds I would really appreciate it.

You can upload a raw audio sample directly to PulseAudio so there will be no decoding and (perhaps save) extra switches by using the following function from Canberra:
http://developer.gnome.org/libcanberra/unstable/libcanberra-canberra.html#ca-context-cache
The next ca_context_play() will use it.
However, the biggest problem you'll encounter with this scenario (with simultaneous video playback) is that the audio device might be configured with large latency with PulseAudio (up to 1/2s or more for normal playback). It may be reasonable to file a bug to libcanberra to support a LOW_LATENCY flag, as it currently doesn't attempt to minimize delay for sound events afaik. That would be great to have.
GStreamer pulsesink could probably get low latency too (it has some properties for that), but I am afraid it won't be as lightweight as libcanberra, and you won't be able to cache a sample for instance. Ideally, GStreamer could also learn to cache samples, or pre-fill PulseAudio...

Related

Programmatic access to a sound played through OpenAL

I am working with an application that uses OpenAL API quite extensively. In particular, there are multiple sound sources, non-trivial listener filters, etc.
I want to be able to run this application significantly faster than real-time. At the same time, the sound must be saved for later postprocessing. Is there a way to access the OpenAL output programmatically (virtually) without ever playing the sound on the real playback device?
Ideally, I'd like to have access that would be played during every tick of the main loop of my application. Normally one tick corresponds to one rendered frame (e.g. 1/30th of a second). But in this case we would be running the app as fast as possible.
We ended up using OpenAL Soft to do this. Example:
#include "alext.h"
LPALCLOOPBACKOPENDEVICESOFT alcLoopbackOpenDeviceSOFT;
alcLoopbackOpenDeviceSOFT = alcGetProcAddress(NULL,"alcLoopbackOpenDeviceSOFT");
replace your default device with this device
ALCcontext *context = alcCreateContext(device, attrs);
Set the attrs as you would for your default device
Then in the main loop use:
LPALCRENDERSAMPLESSOFT alcRenderSamplesSOFT;
alcRenderSamplesSOFT = alcGetProcAddress(NULL, "alcRenderSamplesSOFT");
alcRenderSamplesSOFT(device, buffer, 1024);
Here the buffer will store 1024 samples. This code runs faster than real-time, therefore you can sample frames every tick
Are you able to do your required functions with the audio data prior to its being shipped to OpenAL? I've done a lot with javax.sound.sampled when it is untethered by the blocking write() method in SourceDataLine, especially when saving to file rather than playing back.
From what little I know about OpenAL, there is also a blocking process occurs when data is shipped, with a queue of arrays that are managed. I've been meaning to look into this further...
(Probably not being very helpful here. Apologies.)

Easiest way to play mp3 files in python to a specific device

I'm converting an ESP32 project to a Raspberry Pi zero. One of the project behaviors is to play back sound effects based on specific events or triggers. I prefer to use MP3 format so I can store information about the contents of the file in the ID3TAGs to make the files themselves easier to manage. (there are a lot of them!)
I can find examples of using any number of libraries to play mp3s in python, and I found an example of selecting a device using 'sounddevice' but it seems to want numpy arrays to play sound data.
I'm wondering what the easiest and quickest way is to play mp3 files (or should I go to some other file format with a data stub file for each to do my file management?).
Since these behaviors are played as responses, they need to at least start playback quickly (i.e. not wait for a format conversion to take place). And in some cases, other behaviors (such as voice recognition triggers) are already going to add to potential latency on the device in it's total response time.
EDIT: additional info
quickest means processor speed (pi zeros slow down quick under heavy load)
These are real time responses so any 'lag' converting defeats the purpose of the playback.
Also, the device from seeed is configured as an alsa (asound) device

Custom player using NDK/C++/MediaCodec - starvation/buffering in decoder

I have a very interesting problem.
I am running custom movie player based on NDK/C++/CMake toolchain that opens streaming URL (mp4, H.264 & stereo audio). In order to restart from given position, player opens stream, buffers frames to some length and then seeks to new position and start decoding and playing. This works fine all the times except if we power-cycle the device and follow the same steps.
This was reproduced on few version of the software (plugin build against android-22..26) and hardware (LG G6, G5 and LeEco). This issue does not happen if you keep app open for 10 mins.
I am looking for possible areas of concern. I have played with decode logic (it is based on the approach described as synchronous processing using buffers).
Edit - More Information (4/23)
I modified player to pick a stream and then played only video instead of video+audio. This resulted in constant starvation resulting in buffering. This appears to have changed across android version (no fix data here). I do believe that I am running into decoder starvation. Previously, I had set timeouts of 0 for both AMediaCodec_dequeueInputBuffer and AMediaCodec_dequeueOutputBuffer, which I changed on input side to 1000 and 10000 but does not make much difference.
My player is based on NDK/C++ interface to MediaCodec, CMake build passes -DANDROID_ABI="armeabi-v7a with NEON" and -DANDROID_NATIVE_API_LEVEL="android-22" \ and C++_static.
Anyone can share what timeouts they have used and found success with it or anything that would help avoid starvation or resulting buffering?
This is solved for now. Starvation was not caused from decoding perspective but images were consumed in faster pace as clock value returned were not in sync. I was using clock_gettime method with CLOCK_MONOTONIC clock id, which is recommended way but it was always faster for first 5-10 mins of restarting device. This device only had Wi-Fi connection. Changing clock id to CLOCK_REALTIME ensures correct presentation of images and no starvation.

Is MMAP what I need from ALSA to play simultaneous, immediate sounds in my game?

I'm new to ALSA and I've managed to get PCM sound played in SND_PCM_ACCESS_RW_INTERLEAVED mode. My problem is that I just can't find a way to make that mode useful for what I'm trying to do. (If someone can tell me how, I'll be glad to read). I've been reading there is this MMAP mode, but it's not as easy to find simple examples for it. I wonder if it is what I need and how I could implement it.
What I want to do is have my little game (a simple space shoot-up) to immediately play a sound when I shoot or get shot. If an enemy shoots while another sound is being played, the sounds should add up and saturate as necessary, but no sound event should be interrupted. In other words, I need to be able to edit the very byte that's about to be played.
In my useless attempts to try MMAP (without really knowing how it works in practice; just following vague theoretical instructions), I set up everything just like for SND_PCM_ACCESS_RW_INTERLEAVED, but change it to SND_PCM_ACCESS_MMAP_INTERLEAVED. Then I call snd_pcm_avail_update, which seems to work and returns a large number of available frames. After that, I call snd_pcm_mmap_begin, passing the parameters, previously filling "frames" with a reasonable number (a 10, for example). The function fails and returns an error code -77. I haven't been able to find what that means. The areas array remains unmodified.
What does that error mean? Where can I get a list of the errors? How can I overcome it? Is there a good, simple, example of how to use MMAP (or some other thing) to perform something more or less like what I'm trying to do?
I appreciate your help :)
ALSA returns negative values on error. 77 is most likely EBADFD which indicates that the device is in an invalid state (under/overrun or not running at all). In case of underrun you're probably using a too low buffersize.
In any case, there's no way to modify audio data that you've already submitted to the alsa driver (snd_pcm_mmap_commit/writei/writen). The trick to have audio sound immediately is just to use very low buffer sizes, < 10ms will do. For this you'll want to use hw: devices, other device types usually add latency.
You still have to mix sounds together manually before you pass them to alsa.
There's a nice mmap example in the comments on this question: Alsa api: how to use mmap in c?.
That being said, ALSA is a valid choice for this kind of application but you don't necessarily need to use memory mapping. Read/write access doesn't introduce additional latency, it just copies audio around a bit more.

Sync two soundcards

I have a program written in C++ that uses RtAudio ( Directsound ) to capture and playback audio at 48kHz samplerate.
The input capture uses a callback option. The callback writes data to a ringbuffer.
The output is a blocking write function in a separate thread that reads from the ringbuffer.
If the input and output devices are the same the audio loops thru perfectly.
Now I want to get audio from device 1 and playback on device 2. Each device has its own sampleclock set to 48kHz but are not in sync. After a couple of seconds the input and output are out of sync.
Is it possible to sync two independent oudio devices?
There are two challenges you face:
getting the two devices to start at the same time.
getting the two devices to stay in sync.
Both of these tasks are difficult. In the pro audio world, #2 is accomplished with special hardware to sync the word-clocks of multiple devices. It can also be done with a high quality video signal. I believe it can also be done with firewire devices, but I'm not sure how that works. In practice, I have used devices with no sync ("wild") and gotten very reasonable sync for up to an hour or two. Depending on what you are trying to do, the sync should not drift more than a few milliseconds over the course of a few minutes. If it does, you can consider your hardware broken (of course, cheap hardware is often broken).
As for #1, I'm not sure this is possible in any reliable sense with directsound. To the extent that it's possible with any audio API, it is difficult at best: both cards have streams that require some time to setup, open and start playing. In general, the solution is to use an API where this time is super low (ASIO, for example). This works reasonably well for applications like video, but I don't know if it really solves the problem in general.
If you really need to solve this problem, you could open both cards, starting to play silence, and use the timing information generated by the cards to establish the delay between putting data into the card and its eventual playback (this will be different for each card and probably each time you run) and use that data to calculate when to start actual playback. I don't know if RTAudio supplies the necessary timing information, but PortAudio does. This document may help.

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