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swiftaudiofrequency

Produce sounds of different frequencies in Swift


I want to make an app like this. This app is mosquito repellent app which produces sound of some frequency. I don't want it to limit to one sound. I want to generate and play sounds of different frequencies for different purposes. How can I do that in swift IOS. How I can create sound of a specific frequency in swift ios?


Solution

  • Swift 4.2: create this class in your project.

    import Foundation
    import AudioUnit
    import AVFoundation
    
    final class ToneOutputUnit: NSObject {
        
        var auAudioUnit: AUAudioUnit! = nil     // placeholder for RemoteIO Audio Unit
        
        var avActive     = false             // AVAudioSession active flag
        var audioRunning = false             // RemoteIO Audio Unit running flag
        
        var sampleRate : Double = 44100.0    // typical audio sample rate
        
        var f0  =    880.0              // default frequency of tone:   'A' above Concert A
        var v0  =  16383.0              // default volume of tone:      half full scale
        
        var toneCount : Int32 = 0       // number of samples of tone to play.  0 for silence
        
        private var phY =     0.0       // save phase of sine wave to prevent clicking
        private var interrupted = false     // for restart from audio interruption notification
        
        
        
        func setFrequency(freq : Double) {  // audio frequencies below 500 Hz may be
            f0 = freq                       //   hard to hear from a tiny iPhone speaker.
        }
        
        func setToneVolume(vol : Double) {  // 0.0 to 1.0
            v0 = vol * 32766.0
        }
        
        func setToneTime(t : Double) {
            toneCount = Int32(t * sampleRate);
        }
        
        func enableSpeaker() {
            
            if audioRunning {
                
                print("returned")
                return
                
            }           // return if RemoteIO is already running
            
            
            
            do {        // not running, so start hardware
                
                let audioComponentDescription = AudioComponentDescription(
                    componentType: kAudioUnitType_Output,
                    componentSubType: kAudioUnitSubType_SystemOutput, // For output to the local sound system
                    componentManufacturer: kAudioUnitManufacturer_Apple,
                    componentFlags: 0,
                    componentFlagsMask: 0 )
                
                if (auAudioUnit == nil) {
                    
                   auAudioUnit = try AUAudioUnit(componentDescription: audioComponentDescription)
                    
                    let bus0 = auAudioUnit.inputBusses[0]
                    
                    let audioFormat = AVAudioFormat(
                        commonFormat: AVAudioCommonFormat.pcmFormatInt16,   // short int samples
                        sampleRate: Double(sampleRate),
                        channels:AVAudioChannelCount(2),
                        interleaved: true )                                 // interleaved stereo
                    
                    try bus0.setFormat(audioFormat ?? AVAudioFormat())  //      for speaker bus
                    
                    auAudioUnit.outputProvider = { (    //  AURenderPullInputBlock?
                        actionFlags,
                        timestamp,
                        frameCount,
                        inputBusNumber,
                        inputDataList ) -> AUAudioUnitStatus in
                        
                        self.fillSpeakerBuffer(inputDataList: inputDataList, frameCount: frameCount)
                        return(0)
                    }
                }
                            
                auAudioUnit.isOutputEnabled = true
                toneCount = 0
                
                try auAudioUnit.allocateRenderResources()  //  v2 AudioUnitInitialize()
                try auAudioUnit.startHardware()            //  v2 AudioOutputUnitStart()
                audioRunning = true
                
            } catch /* let error as NSError */ {
                print("error 2 \(error)")
            }
            
            
        }
        
        // helper functions
        
        private func fillSpeakerBuffer(     // process RemoteIO Buffer for output
            inputDataList : UnsafeMutablePointer<AudioBufferList>, frameCount : UInt32 ) {
            let inputDataPtr = UnsafeMutableAudioBufferListPointer(inputDataList)
            let nBuffers = inputDataPtr.count
            if (nBuffers > 0) {
                
                let mBuffers : AudioBuffer = inputDataPtr[0]
                let count = Int(frameCount)
                
                // Speaker Output == play tone at frequency f0
                if (   self.v0 > 0)
                    && (self.toneCount > 0 )
                {
                    // audioStalled = false
                    
                    var v  = self.v0 ; if v > 32767 { v = 32767 }
                    let sz = Int(mBuffers.mDataByteSize)
                    
                    var a  = self.phY        // capture from object for use inside block
                    let d  = 2.0 * Double.pi * self.f0 / self.sampleRate     // phase delta
                    
                    let bufferPointer = UnsafeMutableRawPointer(mBuffers.mData)
                    if var bptr = bufferPointer {
                        for i in 0..<(count) {
                            let u  = sin(a)             // create a sinewave
                            a += d ; if (a > 2.0 * Double.pi) { a -= 2.0 * Double.pi }
                            let x = Int16(v * u + 0.5)      // scale & round
                            
                            if (i < (sz / 2)) {
                                bptr.assumingMemoryBound(to: Int16.self).pointee = x
                                bptr += 2   // increment by 2 bytes for next Int16 item
                                bptr.assumingMemoryBound(to: Int16.self).pointee = x
                                bptr += 2   // stereo, so fill both Left & Right channels
                            }
                        }
                    }
                    
                    self.phY        =   a                   // save sinewave phase
                    self.toneCount  -=  Int32(frameCount)   // decrement time remaining
                } else {
                    // audioStalled = true
                    memset(mBuffers.mData, 0, Int(mBuffers.mDataByteSize))  // silence
                }
            }
        }
        
        
        
        func stop() {
            if (audioRunning) {
                auAudioUnit.stopHardware()
                audioRunning = false
            }
        }
    }
    

    and in your view controller create object of this class out of viewDidLoad() method.

    let myUnit = ToneOutputUnit()
    

    and To create sound of specific frequency (here 10,000) use below code

        myUnit.setFrequency(freq: 10000)
        myUnit.setToneVolume(vol: currentVolume)
        myUnit.enableSpeaker()
        myUnit.setToneTime(t: 20000)
    

    and to stop sound

    myUnit.stop()