Hi Andrew, 

What mode are you specifying? Have you tried Measurement Mode? 

~Rob

> On May 26, 2020, at 1:30 PM, Andrew Smith via Coreaudio-api 
> <[email protected]> wrote:
> 
> Brian,
> 
> I’ve tried both allow mixing with other audio, and not, both work the same.
> 
> I’m using the remote IO framework, and I will paste my main setup code below. 
> One interesting thing that I’ve found is that if I select playback only mode, 
> it works fine! The audio data passes through to the USB output device 
> unaltered and the surround files play fine. It’s just when I add in record 
> mode (using [avSession setCategory:AVAudioSessionCategoryPlayAndRecord 
> mode:mode options:options error:&err]) that the output audio is no longer 
> bit-accurate. I do need record and play for audio analysis of the input. 
> Again this is only under iOS 13, older iOS work fine.
> 
> Best,
> Andrew Smith
> 
> In this code sample rate is always 48k and numChannels = 2. This is just 
> copied from other sources and may certainly have issues! One thing I find 
> weird is that I have to reverse the output busses when I apply the formats, 
> ie I have to apply the playback format to the input bus.
> 
> #define kOutputBus 0
> #define kInputBus 1
> 
>    OSStatus status;
>      // Describe audio component
>     AudioComponentDescription desc;
>     desc.componentType = kAudioUnitType_Output;
>     desc.componentSubType = kAudioUnitSubType_RemoteIO;
>     desc.componentFlags = 0;
>     desc.componentFlagsMask = 0;
>     desc.componentManufacturer = kAudioUnitManufacturer_Apple;
>     
>     // Get component
>     AudioComponent inputComponent = AudioComponentFindNext(NULL, &desc);
>     
>     // Get audio units
>     status = AudioComponentInstanceNew(inputComponent, &inRemoteIOUnitAV);
>     [AvHelper checkStatus:status msg:@"AudioComponentInstanceNew"];
> 
>     UInt32 flag = 1;    
>     // Enable IO for playback
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioOutputUnitProperty_EnableIO,
>                                   kAudioUnitScope_Output,
>                                   kOutputBus,
>                                   &flag,
>                                   sizeof(flag));
>     [AvHelper checkStatus:status msg:@"AudioUnitSetProperty 2"];
>     
>     // Enable IO for recording
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioOutputUnitProperty_EnableIO,
>                                   kAudioUnitScope_Input,
>                                   kInputBus,
>                                   &flag,
>                                   sizeof(flag));
>     [AvHelper checkStatus:status msg:@"AudioUnitSetProperty 1"];
> 
> 
>     // Describe format
>     int numChannels = 2;
>     AudioStreamBasicDescription audioFormat;
> 
>     audioFormat.mSampleRate         = auSampleRate;
>     audioFormat.mFormatID           = kAudioFormatLinearPC    
>     audioFormat.mFormatFlags        = kAudioFormatFlagIsSignedInteger | 
> kAudioFormatFlagIsPacked;
>     audioFormat.mBytesPerPacket     = 2 * numChannels;
>     audioFormat.mFramesPerPacket    = 1;
>     audioFormat.mBytesPerFrame      = 2 * numChannels;
>     audioFormat.mChannelsPerFrame   = numChannels;
>     audioFormat.mBitsPerChannel     = 16;
>     audioFormat.mReserved           = 0;
>     // Apply format
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioUnitProperty_StreamFormat,
>                                   kAudioUnitScope_Output,
>                                   kInputBus,
>                                   &audioFormat,
>                                   sizeof(audioFormat));
>     [AvHelper checkStatus:status msg:@"AudioUnitSetProperty 3"];
>     
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioUnitProperty_StreamFormat,
>                                   kAudioUnitScope_Input,
>                                   kOutputBus,
>                                   &audioFormat,
>                                   sizeof(audioFormat));
>     [AvHelper checkStatus:status msg:@"AudioUnitSetProperty 4"];
> 
>     // Set input callback
>     AURenderCallbackStruct callbackStruct;
>     callbackStruct.inputProc = inRenderProc.inputProc;
>     callbackStruct.inputProcRefCon = inRenderProc.inputProcRefCon;
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioOutputUnitProperty_SetInputCallback,
>                                   kAudioUnitScope_Global,
>                                   kInputBus,
>                                   &callbackStruct,
>                                   sizeof(callbackStruct));
>     [AvHelper checkStatus:status msg:@"AudioUnitSetProperty 5"];
> 
>     // Set output callback
>     callbackStruct.inputProc = outRenderProc.inputProc;
>     callbackStruct.inputProcRefCon = outRenderProc.inputProcRefCon;
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioUnitProperty_SetRenderCallback,
>                                   kAudioUnitScope_Global,
>                                   kOutputBus,
>                                   &callbackStruct,
>                                   sizeof(callbackStruct));
>     [AvHelper checkStatus:status msg:@"AudioUnitSetProperty 6"];
> 
>     // Disable buffer allocation for the recorder (optional - do this if we 
> want to pass in our own)
>     flag = 0;
>     status = AudioUnitSetProperty(inRemoteIOUnitAV,
>                                   kAudioUnitProperty_ShouldAllocateBuffer,
>                                   kAudioUnitScope_Output,
>                                   kInputBus,
>                                   &flag,
>                                   sizeof(flag));
> 
> 
>> On May 21, 2020, at 10:18 PM, Brian Willoughby <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> On macOS, there was a way to "hog" the audio interface so that no other 
>> application's audio would be mixed in. Even at the same sample rate, mixing 
>> anything with a surround-encoded stream would destroy it.
>> 
>> Are you already using anything like this? If so, and Apple broke it, then 
>> that's one thing. If Apple doesn't offer "hog" mode on iOS, then you might 
>> need to look for another way to take full control of the stream. I haven't 
>> written audio code for iOS in years, but I recall that applications can mark 
>> themselves as input-only, output-only, input and output, and various other 
>> categories. Perhaps there is a category to say that you need un-manipulated 
>> streams.
>> 
>> The audio objects seem to keep changing, but there are usually way to query 
>> your stream type, the stream type out the output unit, and to do that for 
>> the input, output, and perhaps even global scopes (I think global scope is 
>> the only one that doesn't have a stream type).
>> 
>> Sorry I don't have an immediate answer, but maybe you can give us a few more 
>> details on which audio object frameworks you're using, and perhaps the 
>> results of some code-based queries of the output stream formats.
>> 
>> Brian Willoughby
>> 
>> 
>> On May 21, 2020, at 4:00 PM, Andrew Smith via Coreaudio-api 
>> <[email protected] <mailto:[email protected]>> wrote:
>>> I’m the developer of AudioTools, over 10 years on the app store, lots of 
>>> audio test & measurement functions. One in particular is a 5.1 surround 
>>> signal generator, which works with our own hardware device, 
>>> iAudioInterface2, which happens to have a Toslink digital audio output 
>>> connector. The idea is that I pre-encode surround signal audio files in the 
>>> Dolby Digital 5.1 format, open the file in the app, and break the data into 
>>> packets that get formatted to Dolby specs and sent out the Toslink 
>>> connector at 48k sample rate. Surprisingly, this actually works. For many 
>>> years it has, anyway. I can send out a pink noise signal to a particular 
>>> channel, or send an encoded music file out to the system. I am using basic 
>>> remote IO audio processing here. Despite many years in audio and DSP I do 
>>> not consider myself an iOS guru, I just use a simple set of iOS tools that 
>>> seem to work.
>>> 
>>> Starting with iOS 13 however, the surround signal generator no longer 
>>> works. This scheme relies on the signal (data) not being altered by iOS at 
>>> all, it must be sent through unaltered, as bit-accurate audio. In 13, I get 
>>> just random noise, while the same app on iOS 11 or 12 outputs the surround 
>>> data correctly. My guess is that Apple has inserted a sample rate 
>>> converter, even though as far as I can tell the hardware is still running 
>>> at 48k, and I am requesting 48k. I’ve posted a bug report to Apple but 
>>> unsurprisingly I’ve had no response to it since I am likely the only person 
>>> on Earth who cares about this. Any ideas on something to try or if perhaps 
>>> anyone else has knowledge about this I would highly appreciate it! 
>>> 
>>> Best,
>>> Andrew Smith
>> 
> 
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