// // // Swift Pure Tone Generation // /* Copyright (c) 2021 Lee Barney Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ import Foundation import AVFoundation func playPureTone(frequencyInHz: Int, amplitude: Float, durationInMillis: Int, completion: @escaping ()->Void) { //Use a semaphore to block until the tone completes playing let semaphore = DispatchSemaphore(value: 1) //Run async in the background so as not to block the current thread DispatchQueue.global().async { //Build the player and its engine let audioPlayer = AVAudioPlayerNode() let audioEngine = AVAudioEngine() semaphore.wait()//Claim the semphore for blocking audioEngine.attach(audioPlayer) let mixer = audioEngine.mainMixerNode let sampleRateHz = Float(mixer.outputFormat(forBus: 0).sampleRate) guard let format = AVAudioFormat(commonFormat: AVAudioCommonFormat.pcmFormatFloat32, sampleRate: Double(sampleRateHz), channels: AVAudioChannelCount(1), interleaved: false) else { return } // Connect the audio engine to the audio player audioEngine.connect(audioPlayer, to: mixer, format: format) let numberOfSamples = AVAudioFrameCount((Float(durationInMillis) / 1000 * sampleRateHz)) //create the appropriatly sized buffer guard let buffer = AVAudioPCMBuffer(pcmFormat: format, frameCapacity: numberOfSamples) else { return } buffer.frameLength = numberOfSamples //get a pointer to the buffer of floats let channels = UnsafeBufferPointer(start: buffer.floatChannelData, count: Int(format.channelCount)) let floats = UnsafeMutableBufferPointer(start: channels[0], count: Int(numberOfSamples)) //calculate the angular frequency let angularFrequency = Float(frequencyInHz * 2) * .pi // Generate and store the sequential samples representing the sine wave of the tone for i in 0 ..< Int(numberOfSamples) { let waveComponent = sinf(Float(i) * angularFrequency / sampleRateHz) floats[i] = waveComponent * amplitude } do { try audioEngine.start() } catch{ print("Error: Engine start failure") return } // Play the pure tone represented by the buffer audioPlayer.play() audioPlayer.scheduleBuffer(buffer, at: nil, options: .interrupts){ DispatchQueue.main.async { completionBlock() semaphore.signal()//Release one claim of the semiphore } } semaphore.wait()//Wait for the semiphore so the function doesn't end before the playing of the tone completes semaphore.signal()//Release the other claim of the semiphore } }