High-performance DSP for audio on iOS and OSX with Novocaine.
While Novocaine allows you to easily read/play audio, it is still quite hard to apply filters to the audio. This (Objective-C++) class will allow you to apply all sorts of filters (high-pass, band-pass, peaking EQ, shelving EQ etc.) in just a few lines of code.
NVDSP comes with a wide variety of audio filters:
- All Pass Filter (NVAllpassFilter)
- Band Pass Filter, 0dB gain (NVBandpassFilter)
- Band Pass Filter, Q gain (NVBandpassQPeakGainFilter)
- High Pass Filter (NVHighpassFilter)
- High Shelving Filter (NVHighShelvingFilter)
- Low Shelving Filter (NVLowShelvingFilter)
- Low Pass Filter (NVLowPassFilter)
- Notch Filter (NVNotchFilter)
- Peaking EQ Filter (NVPeakingEQFilter)
Quick introduction/example (highpass filter)
// ... import Novocaine and audioFilerReader #import "NVDSP/NVDSP.h" #import "NVDSP/Filters/NVHighpassFilter.h" // init Novocaine audioManager audioManager = [Novocaine audioManager]; float samplingRate = audioManager.samplingRate; // init fileReader which we will later fetch audio from NSURL *inputFileURL = [[NSBundle mainBundle] URLForResource:@"Trentemoller-Miss-You" withExtension:@"mp3"]; fileReader = [[AudioFileReader alloc] initWithAudioFileURL:inputFileURL samplingRate:audioManager.samplingRate numChannels:audioManager.numOutputChannels]; // setup Highpass filter NVHighpassFilter *HPF; HPF = [[NVHighpassFilter alloc] initWithSamplingRate:samplingRate]; HPF.cornerFrequency = 2000.0f; HPF.Q = 0.5f; // setup audio output block [fileReader play]; [audioManager setOutputBlock:^(float *outData, UInt32 numFrames, UInt32 numChannels) { [fileReader retrieveFreshAudio:outData numFrames:numFrames numChannels:numChannels]; [HPF filterData:outData numFrames:numFrames numChannels:numChannels]; }];
More examples
Peaking EQ filter
NVPeakingEQFilter *PEF = [[NVPeakingEQFilter alloc] initWithSamplingRate:audioManager.samplingRate]; PEF.centerFrequency = 1000.0f; PEF.Q = 3.0f; PEF.G = 20.0f; [PEF filterData:data numFrames:numFrames numChannels:numChannels];
Lowpass filter
// import Novocaine.h and NVDSP.h #import "NVDSP/Filter/NVLowpassFilter.h" NVLowpassFilter *LPF = [[NVLowpassFilter alloc] initWithSamplingRate:audioManager.samplingRate]; LPF.cornerFrequency = 800.0f; LPF.Q = 0.8f; [LPF filterData:data numFrames:numFrames numChannels:numChannels];
Notch filter
// import Novocaine.h and NVDSP.h #import "NVDSP/Filter/NVNotchFilter.h" NVNotchFilter *NF = [[NVNotchFilter alloc] initWithSamplingRate:audioManager.samplingRate]; NF.centerFrequency = 3000.0f; NF.Q = 0.8f; [NF filterData:data numFrames:numFrames numChannels:numChannels];
Bandpass filter
There are two types of bandpass filters:
* 0 dB gain bandpass filter (NVBandpassFilter.h)
* Peak gain Q bandpass filter (NVBandpassQPeakGainFilter.h)
// import Novocaine.h and NVDSP.h #import "NVDSP/Filter/NVBandpassFilter.h" NVBandpassFilter *BPF = [[NVBandpassFilter alloc] initWithSamplingRate:audioManager.samplingRate]; BPF.centerFrequency = 2500.0f; BPF.Q = 0.9f; [BPF filterData:data numFrames:numFrames numChannels:numChannels];
Measure dB level (ranging from -51.0f to 0.0f)
// import Novocaine.h and NVDSP.h #import "NVDSP/Utilities/NVSoundLevelMeter.h" NVSoundLevelMeter *SLM = [[NVSoundLevelMeter alloc] init]; float dB = [SLM getdBLevel:outData numFrames:numFrames numChannels:numChannels]; NSLog(@"dB level: %f", dB); // NSLogging in an output loop will most likely cause hickups/clicky noises, but it does log the dB level! // To get a proper dB value, you have to call the getdBLevel method a few times (it has memory of previous values) // You call this inside the input or outputBlock: [audioManager setOutputBlock:^...
Applying overall gain.
All sample values (typically -1.0f .. 1.0f when not clipping) are multiplied by the gain value.
// import Novocaine.h and NVDSP.h NVDSP *generalDSP = [[NVDSP alloc] init]; [generalDSP applyGain:outData length:numFrames*numChannels gain:0.8];
Clipping
Multiple peaking EQs with high gains can cause clipping. Clipping is basically sample data that exceeds the maximum or minimum value of 1.0f or -1.0f respectively. Clipping will cause really loud and dirty noises, like a bad overdrive effect. You can use the method counterClipping to prevent clipping (it will reduce the sound level).
// import Novocaine.h and NVDSP.h #import "NVDSP/Utilities/NVClippingDetection.h" NVClippingDetection *CDT = [[NVClippingDetection alloc] init]; // ... possible clipped outData ...// [CDT counterClipping:outData numFrames:numFrames numChannels:numChannels]; // ... outData is now safe ...// // or get the amount of clipped samples: - (float) getClippedSamples:(float *)data numFrames:(UInt32)numFrames numChannels:(UInt32)numChannels; // or get the percentage of clipped samples: - (float) getClippedPercentage:(float*)data numFrames:(UInt32)numFrames numChannels:(UInt32)numChannels; // or get the maximum value of a clipped sample that was found - (float) getClippingSample:(float *)data numFrames:(UInt32)numFrames numChannels:(UInt32)numChannels;
Example project
See /Examples/NVDSPExample for a simple iOS XCodeProject example.
A thing to note:
The NVDSP class is written in C++, so the classes that use it will have to be Objective-C++. Change all the files that use NVDSP from MyClass.m to MyClass.mm.
TODO
To complete NVDSP a Spectrum Analyser would be nice. Currently it only does filtering and basic dB calculations.
Thanks to
Alex Wiltschko - Creator of Novocaine
Yasoshima - Writer of this article, revealing how vDSP_deq22 works. (and google translate, I don't speak Japanese)
hrnt - Helpful on IRC #iphonedev (freenode)