Can't play AAC files using AudioQueue

Discussion in 'iOS Programming' started by matias4000, Feb 24, 2014.

  1. matias4000 macrumors newbie

    Feb 24, 2014
    Hey guys, I hope someone can help me with this. I'm trying to play AAC files using AudioQueue, I tested the code using WAV files, and it works. But whenever I use either a .CAF or .M4A file, and try to play it, this error comes up:

    ERROR: >aq> 1608: failed (-66674); will stop (66150/0 frames)
    I've been searching for this error code -66674 on the Apple's Development support documents and it says that I have an error involving a problem with AudioQueuePrime or AudioQueueStart (right now AudioQueuePrime is not on the code, but I've been testing this also). I know that it's possible to use AAC with AudioQueues.

    - (IBAction)play:(id)sender {
        //OSStatus result;
        NSArray *audioTracks = [NSArray arrayWithObjects:
        for (id object in audioTracks) {
        // Open the audio file from an existing NSString path
        NSURL *sndFileURL = [NSURL fileURLWithPath:object];
        AudioFileOpenURL((__bridge CFURLRef)sndFileURL, kAudioFileReadPermission, 0, &mAudioFile);
        // get audio format
        UInt32 dataFormatSize = sizeof(mDataFormat);
        AudioFileGetProperty(mAudioFile, kAudioFilePropertyDataFormat, &dataFormatSize, &mDataFormat);
        // create playback queue
        AudioQueueNewOutput(&mDataFormat, AQOutputCallback, (__bridge void *)(self), CFRunLoopGetCurrent(), kCFRunLoopCommonModes, 0, &mQueue);
        // get buffer size, number of packets to read
        UInt32 maxPacketSize;
        UInt32 propertySize = sizeof(maxPacketSize);
        // get the theoretical max packet size without scanning the entire file
        AudioFileGetProperty(mAudioFile, kAudioFilePropertyPacketSizeUpperBound, &propertySize, &maxPacketSize);
        // get sizes for up to 0.5 seconds of audio
        DeriveBufferSize(mDataFormat, maxPacketSize, 0.5, &bufferByteSize, &mNumPacketsToRead);
        // allocate packet descriptions array
        bool isFormatVBR = (mDataFormat.mBytesPerPacket == 0 || mDataFormat.mFramesPerPacket == 0);
        if (isFormatVBR) {
            mPacketsDescs = (AudioStreamPacketDescription*) malloc(mNumPacketsToRead * sizeof(AudioStreamPacketDescription));
        } else {
            mPacketsDescs = NULL;
        // Get magic cookie (COMPRESSED AAC)
        UInt32 cookieSize = sizeof(UInt32);
        OSStatus couldNotGetProperty = AudioFileGetPropertyInfo(mAudioFile, kAudioFilePropertyMagicCookieData, &cookieSize, NULL);
        if ((couldNotGetProperty == noErr) && cookieSize) {
            char *magicCookie = (char *) malloc(cookieSize);
            AudioFileGetProperty(mAudioFile, kAudioFilePropertyMagicCookieData, &cookieSize, magicCookie);
            AudioQueueSetProperty(mQueue, kAudioQueueProperty_MagicCookie, magicCookie, cookieSize);
        // Allocate and prime audio queue buffers
        mCurrentPacket = 0;
        for (int i=0; i < kNumberBuffers; ++i) {
            AudioQueueAllocateBuffer(mQueue, bufferByteSize, &mBuffers[i]);
            AQOutputCallback((__bridge void *)(self), mQueue, mBuffers[i]);
            mIsRunning = true;
        AudioQueueStart(mQueue, NULL);
    Thank you
  2. Menneisyys2 macrumors 603

    Jun 7, 2011
    AAC works just fine with AQ here. Here's a working player (a direct iOS port of the one in Ch. 5 of teh Core Audio book) I've tested with an AAC file on my 7.0.4 iPhone 5:

    #include <AudioToolbox/AudioToolbox.h>
    void CalculateBytesForTime (AudioFileID inAudioFile, AudioStreamBasicDescription inDesc, Float64 inSeconds, UInt32 *outBufferSize, UInt32 *outNumPackets);
    #define kNumberPlaybackBuffers	3
    typedef struct MyPlayer {
    	// AudioQueueRef				queue; // the audio queue object
    	// AudioStreamBasicDescription dataFormat; // file's data stream description
    	AudioFileID					playbackFile; // reference to your output file
    	SInt64						packetPosition; // current packet index in output file
    	UInt32						numPacketsToRead; // number of packets to read from file
    	AudioStreamPacketDescription *packetDescs; // array of packet descriptions for read buffer
    	// AudioQueueBufferRef			buffers[kNumberPlaybackBuffers];
    	Boolean						isDone; // playback has completed
    } MyPlayer;
    #pragma mark - utility functions -
    // generic error handler - if err is nonzero, prints error message and exits program.
    static void CheckError(OSStatus error, const char *operation)
    	if (error == noErr) return;
    	char str[20];
    	// see if it appears to be a 4-char-code
    	*(UInt32 *)(str + 1) = CFSwapInt32HostToBig(error);
    	if (isprint(str[1]) && isprint(str[2]) && isprint(str[3]) && isprint(str[4])) {
    		str[0] = str[5] = '\'';
    		str[6] = '\0';
    	} else
    		// no, format it as an integer
    		sprintf(str, "%d", (int)error);
    	fprintf(stderr, "Error: %s (%s)\n", operation, str);
    // we only use time here as a guideline
    // we're really trying to get somewhere between 16K and 64K buffers, but not allocate too much if we don't need it
    void CalculateBytesForTime (AudioFileID inAudioFile, AudioStreamBasicDescription inDesc, Float64 inSeconds, UInt32 *outBufferSize, UInt32 *outNumPackets)
    	// we need to calculate how many packets we read at a time, and how big a buffer we need.
    	// we base this on the size of the packets in the file and an approximate duration for each buffer.
    	// first check to see what the max size of a packet is, if it is bigger than our default
    	// allocation size, that needs to become larger
    	UInt32 maxPacketSize;
    	UInt32 propSize = sizeof(maxPacketSize);
    	CheckError(AudioFileGetProperty(inAudioFile, kAudioFilePropertyPacketSizeUpperBound,
    									&propSize, &maxPacketSize), "couldn't get file's max packet size");
    	static const int maxBufferSize = 0x10000; // limit size to 64K
    	static const int minBufferSize = 0x4000; // limit size to 16K
    	if (inDesc.mFramesPerPacket) {
    		Float64 numPacketsForTime = inDesc.mSampleRate / inDesc.mFramesPerPacket * inSeconds;
    		*outBufferSize = numPacketsForTime * maxPacketSize;
    	} else {
    		// if frames per packet is zero, then the codec has no predictable packet == time
    		// so we can't tailor this (we don't know how many Packets represent a time period
    		// we'll just return a default buffer size
    		*outBufferSize = maxBufferSize > maxPacketSize ? maxBufferSize : maxPacketSize;
    	// we're going to limit our size to our default
    	if (*outBufferSize > maxBufferSize && *outBufferSize > maxPacketSize)
    		*outBufferSize = maxBufferSize;
    	else {
    		// also make sure we're not too small - we don't want to go the disk for too small chunks
    		if (*outBufferSize < minBufferSize)
    			*outBufferSize = minBufferSize;
    	*outNumPackets = *outBufferSize / maxPacketSize;
    // many encoded formats require a 'magic cookie'. if the file has a cookie we get it
    // and configure the queue with it
    static void MyCopyEncoderCookieToQueue(AudioFileID theFile, AudioQueueRef queue ) {
    	UInt32 propertySize;
    	OSStatus result = AudioFileGetPropertyInfo (theFile, kAudioFilePropertyMagicCookieData, &propertySize, NULL);
    	if (result == noErr && propertySize > 0)
    		Byte* magicCookie = (UInt8*)malloc(sizeof(UInt8) * propertySize);
    		CheckError(AudioFileGetProperty (theFile, kAudioFilePropertyMagicCookieData, &propertySize, magicCookie), "get cookie from file failed");
    		CheckError(AudioQueueSetProperty(queue, kAudioQueueProperty_MagicCookie, magicCookie, propertySize), "set cookie on queue failed");
    #pragma mark - audio queue -
    static void MyAQOutputCallback(void *inUserData, AudioQueueRef inAQ, AudioQueueBufferRef inCompleteAQBuffer)
    	MyPlayer *aqp = (MyPlayer*)inUserData;
    	if (aqp->isDone) return;
    	// read audio data from file into supplied buffer
    	UInt32 numBytes;
    	UInt32 nPackets = aqp->numPacketsToRead;
    			   "AudioFileReadPackets failed");
    	// enqueue buffer into the Audio Queue
    	// if nPackets == 0 it means we are EOF (all data has been read from file)
    	if (nPackets > 0)
    		inCompleteAQBuffer->mAudioDataByteSize = numBytes;
    								(aqp->packetDescs ? nPackets : 0),
    		aqp->packetPosition += nPackets;
    		CheckError(AudioQueueStop(inAQ, false), "AudioQueueStop failed");
    		aqp->isDone = true;
    - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
        // Override point for customization after application launch.
        MyPlayer player = {0};
        NSURL *guitarLoop   = [[NSBundle mainBundle] URLForResource: @"IMG_2066.MOV.stream1" withExtension: @"aac"];
    	CFURLRef myFileURL = (__bridge CFURLRef) guitarLoop;
    	CheckError(AudioFileOpenURL(myFileURL, kAudioFileReadPermission, 0, &player.playbackFile), "AudioFileOpenURL failed");
    	// get the audio data format from the file
    	AudioStreamBasicDescription dataFormat;
    	UInt32 propSize = sizeof(dataFormat);
    	CheckError(AudioFileGetProperty(player.playbackFile, kAudioFilePropertyDataFormat,
    									&propSize, &dataFormat), "couldn't get file's data format");
    	// create a output (playback) queue
    	AudioQueueRef queue;
    	CheckError(AudioQueueNewOutput(&dataFormat, // ASBD
    								   MyAQOutputCallback, // Callback
    								   &player, // user data
    								   NULL, // run loop
    								   NULL, // run loop mode
    								   0, // flags (always 0)
    								   &queue), // output: reference to AudioQueue object
    			   "AudioQueueNewOutput failed");
    	// adjust buffer size to represent about a half second (0.5) of audio based on this format
     	UInt32 bufferByteSize;
    	CalculateBytesForTime(player.playbackFile, dataFormat,  0.5, &bufferByteSize, &player.numPacketsToRead);
    	// check if we are dealing with a VBR file. ASBDs for VBR files always have
    	// mBytesPerPacket and mFramesPerPacket as 0 since they can fluctuate at any time.
    	// If we are dealing with a VBR file, we allocate memory to hold the packet descriptions
    	bool isFormatVBR = (dataFormat.mBytesPerPacket == 0 || dataFormat.mFramesPerPacket == 0);
    	if (isFormatVBR)
    		player.packetDescs = (AudioStreamPacketDescription*)malloc(sizeof(AudioStreamPacketDescription) * player.numPacketsToRead);
    		player.packetDescs = NULL; // we don't provide packet descriptions for constant bit rate formats (like linear PCM)
    	// get magic cookie from file and set on queue
    	MyCopyEncoderCookieToQueue(player.playbackFile, queue);
    	// allocate the buffers and prime the queue with some data before starting
    	AudioQueueBufferRef	buffers[kNumberPlaybackBuffers];
    	player.isDone = false;
    	player.packetPosition = 0;
    	int i;
    	for (i = 0; i < kNumberPlaybackBuffers; ++i)
    		CheckError(AudioQueueAllocateBuffer(queue, bufferByteSize, &buffers[i]), "AudioQueueAllocateBuffer failed");
    		// manually invoke callback to fill buffers with data
    		MyAQOutputCallback(&player, queue, buffers[i]);
    		// EOF (the entire file's contents fit in the buffers)
    		if (player.isDone)
    	//CheckError(AudioQueueAddPropertyListener(aqp.queue, kAudioQueueProperty_IsRunning, MyAQPropertyListenerCallback, &aqp), "AudioQueueAddPropertyListener(kAudioQueueProperty_IsRunning) failed");
    	// start the queue. this function returns immedatly and begins
    	// invoking the callback, as needed, asynchronously.
    	CheckError(AudioQueueStart(queue, NULL), "AudioQueueStart failed");
    	// and wait
    		CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0.25, false);
    	} while (!player.isDone /*|| gIsRunning*/);
    	// isDone represents the state of the Audio File enqueuing. This does not mean the
    	// Audio Queue is actually done playing yet. Since we have 3 half-second buffers in-flight
    	// run for continue to run for a short additional time so they can be processed
    	CFRunLoopRunInMode(kCFRunLoopDefaultMode, 2, false);
    	// end playback
    	player.isDone = true;
    	CheckError(AudioQueueStop(queue, TRUE), "AudioQueueStop failed");
    	AudioQueueDispose(queue, TRUE);
        return YES;
    And here's the full project: 5c support/AACPlayer (just make sure you copy an AAC file in the bundle. Here, I've named it "IMG_2066.MOV.stream1")

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