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Wireless Audio AUv3 By Secret Base Design
Just released a day ago Wireless Audio AUv3 by @SecretBaseDesign and can really do a lot of great things, especially if you work with multiple devices.
@SecretBaseDesign said:
Well, it took a long time to get this through the app store, but it's through. Wireless Audio AUv3 now available in the app store. The main app can host an IAA app, and transmit, and also send audio from the mic. I'm guessing that most of the people who would be interested are wanting the AUv3 plug-ins.On the horizon is the Mac version of this, to let you send audio wirelessly to a Mac. It's working now, just need to figure out how to get Apple to approve the app (and have it all included in the "one price for everything" space).
https://apps.apple.com/us/app/wireless-audio-auv3/id1597851234Here's an old video I did when I thought I'd get this through the app store in January.
Comments
Only $4.99 in US App Store
https://apps.apple.com/us/app/wireless-audio-auv3/id1597851234
Anyone test multiple streams?
You know the first thing I did after watching this video was Like & Subscribe
You were not supposed to do that! (God, I hate all the shilling and high-pressure-salesmanship that's on YouTube. It all feels cringey!).
Also -- WRT multiple streams -- code to handle this is in the app already, but not exposed to the public UI. With multiple streams, it can be really twitchy over WiFi (more network traffic), so I'm leaving it off for the time being. This might get turned on for v1.1.
I became a Patreon.
... and I now follow you on Instagram, Facebook, and TikTok.
Sorry, I don't do Tinder.
Lol
Well, let me tell you about my OnlyFans page!
Well this thread went south quickly
“Nice to be your friend” ?????
Naked coding is definitely a new take
@SecretBaseDesign Im not seeing the wireless receive au showing up in any DAWs apart from AUM? I tried Cubasis 3 Multitrack Studio, GarageBand. Is there a problem getting it to show as a instrument in these DAWs ?
I noticed something similar in Cubasis 3 in that I could not find the IAA as an input source of an audio track. I can never remember which category the app has to be to appear in that slot.
The receive AU lists itself as an audio generator (something that can generate audio without any other input). AUM includes it in the list of options, as does Loopy Pro. It's not in the lists for GarageBand.
The hiccup/gotcha is that GarageBand (& others) are looking only at virtual instruments -- things that generate audio only when you send MIDI notes at them. What gets recorded for those tracks is the MIDI data, and not any of the actual audio.
Wireless is sort of an outside-of-the-norm way of doing audio input. There's no way of making an app appear as a separate virtual audio interface (like an external Focusrite, or something). Treating it as a "generator" AUv3 seems like the right way to go, but not all of the DAWs support it yet.
Transmit can be found, because it sits in the "effects" slot -- audio comes in, passes out the other side, and also gets sent over WiFi.
Audiobus 3 also sees the receive AU. It seems to me that hosts that don’t see it should make the change to see audio generators.
Thanks for the explanation. I probably had my wires crossed actually as I assumed the standalone was an IAA app but I guess it is not, which is why it does not appear in the IAA slot for AUM or Cubasis. That makes sense now.
The receive plugin does appear in MultiTrack DAW and interestingly there are only two other apps in that category on my iPad - apeSoft Stria and iVCS3: NOISE. As you say, it must be a plugin type that DAW makers are not too familiar with.
Hmmm. I may make the main app IAA-compatible, so that you could host it inside GarageBand, and probably Cubasis and whatnot. Apple wants to kill off IAA, but this might be the work-around we need....
IAA could be around for a long while -- if it isn't a pain to add IAA compatiblity that would solve the problem for the hosts that don't support generator AUs.
@SecretBaseDesign Thanks for the explanation I can see the AU Receive plugin in the following DAWs , Hosts. So will get some use out of the App. I hope it’s not long before you can develop and get Apple to rubber stamp a desktop AU version.
AUDIOBUS.
ApeMatrix
AUM
Beatmaker 3
Drambo
Loopy Pro
MultiTrack DAW
@SecretBaseDesign Not seeing the AU receiver plug-in in the following DAWs
GarageBand
Cubasis 3
Auria Pro
Zenbeats
NanoStudio 2 (shame as the DAW doesn’t have audio tracks which may not have worked anyhow )!
MultiTrackStudio
Vatanator Pro.
Adding IAA to Wireless wasn't hard -- I had actually disabled it during development, just had to toggle it back on. I'm opening things up to a sample rate nightmare (GarageBand seems to force things to 44.1khz, lots of other things run at 48khz, and the current version does not do sample rate conversion).
Anyway, that'll make it's way into the version 1.1 release, which might happen sooner rather than later.
Thanks for adding that, glad it was a simple enough change. GarageBand has more tricks up its sleeve to try and catch you out, I seem to recall that the touch instruments operate at some strange sample rate (22khz or something).
This plugin sounds interesting. Is it possible to stream audio between iOS and third party devices with this plugin? Are there any details about the streaming protocol available ? I would love to have a client software that allows me to create similar links to my Linux DAW, raspberry pis and other homegrown gear.
For streaming between devices on different platforms, you might want to look into the SonoBus which is free and provides multiplatform network audio collaboration. It is open source. It is not as convenient as the Wireless Audio AU for sending between iOS devices, but it is multi-platform.
The protocol and mechanism is brain-dead simple. It's just a regular TCP/IP port, 8675. The transmitter opens the port, and listens for connections (it's a minimal web server, in some respects). The receiver connects to that port, and sends "GET /.stream\r\n", and then the transmitter recognizes the connection, and starts pouring the audio data out.
Packets are sent using a 4-byte integer for the packet length, with a length under 2048 being interpreted as audio data. If it's an audio packet, the rest of the bytes are 16-bit signed integers, generated by scaling the audio data by 8000. It's a little bit of compression, letting me pack a stereo 256 sample chunk of audio into a packet that is under most router fragmentation limits, while making good use of the network bandwidth (each packet still has the headers, checksum, and all that jazz).
A packet that has a length over 2048 is a data packet where I can send additional info. I'm using 4096 as the "fake length" to mark data, and then the next 4 bytes are the real length of the remaining packet. Currently, I'm sending the transmitter sample rate at the start of the connection, but I may add other things in later.
The receiver actively manages the amount of audio buffered; TCP will get all of the packets there sooner or later (and in order), and the WiFi traffic will cause pauses and bursts. I've got a minimum buffer size before audio gets delivered for receiver playback, and a maximum buffer size to keep latency from getting too high. This is what the 1/2/3/4/5 buffering control is up to; if the network is clear, you can keep the buffer small and get low latency. If there's a lot of noise, a bigger buffer will help avoid drop-outs (but at the expense of more latency).
The network code and protocol is really pretty simple. If you're into it, go for it -- open up a TCP/IP connection, make the request, and you'll get a firehose of packets. Let me know if you have more questions!
@SecretBaseDesign curious… is there any loss in the transmission at all?
read thread 10x looking for link?!? 🤔
If the app records to a file (which I might throw in as a feature -- this was in an earlier app that I did), then there's no loss, other than a slight loss of precision (floating point -> 16 bit integer -> floating point).
The trick is that some samples mid-stream may get dropped when going to the speaker (to avoid high latency), or there can be drops in the audio when samples don't arrive in time.
If the samples are sent
012345689ABCDEFG
And because of network latency, arrive at the receiver
0...1..23456..7....89A..BCDEFG
The receiver won't start audio playback until a minimum number of samples are available -- so it might hold on to 0 and 1 until they're both available. Then if 23456 all arrive in a burst, the app may drop 23 to keep the latency from being too high (but we could certainly send things to a file). Depending on the number of samples in the buffer, we might be able to ride out the packet gap between 6 and 7 with no audible glitch, and low latency. The gap between 7 and 8 might be to large -- so audio would be held for a bit again, hopefully riding out the gap between A and B.
WiFi is hard to predict, and everyone is going to have different routers and different local traffic. I've got the buffer selector set to what I think are reasonable compromises between latency and traffic, and I'm hoping that most people will be able to find something that they can live with.
It's possible to hook an iOS device to wired ethernet (I think it was @wim that mentioned doing this) -- with a wired connection, you have a lot less variability, and that gets you very low latency without glitches. It's what Apple is doing with the wired connection to send audio from iOS to MacOS (and what StudioMUX and MusicIO did as well). The wired connections don't really need much cleverness in the buffering strategy; I had to get that together to make things mostly work right for WiFi.
And I guess I can drop a hint that there's another strategy using UDP that I've been working on.... But that's a different app for a different day.
Thanks 🙏
I’m trying to think of a scenario I might use this.
I played with the app Audreio some time ago and I think I was using the iPhone with an external mic… and sending wirelessly to my iPad that also had a small mixer attached.
I can’t recall the issues I was having with it, but I think it had to do with it not working on a public wifi network (Starbucks) but it worked ok via my home WiFi network.
@SecretBaseDesign do you know when the mac app will come around? I saw you mentioned it in the other thread