I worked on a similar problem, and I in the end solved it.
Here is the basic of what I did. I am using a library for the sockets
The below class is responsible for getting the audio and making it available to connected clients.
#import <Foundation/Foundation.h>
#import "GCDAsyncSocket.h"
#import <AudioToolbox/AudioToolbox.h>
@interface AudioServer : NSObject <GCDAsyncSocketDelegate>
@property (nonatomic, strong)GCDAsyncSocket * serverSocket;
@property (nonatomic, strong)NSMutableArray *connectedClients;
@property (nonatomic) AudioComponentInstance audioUnit;
-(void) start;
-(void) stop;
-(void) writeDataToClients:(NSData*)data;
@end
#define kOutputBus 0
#define kInputBus 1
#import "AudioServer.h"
#import "SM_Utils.h"
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
// TODO: Use inRefCon to access our interface object to do stuff
// Then, use inNumberFrames to figure out how much data is available, and make
// that much space available in buffers in an AudioBufferList.
AudioServer *server = (__bridge AudioServer*)inRefCon;
AudioBufferList bufferList;
SInt16 samples[inNumberFrames]; // A large enough size to not have to worry about buffer overrun
memset (&samples, 0, sizeof (samples));
bufferList.mNumberBuffers = 1;
bufferList.mBuffers[0].mData = samples;
bufferList.mBuffers[0].mNumberChannels = 1;
bufferList.mBuffers[0].mDataByteSize = inNumberFrames*sizeof(SInt16);
// Then:
// Obtain recorded samples
OSStatus status;
status = AudioUnitRender(server.audioUnit,
ioActionFlags,
inTimeStamp,
inBusNumber,
inNumberFrames,
&bufferList);
NSData *dataToSend = [NSData dataWithBytes:bufferList.mBuffers[0].mData length:bufferList.mBuffers[0].mDataByteSize];
[server writeDataToClients:dataToSend];
return noErr;
}
@implementation AudioServer
-(id) init
{
return [super init];
}
-(void) start
{
[UIApplication sharedApplication].idleTimerDisabled = YES;
// Create a new instance of AURemoteIO
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_VoiceProcessingIO;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
AudioComponent comp = AudioComponentFindNext(NULL, &desc);
AudioComponentInstanceNew(comp, &_audioUnit);
// Enable input and output on AURemoteIO
// Input is enabled on the input scope of the input element
// Output is enabled on the output scope of the output element
UInt32 one = 1;
AudioUnitSetProperty(_audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Input, 1, &one, sizeof(one));
AudioUnitSetProperty(_audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, 0, &one, sizeof(one));
// Explicitly set the input and output client formats
// sample rate = 44100, num channels = 1, format = 32 bit floating point
AudioStreamBasicDescription audioFormat = [self getAudioDescription];
AudioUnitSetProperty(_audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 1, &audioFormat, sizeof(audioFormat));
AudioUnitSetProperty(_audioUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &audioFormat, sizeof(audioFormat));
// Set the MaximumFramesPerSlice property. This property is used to describe to an audio unit the maximum number
// of samples it will be asked to produce on any single given call to AudioUnitRender
UInt32 maxFramesPerSlice = 4096;
AudioUnitSetProperty(_audioUnit, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0, &maxFramesPerSlice, sizeof(UInt32));
// Get the property value back from AURemoteIO. We are going to use this value to allocate buffers accordingly
UInt32 propSize = sizeof(UInt32);
AudioUnitGetProperty(_audioUnit, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0, &maxFramesPerSlice, &propSize);
AURenderCallbackStruct renderCallback;
renderCallback.inputProc = recordingCallback;
renderCallback.inputProcRefCon = (__bridge void *)(self);
AudioUnitSetProperty(_audioUnit, kAudioOutputUnitProperty_SetInputCallback, kAudioUnitScope_Global, 0, &renderCallback, sizeof(renderCallback));
// Initialize the AURemoteIO instance
AudioUnitInitialize(_audioUnit);
AudioOutputUnitStart(_audioUnit);
_connectedClients = [[NSMutableArray alloc] init];
_serverSocket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue:dispatch_get_main_queue()];
[self startAcceptingConnections];
}
- (AudioStreamBasicDescription)getAudioDescription {
AudioStreamBasicDescription audioDescription = {0};
audioDescription.mFormatID = kAudioFormatLinearPCM;
audioDescription.mFormatFlags = kAudioFormatFlagIsSignedInteger | kAudioFormatFlagIsPacked | kAudioFormatFlagsNativeEndian;
audioDescription.mChannelsPerFrame = 1;
audioDescription.mBytesPerPacket = sizeof(SInt16)*audioDescription.mChannelsPerFrame;
audioDescription.mFramesPerPacket = 1;
audioDescription.mBytesPerFrame = sizeof(SInt16)*audioDescription.mChannelsPerFrame;
audioDescription.mBitsPerChannel = 8 * sizeof(SInt16);
audioDescription.mSampleRate = 44100.0;
return audioDescription;
}
-(void) startAcceptingConnections
{
NSError *error = nil;
if(_serverSocket)
[_serverSocket acceptOnPort:[SM_Utils serverPort] error:&error];
}
-(void)socketDidDisconnect:(GCDAsyncSocket *)sock withError:(NSError *)err
{
if(_connectedClients)
[_connectedClients removeObject:sock];
}
- (void)socket:(GCDAsyncSocket *)socket didAcceptNewSocket:(GCDAsyncSocket *)newSocket {
NSLog(@"Accepted New Socket from %@:%hu", [newSocket connectedHost], [newSocket connectedPort]);
@synchronized(_connectedClients)
{
dispatch_async(dispatch_get_main_queue(), ^{
if(_connectedClients)
[_connectedClients addObject:newSocket];
});
}
NSError *error = nil;
if(_serverSocket)
[_serverSocket acceptOnPort:[SM_Utils serverPort] error:&error];
}
-(void) writeDataToClients:(NSData *)data
{
if(_connectedClients)
{
for (GCDAsyncSocket *socket in _connectedClients) {
if([socket isConnected])
{
[socket writeData:data withTimeout:-1 tag:0];
}
else{
if([_connectedClients containsObject:socket])
[_connectedClients removeObject:socket];
}
}
}
}
-(void) stop
{
if(_serverSocket)
{
_serverSocket = nil;
}
[UIApplication sharedApplication].idleTimerDisabled = NO;
AudioOutputUnitStop(_audioUnit);
}
-(void) dealloc
{
if(_serverSocket)
{
_serverSocket = nil;
}
[UIApplication sharedApplication].idleTimerDisabled = NO;
AudioOutputUnitStop(_audioUnit);
}
@end
The following class is then responsible for retrieving the audio from the server and playing it
#import <Foundation/Foundation.h>
#import "GCDAsyncSocket.h"
#import <AudioToolbox/AudioToolbox.h>
#import "TPCircularBuffer.h"
@protocol AudioClientDelegate <NSObject>
-(void) connected;
-(void) animateSoundIndicator:(float) rms;
@end
@interface AudioClient : NSObject<GCDAsyncSocketDelegate>
{
NSString *ipAddress;
BOOL stopped;
}
@property (nonatomic) TPCircularBuffer circularBuffer;
@property (nonatomic) AudioComponentInstance audioUnit;
@property (nonatomic, strong) GCDAsyncSocket *socket;
@property (nonatomic, strong) id<AudioClientDelegate> delegate;
-(id) initWithDelegate:(id)delegate;
-(void) start:(NSString *)ip;
-(void) stop;
-(TPCircularBuffer *) outputShouldUseCircularBuffer;
@end
static OSStatus OutputRenderCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData){
AudioClient *output = (__bridge AudioClient*)inRefCon;
TPCircularBuffer *circularBuffer = [output outputShouldUseCircularBuffer];
if( !circularBuffer ){
AudioUnitSampleType *left = (AudioUnitSampleType*)ioData->mBuffers[0].mData;
for(int i = 0; i < inNumberFrames; i++ ){
left[ i ] = 0.0f;
}
return noErr;
};
int32_t bytesToCopy = ioData->mBuffers[0].mDataByteSize;
SInt16* outputBuffer = ioData->mBuffers[0].mData;
int32_t availableBytes;
SInt16 *sourceBuffer = TPCircularBufferTail(circularBuffer, &availableBytes);
int32_t amount = MIN(bytesToCopy,availableBytes);
memcpy(outputBuffer, sourceBuffer, amount);
TPCircularBufferConsume(circularBuffer,amount);
return noErr;
}
-(id) initWithDelegate:(id)delegate
{
if(!self)
{
self = [super init];
}
[self circularBuffer:&_circularBuffer withSize:24576*5];
_delegate = delegate;
stopped = NO;
return self;
}
-(void) start:(NSString *)ip
{
_socket = [[GCDAsyncSocket alloc] initWithDelegate:self delegateQueue: dispatch_get_main_queue()];
NSError *err;
ipAddress = ip;
[UIApplication sharedApplication].idleTimerDisabled = YES;
if(![_socket connectToHost:ipAddress onPort:[SM_Utils serverPort] error:&err])
{
}
[self setupAudioUnit];
}
-(void) setupAudioUnit
{
AudioComponentDescription desc;
desc.componentType = kAudioUnitType_Output;
desc.componentSubType = kAudioUnitSubType_VoiceProcessingIO;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
AudioComponent comp = AudioComponentFindNext(NULL, &desc);
OSStatus status;
status = AudioComponentInstanceNew(comp, &_audioUnit);
if(status != noErr)
{
NSLog(@"Error creating AudioUnit instance");
}
// Enable input and output on AURemoteIO
// Input is enabled on the input scope of the input element
// Output is enabled on the output scope of the output element
UInt32 one = 1;
status = AudioUnitSetProperty(_audioUnit, kAudioOutputUnitProperty_EnableIO, kAudioUnitScope_Output, kOutputBus, &one, sizeof(one));
if(status != noErr)
{
NSLog(@"Error enableling AudioUnit output bus");
}
// Explicitly set the input and output cl