How do I write audio data at a certain sample rate? - c

I am making a synthesizer by piping data into aplay (I know it's not ideal) and the sound is lagging behind the keypresses which alter the sound. I believe this is because aplay is going at a constant 8000 Hz, but the c program is going at an unstable rate. How do I get the for loop to go at 8000 Hz in C?

To generate audio samples at 8000 Hz (or any fixed rate) you don't want your loop to "run at" that rate. That would involve huge amounts of overhead (99.99% or more) spinning doing nothing until time to generate the next sample, and (especially if you sleep rather than spinning) would be unreliable in that your process might not wake-up/get-scheduled in time for some of the samples.
Instead, you just want to be producing samples at an overall rate matching what the consumer (aplay/the audio device) expects. You can compute the overall current sample number you should be generating up to as something like:
current_time + buffer_depth - start_time
then, after generating up to that sample, sleep for some period proportional to the buffer depth, but sufficiently less that you won't be in trouble if your process doesn't get scheduled again right away. The buffer depth you can use depends on what kind of latency you need. If you're making sounds for live/realtime events, you probably want a buffer depth of 1/50 sec (20 ms) or less. If not, you can happily use huge buffers like 5-10 seconds.

If you are piping data to aplay, you will not experience any problems with the sample rate (8 kHz, for example) because the kernel will block your program when you write() when the buffer is full. This will effectively limit your audio generation to 8 kHz with no work on your part.
However, this is far from ideal. Your application will only be throttled once the kernel buffer for the pipe is full, and the default size for pipe buffers on Linux is 64 kB. For stereo 16-bit data at 8 kHz, this is two full seconds of audio data, so you would expect your audio to lag at least two seconds from the user input. This is unacceptable for synthesizer applications.
The only real solution is to use the ALSA library directly (or some alternative sound API). Using this API, you can send buffered audio data to your audio output device without accumulating excessive queued data in kernel buffers.
See A Guide Through The Linux Sound API Jungle for some tips.

Related

How to handle asynchronous input and synchronous output?

I am currently working on a project where I have USART input and SAI(Serial Audio Interface, similar to SPI) output on an STM32 system.
I created a circular buffer which act as pinpong buffer(double buffer) structure. The input samples which received from USART are stored in this buffer where the head pointer points. When SAI peripheral requests new data, data is pulled from this buffer's tail pointer.
At the start of my code I wait until half the buffer is filled then activate SAI. SAI outputs at constant rate which is 40kHz. Input samples are received from external device's USART at approximately at same rate 40kHz.
Ideally, I expect the difference between my head and tail pointer to be constant.
I also implemented a protection mechanism which makes the Tail pointer wait and output the last sample from SAI until half of the buffer to fill when two pointers are pointing at same location.
The code works at start. The problem is when some time passes like approximately 2 minutes we see the head and tail pointers are pointing at the same location which creates discontinuity in our samples. Which means the one pointer is slow or fast than expected. I am sure of SAI protocol outputting 40kHz constantly (I checked it with scope). However, I am not so sure about accuracy of USARTs timing. I cannot modify the external USART device's code and I cannot change the output rate 40kHz it must be this value.
Is there a another way (maybe other than ping pong buffer method) to handle asynchronous input and synchronous outputs?
If what you are saying is you are receiving (continuous) serial data from some external device, and then you are forwarding it out some interface of your own at some rate...based on your clock. Even if the data is the same format and the clocks are "the same", then a buffer overflow is expected somewhere.
Same thing happens with ethernet or any other source if 1) continuous at line rate 2) source for the input and source for the output are a different clock 3) there are guaranteed to be differences in the reference clocks, if the input source clock is a little faster then so long as the stream stays continuous and at line rate, then you will overflow eventually.
The clocks change with temperature and voltage so the delta can change.
Possible to even reduce the percentage of the data you output from the input and still overflow if the input is continuous. Depends on if your output is also at line rate or of you have margin and the margin can overcome the difference in the clocks.
Also remember uarts hardly run at that exact rate, the use clock dividers and get close, you can have two computers using uarts at the same rate and the delta can be relatively large and the overflow can happen very soon. For uart to work the clock has to only be good enough to get through one character so can be several percent off if not more than that, even if the oscillator is very good and no plls and both sides use the same reference clock (but not the same uart, clocking system, etc).
If you increase your output rate or reduce the data being output so that it is not at line rate then the problem may go away or may take hours or days before it happens...
if I have misunderstood the problem, forgive me, I will delete this answer.

Log data from MPU6050 through serial (UART) fails (data loss)

here is the problem I am facing. I have interfaced my ATmega328P with a 6-axis IMU (MPU6050 with the GY521 breakout board). I can read data through the TWI interface (Atmel's I2C) and send it to my PC (running Ubuntu) via the UART. I am using custom-built libraries for both these communication protocols, but they are pretty standard and seem to work just fine. The goal of the project is to compute orientation data from the IMU readings in real-time, say at 100 Hz.
The main problem is that I cannot log data from the device at 100 Hz (not even at 50 Hz). The orientation filter I am using (here) requires a quite high frequency and 100 Hz turned out to work fine (tested offline acquiring data from another device).
Right now, I am using the 16-bit timer of the ATmega328P to sample data at 100 Hz and this seem to work, as I have added to the ISR a line to toggle the built-in LED and it looks to me that it is blinking at 100 Hz (I can barely see it turning on and off). In the same ISR, I read the values from the inertial sensor and, just to log them, send these values through the serial port. Every 10 ms (maximum), I send 9 floats (36 bytes) with a baud rate of 115200. If I use the Arduino IDE's Serial Monitor to visualize this data stream, I notice something very weird, as in the following screenshot.
https://imgur.com/zTBdkhv
As you notice taking a look at the timestamps, there is a common 33 ms delay every 2 or 3 sets of samples received. Moreover, I get roughly the 60% of the data. For example, an acquisition of 10 seconds only gets me less than 600 samples (per each variable) instead of 1000. Moreover, I tested the same sending only one variable through the UART (i.e. only a single float, 4 bytes) and this results in the same behavior!
By the way, I am exploiting the following to send each byte (char) via the UART interface.
void writeCharUART(char c) {
loop_until_bit_is_set(UCSR0A, UDRE0);
UDR0 = c;
}
Even though my ISR runs at 100 Hz (LED blinking seem to confirm that), data loss may occur at the level of the TWI transmission. To prove that, I modified the code of the ISR to send just a normal char (T) instead of data from the MPU and I got a similar behavior. Something like this:
00:10:05.203 -> T
00:10:05.203 -> T
00:10:05.236 -> T
00:10:05.236 -> T
00:10:05.236 -> T
00:10:05.236 -> T
00:10:05.269 -> T
So, I guess there is something wrong with the UART library and I actually sample at 100 Hz, but the logging frequency is much lower (and not constant). How can I solve this issue and/or debug the UART library? Do you see other reasons to justify this issue?
EDIT 1
As pointed out in the comments, it seems to be a problem of the receiving software that limits the frequency to ~30 Hz by some sort of buffering. To confirm that, I programmed the ATmega328P with the following code (this time using the IDE).
void loop() {
Serial.println("T");
}
At first, I thought there was no delay this time, but I could find it after 208 samples. So, there are ~200 samples received at the same timestamp and another bunch of samples after 33 ms. This may be proof that the receiving software introduces this delay.
I also tested a simple serial monitor that I had developed in C and, even though there is no timestamp functionality, I am also loosing samples if I fix the duration of the acquisition sampling at 100 Hz. My serial monitor is based on the termios.h library, but I could not find any documentation about its way of buffering incoming data.
There are two issues here:
You are missing messages. You checked the sample rate just with your eyes and told us that you can still see a very fast blinking. Depending on the colour of your LED, the ambient light, your physical state, and your eyes this could mean anything from 30 Hz to 100 Hz.
I would not trust my eyes to estimate and rather use an oscilloscope or a frequency counter to measure.
You could reduce the frequency of the LED blinking to 1Hz or even lower by dividing in software. Such a low frequency can be measured by hand via a stop watch. For example count 30 blinks and check the time needed for this.
Add a counter to the message and increment it with each message. You will see it right away if you're losing data.
The timestamps seem to indicate that the messages are "clustered" at about 30 Hz.
I'm guessing that the source of the timestamp in running at 30 Hz. So it can not give you more accurate values.
I kind of solved my issues! First of all, thanks to the comments I have checked that my ISR was correctly running at 100 Hz. Doing so, I could be sure that the problem where somewhere else, namely in the UART communication.
I found this very helpful: Linux, serial port, non-buffering mode
Apparently, the Serial Monitor provided by the Arduino IDE uses exploits the termios.h library and uses its default settings. I checked also the user manual and switched to the polling-read mode. Quoting from the user manual
If data is available, read(2) returns immediately, with the lesser of the number of bytes available, or the number of bytes requested. If no data is available, read(2) returns 0.
Hence, I switched back to my serial monitor code and changed the initPort() function adding the following lines of code.
struct termios options;
(...)
options.c_cc[VTIME] = 0;
options.c_cc[VMIN] = 0;
I noticed right away a much higher data frequency in the terminal. I kept the 1 Hz LED blinking in the ISR and there is no period stretching. Moreover, an acquisition of 10 seconds this time gave me roughly 1000 samples per variable, consistent with a sampling rate of 100 Hz.
On the AVR side, I also changed the way I send data through the UART. Before, I was sending 9 floats like this:
sprintf(buffer, "%f, %f, %f", value1_x, value1_y, value1_z);
serial_print(buffer); // no "\n" sent here
sprintf(buffer, "%f, %f, %f", value2_x, value2_y, value2_z);
serial_print(buffer); // again, no "\n" sent
sprintf(buffer, "%f, %f, %f", roll, pitch, yaw);
serial_println(buffer); // "\n" is sent here once the last data byte is sent
Now, I replaced all this with a single call to the function serial_println() and I write only 6 floats to the buffer.

How to limit read speed from a tcp socket [duplicate]

I'm writing a client-server app using BSD sockets. It needs to run in the background, continuously transferring data, but cannot hog the bandwidth of the network interface from normal use. Depending on the speed of the interface, I need to throttle this connection to a certain max transfer rate.
What is the best way to achieve this, programmatically?
The problem with sleeping a constant amount of 1 second after each transfer is that you will have choppy network performance.
Let BandwidthMaxThreshold be the desired bandwidth threshold.
Let TransferRate be the current transfer rate of the connection.
Then...
If you detect your TransferRate > BandwidthMaxThreshold then you do a SleepTime = 1 + SleepTime * 1.02 (increase sleep time by 2%)
Before or after each network operation do a
Sleep(SleepTime)
If you detect your TransferRate is a lot lower than your BandwidthMaxThreshold you can decrease your SleepTime. Alternatively you could just decay/decrease your SleepTime over time always. Eventually your SleepTime will reach 0 again.
Instead of an increase of 2% you could also do an increase by a larger amount linearly of the difference between TransferRate - BandwidthMaxThreshold.
This solution is good, because you will have no sleeps if the user's network is already not as high as you would like.
The best way would be to use a token bucket.
Transmit only when you have enough tokens to fill a packet (1460 bytes would be a good amount), or if you are the receive side, read from the socket only when you have enough tokens; a bit of simple math will tell you how long you have to wait before you have enough tokens, so you can sleep that amount of time (be careful to calculate how many tokens you gained by how much you actually slept, since most operating systems can sleep your process for longer than you asked).
To control the size of the bursts, limit the maximum amount of tokens you can have; a good amount could be one second worth of tokens.
I've had good luck with trickle. It's cool because it can throttle arbitrary user-space applications without modification. It works by preloading its own send/recv wrapper functions which do the bandwidth calculation for you.
The biggest drawback I found was that it's hard to coordinate multiple applications that you want to share finite bandwidth. "trickled" helps, but I found it complicated.
Update in 2017: it looks like trickle moved to https://github.com/mariusae/trickle

Algorithm - Handling Jitter and Drift with External Codec/Modem

I am writing a small module in C to handle jitter and drift for a full-duplex audio system. It acts as a very primitive voice chat module, which connects to an external modem that uses a separate clock, independent from my master system clock (ie: it is not slaved off of the system master clock).
The source is based off of an existing example available online here: http://svn.xiph.org/trunk/speex/libspeex/jitter.c
I have 4 audio streams:
Network uplink (my voice, after processing, going to the far side speaker)
Network downlink (far side's voice, before processing, coming to me)
Speaker output (the far side's voice, after processing, to the local speakers)
Mic input (my voice, before processing, coming from the local microphone)
I have two separate threads of execution. One handles the local devices and buffer (ie: playing processed audio to the speakers, and capturing data from the microphone and passing it off to the DSP processing library to remove background noise, echo, etc). The other thread handles pulling the network downlink signal and passing it off to the processing library, and taking the processed data from the library and pushing it via the uplink connection.
The two threads use mutexes and a set of shared circular/ring buffers. I am looking for a way to implement a sure-fire (safe and reliable) jitter and drift correction mechanism. By jitter, I am referring to a clock having variable duty cycle, but the same frequency as an ideal clock.
The other potential issue I would need to correct is drift, which would assume both clocks use an ideal 50% duty cycle, but their base frequency is off by ±5%, for example.
Finally, these two issues can occur simultaneously. What would be the ideal approach to this? My current approach is to use a type of jitter buffer. They are just data buffers which implement a moving average to count their average "fill" level. If a thread tries to read from the buffer, and not-enough data is available and there is a buffer underflow, I just generate data for it on-the-fly by either providing a spare zeroed-out packet, or by duplicating a packet (ie: packet loss concealment). If data is coming in too quickly, I discard an entire packet of data, and keep going. This handles the jitter portion.
The second half of the problem is drift correction. This is where the average fill level metric comes in useful. For all buffers, I can calculate the relative growth/reduction levels in various buffers, and add or subtract a small number of samples every so often so that all buffer levels hover around a common average "fill" level.
Does this approach make sense, and are there any better or "industry standard" approaches to handling this problem?
Thank you.
References
Word Clock – What’s the difference between jitter and frequency drift?, Accessed 2014-09-13, <http://www.apogeedigital.com/knowledgebase/fundamentals-of-digital-audio/word-clock-whats-the-difference-between-jitter-and-frequency-stability/>
Jitter.c, Accessed 2014-09-13, <http://svn.xiph.org/trunk/speex/libspeex/jitter.c>
I faced a similar, although admittedly simpler, problem. I won't be able to fully answer your question but i hope sharing my solutions to some practical problems i ran into will benefit you anyway.
Last year i was working on a system which should simultaneously record from and render to multiple audio devices, each potentially ticking off a different clock. The most obvious example being a duplex stream on 2 devices, but it also handled multiple inputs/outputs only. All in all being a bit simpler than your situation (single threaded and no network i/o). In the end i don't believe dealing with more than 2 devices is harder than 2, any system with multiple clocks is going to have to deal with the same problems.
Some stuff i've learned:
Pick one stream and designate it's clock as "the truth" (i.e., sync all other streams to a common master clock). If you don't do this you won't have a well-defined notion of "current sample position", and without it there's nothing to sync to. This also has the benefit that at least one stream in the system will always be clean (no dropping/padding samples).
Your approach of using an additional buffer to handle jitter is correct. Without it you'd be constantly dropping/padding even on streams with the same nominal sample rate.
Consider whether or not you'd want to introduce such a jitter buffer for the "master" stream also. Doing so means introducing artificial latency in the master stream, not doing so means the rest of your streams will lag behind.
I'm not sure whether it's a good idea to drop entire packets. Why not try to use up as much of the samples as possible? Especially with large packet sizes this is far less noticeable.
To elaborate on the above, I got badly bitten by the following case: assume s1 (master) producing 48000 frames every second and s2 producing 96000 every 2 seconds. Round 1: read 48000 from s1, 0 from s2. Round 2: read 48000 from s1, 96000 from s2 -> overflow. Discard entire packet. Round 3: read 48000 from s1, 0 from s2. Etc. Obviously this is a contrived example but i ran into cases where on average I dropped 50% of secondary stream's data using this scheme. Introduction of the jitter buffer does help but didn't completely fix this problem. Note that this is not strictly related to clock jitter/skew, it's just that some drivers like to update their padding values periodically and they will not accurately report to you what is really in the hardware buffer.
Another variation on this problem happens when you really do got clock jitter but the API of your choice doesn't let you control packet size (e.g., allows you to request less frames than are actually available). Assume s1 (master) recording #1000 Hz and s2 alternating each second #1000 and 1001hz. Round 1, read 1000 frames from both. Round 2, read 1000 frames from s1, and 1001 from s2 -> overflow. Etc, on average you'll dump around 50% of frames on s2. Note that this is not so much a problem if your API lets you say "give me 1000 samples even though i know you've got more". By doing so though, you'll eventually overflow the hardware input buffer.
To have the most control over when to drop/pad, I found it easiest to allways keep input buffers empty and output buffers full. This way all dropping/padding takes place in the jitter buffer and you'll at least know and control what's happening.
If possible try to separate your program logic: the hard part is finding out where to pad/drop samples. Once you've got that in place it's easy to try different variations of pad/drop, sample-and-hold, interpolation etc.
All in all I'd say your solution looks very reasonable, although I'm not sure about the "drop entire packet thing" and I'd definitely pick one stream as the master to sync against. For completeness here's the solution I eventually came up with:
1 Assume a jitter buffer of size J on each stream.
2: Wait for a packet of size M to become available on the master stream (M is typically derived from the stream latency). We're going to deliver M frames of input/output to the app. I didn't implement an additional buffer on the master stream.
3: For all input streams: let H be the number of recorded frames in the hardware buffer, B be the number of recorded frames currently in the jitter buffer, and A being the number of frames available to the application: A equals H + B.
3a: If A < M, we have input underflow. Offer A recorded frames + (M - A) padding frames to the app. Since the device is likely slow, fill 1/2 of the jitter buffer with silence.
3b: If A == M, offer A frames to the app. The jitter buffer is now empty.
3c: If A > M but (A - M) <= J, offer M recorded frames to the app. A - M frames stay in the jitter buffer.
3d: If A > M and (A - M) > J, we have input overflow. Offer M recorded frames to the app, of the remaining frames put J/2 back in the jitter buffer, we use up M + J/2 frames and we drop A - (M + J/2) frames as overflow. Don't try to keep the jitter buffer full because the device is likely fast and we don't want to overflow again on the next round.
4: Sort of the inverse of 3: for outputs, fast devices will underflow, slow devices will overflow.
A, H and B are the same thing but this time they don't represent available frames but available padding (e.g., how much frames can i offer to the app to write to).
Try to keep hardware buffers full at all costs.
This scheme worked out quite well for me, although there's a few things to consider:
It involves a lot of bookkeeping. Make sure that for input buffers, data always flows from hardware->jitter buffer->application and for outputs always from app->jitter buffer->hardware. It's very easy to make the mistake of thinking you can "skip" frames in the jitter buffer if there's enough samples available from the hardware directly to the app. This will essentially mess up the chronological order of frames in an audio stream.
This scheme introduces variable latency on secondary streams because i try to postpone the moment of padding/dropping as long as possible. This may or may not be a problem. I found that in practice postponing these operations gives audibly better results, probably because many "minor" glitches of only a few samples are more annoying than the occasional larger hiccup.
Also, PortAudio (an open source audio project) has implemented a similar scheme, see http://www.portaudio.com/docs/proposals/001-UnderflowOverflowHandling.html. It may be worthwile to browse through the mailinglist and see what problems/solutions came up there.
Note that everything i've said so far is only about interaction with the audio hardware, i've no idea whether this will work equally well with the network streams but I don't see any obvious reason why not. Just pick 1 audio stream as the master and sync the other one to it and do the same for the network streams. This way you'll end up with two more-or-less independent systems connected only by the ringbuffer, each with an internally consistent clock, each running on it's own thread. If you're aiming for low audio latency, you'll also want to drop the mutexes and opt for a lock-free fifo of some sorts.
I am curious to see if this is possible. I'll throw in my two bits though.
I am a novice programmer, but studied audio engineering/interactive audio.
My first assumption is that this is not possible. At least not on a sample-to-sample basis. Especially not for complex audio data and waveforms such as human speech. The program could have no expectation of what the waveform "should" look like.
This is why there are high-end audio interfaces with temperature controlled internal clocks.
On the other hand, maybe there is a library that can detect the symptoms of jitter, somehow...
In which case I would be very curious to hear about it.
As far as drift correction, maybe I don't understand something on the programming front, but shouldn't you be pulling audio at a specific sample rate? I believe sample rate/drift is handled at the hardware level.
I really hope this helps. You might have to steer me closer to home.

Calculating CAN bus speed

I need to validate and characterize CAN bus traffic for our product (call it the Unit Under Test, UUT). I have a machine that sends a specified number of can frames to our product. Our product is running a Linux based custom kernel. The CAN frames are pre-built in software on the sender machine using a specific algorithm. The UUT uses the algorithm to verify the received frames.
Also, and here is where my questions lie, I am trying to calculate some timing data in the UUT software. So I basically do a read loop as fast as possible. I have a pre-allocated buffer to store the frames, so I just call read and increment the pointer to the buffer:
clock_gettime(clocK_PROCESS_CPUTIME_ID, timespec_start_ptr);
while ((frames_left--) > 0)
read(can_sock_fd, frame_mem_ptr++, sizeof(struct can_frame));
clock_gettime(CLOCK_PROCESS_CPUTIME_ID, timespec_stop_ptr);
My question has to do with the times I get when I calculate the difference in these two timespecs (the calculation I use is correct I have verified it, it is GNUs algorithm).
Also, running the program under the time utility agrees with my times. For example, my program is called tcan, so I might run
[prompt]$ time ./tcan can1 -nf 10000
to run on can1 socket with 10000 frames. (This is FlexCAN, socket based interface, BTW)
Then, I use the time difference to calculate the data transfer speed I obtained. I received num_frames in the time span, so I calculate the frames/sec and the bits/sec
I am getting bus speeds that are 10 times the CAN bus speed of 250000 bits per sec. How can this be? I only get 2.5% CPU utilization according to both my program and the time program (and the top utility as well).
Are the values I am calculating meaningful? Is there something better I could do? I am assuming that since time reports real times that are much greater than user+sys, there must be some time-accounting lost somewhere. Another possibility is that maybe it's correct, I don't know, it's puzzling.
This is kind of a long shot, but what if read() is returning early because otherwise it would have to wait for incoming data? The fastest data to read is none at all :)
It would mess up the timings, but have you tried doing this loop whilst error checking? Or implement the loop via a recv() which should block unless you have asked it not to?
Hopefully this helps.

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