HephAudio is a cross-platform audio library that provides:
- Playing and recording audio in Windows, Linux, Android, iOS, and macOS.
- Audio device enumeration and selection.
- Encoding, decoding, and transcoding audio files via FFmpeg.
- FFT for frequency analysis of the audio signals.
- Spatialization via HRTF.
- Easy to use sound effects and filters.
- Install CMake 3.28.0 or higher.
- Install ALSA development library for Linux.
- build FFmpeg and libmysofa for macOS and iOS.
- Clone the repo.
- Run one of the following commands:
- to create shared library:
cmake -DENABLE_SHARED=On -DCMAKE_CXX_FLAGS='-DHEPHAUDIO_INFO_LOGGING' .
- to create static library:
cmake -DENABLE_STATIC=On -DCMAKE_CXX_FLAGS='-DHEPHAUDIO_INFO_LOGGING' .
- to create shared library:
- Run
cmake --build .
thencmake --install .
- Create a folder at your project's root and name it
HephAudio
(/project_root/HephAudio). - Copy the contents of the
build
folder to/project_root/HephAudio
. - Create a
CMakeLists.txt
file at your project's root folder and build it.
An example cmake file:
cmake_minimum_required(VERSION 3.28)
# your project name
project("my_application")
set(HEPHAUDIO_DIRECTORY ${CMAKE_CURRENT_LIST_DIR}/HephAudio)
if ((NOT DEFINED CMAKE_RUNTIME_OUTPUT_DIRECTORY) OR (CMAKE_RUNTIME_OUTPUT_DIRECTORY STREQUAL ""))
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/build)
endif()
add_definitions(-DHEPH_SHARED_LIB)
include_directories(
${HEPHAUDIO_DIRECTORY}/include/ffmpeg/
${HEPHAUDIO_DIRECTORY}/include/libmysofa/
${HEPHAUDIO_DIRECTORY}/include/HephCommon/
${HEPHAUDIO_DIRECTORY}/include/HephAudio/
)
add_executable(
${CMAKE_PROJECT_NAME}
main.cpp
)
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
target_link_libraries(
${CMAKE_PROJECT_NAME}
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/avcodec.lib
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/avdevice.lib
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/avfilter.lib
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/avformat.lib
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/avutil.lib
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/swresample.lib
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/swscale.lib
${HEPHAUDIO_DIRECTORY}/lib/libmysofa/zlib.lib
${HEPHAUDIO_DIRECTORY}/lib/libmysofa/mysofa.lib
${HEPHAUDIO_DIRECTORY}/lib/HephAudio.lib
)
# copy the DLL files so they will be in the same folder with the executable.
install(
DIRECTORY ${HEPHAUDIO_DIRECTORY}/
DESTINATION ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}
FILES_MATCHING
PATTERN "*.dll"
PATTERN "include" EXCLUDE
PATTERN "lib" EXCLUDE
)
else ()
target_link_libraries(
${CMAKE_PROJECT_NAME}
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libavcodec.so
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libavdevice.so
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libavfilter.so
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libavformat.so
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libavutil.so
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libswresample.so
${HEPHAUDIO_DIRECTORY}/lib/ffmpeg/libswscale.so
${HEPHAUDIO_DIRECTORY}/lib/libmysofa/libmysofa.so
${HEPHAUDIO_DIRECTORY}/lib/libHephAudio.so
)
endif()
- Create a folder at your project's root and name it
HephAudio
(/project_root/HephAudio). - Copy the repo to the folder you created.
- (WINDOWS ONLY) Copy the required dll files from the dependencies to the build output folder.
- Create a
CMakeLists.txt
file at your project's root folder and build it.
An example cmake file:
cmake_minimum_required(VERSION 3.28)
# your project name
project("my_application")
# execute the HephAudio/CMakeLists.txt file
include(${CMAKE_CURRENT_SOURCE_DIR}/HephAudio/CMakeLists.txt)
add_executable(
${CMAKE_PROJECT_NAME}
${HEPHAUDIO_SRC}
# your files
main.cpp
)
target_link_libraries(
${CMAKE_PROJECT_NAME}
${HEPHAUDIO_LINK_LIBS}
# your libs
)
# extra definitions
add_definitions(-DHEPHAUDIO_INFO_LOGGING)
- Create a folder at your project's root and name it
HephAudio
(/project_root/HephAudio). - Copy the repo to the folder you created.
- Right click to your project, go to
Configuration Properties -> C/C++ -> General -> Additional Including Directories
and add the locations of theHephCommon/HeaderFiles
,HephAudio/HeaderFiles
,dependencies/ffmpeg/include
, anddependencies/libmysofa/include
. - Now right click the solution and go to
Add -> Existing Project
, under the HephCommon folder selectHephCommon.vcxitems
to add to your project. Repeat the same process for HephAudio. - Right click to your project,
Add -> Reference -> Shared Projects
and check both HephAudio and HephCommon. - Right click to your project, go to
Configuration Properties -> Linker -> General -> Additional Library Directories
and addpath_to_hephaudio/dependencies
. - Copy the required dll files from the dependencies to the build output folder.
- Visual studio marks some of the standard C functions as unsafe and prevents from compiling by throwing errors. To fix this, right click to your project and go to
Configuration Properties -> C/C++ -> Preprocessor -> Preprocessor Definitions
and add_CRT_SECURE_NO_WARNINGS
. - If you are creating a DLL, add
HEPH_EXPORTS
andHEPH_SHARED_LIB
preprocessor definitions.
Note
Don't define HEPH_EXPORTS
when using the DLL.
Let's start by playing a wav file with the default output device. First we need to initialize the audio class for rendering (playing) by calling the InitializeRender
method. Then simply call the Play
method with the full path to the wav file.
#include <iostream>
#include <string.h>
#include <Audio.h>
using namespace HephAudio;
int main()
{
Audio audio;
// start rendering
audio.InitializeRender(HEPHAUDIO_CH_LAYOUT_STEREO, 48000);
// load the audio data into memory and start playing
audio.Play("some_path\\some_file.wav");
// prevent from exiting the app
std::string s;
std::cin >> s;
return 0;
}
If the audio data we want to play does not have the same format as the one we specified when initializing render, the sound will come out distorted. To prevent that we can call the Load
method instead. This method converts the audio data to our target format before playing.
audio.Load("some_path\\some_file.wav", false); // false = don't pause.
We can also do these convertions on the samples that are just about to be played so we don't have to wait for converting all the data before start playing.
To record audio, first we need to initialize capturing just like before, this will start the recording process. You can access the recorded data via OnCapture
event, which is invoked when some amount of data is captured (typically 10ms of audio data).
To add an event handler use either one of the following methods:
audio.SetOnCaptureHandler(&MyCallbackMethod); // Removes all the other event handlers, then adds the provided one
audio.AddOnCaptureHandler(&MyCallbackMethod); // Adds the provided event handler
After setting an event handler for the OnCapture
event, we must cast the provided EventArgs
pointer to the correct type to access the captured data and append it to an AudioBuffer
we created. For more details about the EventArgs
and EventResult
visit the documentation.
When you are done recording you can either call StopCapturing()
method to deinitialize capturing or PauseCapture
method to stop raising the OnCapture
event.
Sample code for recording audio for 5 seconds, saving it to a file, then playing the file:
#include <iostream>
#include <string.h>
#include <thread>
#include <chrono>
#include <filesystem>
#include <Audio.h>
#include <AudioProcessor.h>
#define RECORD_AUDIO_FILE_PATH "some_path\\some_file.wav"
using namespace Heph;
using namespace HephAudio;
// will store the audio we recorded.
AudioBuffer recordedAudio;
// the event handler method
void RecordAudio(const EventParams& eventParams)
{
AudioCaptureEventArgs* pCaptureArgs = (AudioCaptureEventArgs*)eventParams.pArgs;
recordedAudio.Append(pCaptureArgs->captureBuffer);
}
int main()
{
Audio audio;
audio.InitializeCapture();
recordedAudio = AudioBuffer(0, audio.GetCaptureFormat().channelLayout, audio.GetCaptureFormat().sampleRate);
// set an event handler for capturing
audio.SetOnCaptureHandler(&RecordAudio);
// record for 5 seconds, then stop capturing
std::this_thread::sleep_for(std::chrono::seconds(5));
audio.StopCapturing();
// Save the recorded audio data to a file.
std::shared_ptr<IAudioEncoder> pEncoder = audio.GetAudioEncoder();
pEncoder->ChangeFile(RECORD_AUDIO_FILE_PATH, recordedAudio.FormatInfo(), true);
pEncoder->Encode(recordedAudio);
pEncoder->CloseFile();
recordedAudio.Release(); // dispose of the unnecessary data
// play the file.
audio.InitializeRender();
audio.Play(RECORD_AUDIO_FILE_PATH);
// prevent from exiting the app
std::string s;
std::cin >> s;
return 0;
}
Available audio devices are updated periodically.
// update every 3 seconds
audio.SetDeviceEnumerationPeriod(3000);
To get a list of available audio devices call the GetAudioDevices
method.
std::vector<AudioDevice> renderDevices = audio.GetAudioDevices(AudioDeviceType::Render);
std::vector<AudioDevice> captureDevices = audio.GetAudioDevices(AudioDeviceType::Capture);
std::vector<AudioDevice> allDevices = audio.GetAudioDevices(AudioDeviceType::All);
To get the default audio device, call the GetDefaultAudioDevice
method.
AudioDevice defaultRenderDevice = audio.GetDefaultAudioDevice(AudioDeviceType::Render);
AudioDevice defaultCaptureDevice = audio.GetDefaultAudioDevice(AudioDeviceType::Capture);
After obtaining the audio devices, simply pass a pointer of the desired audio device to the InitializeRender
method.
audio.InitializeRender(&renderDevices[0], AudioFormatInfo(HEPHAUDIO_FORMAT_TAG_PCM, 16, HEPHAUDIO_CH_LAYOUT_STEREO, 48000));
Most of the signal processing is done by the AudioProcessor
class. To apply effects we must obtain the AudioBuffer
that's storing the audio data. We can obtain this and any other data that's necessarry to play audio from the AudioObject
that is returned by the Play
and Load
methods.
Here is a sample code for playing the file in 2x speed without changing the pitch:
#include <iostream>
#include <string.h>
#include <Audio.h>
#include <AudioProcessor.h>
#include <Windows/HannWindow.h>
using namespace HephAudio;
int main()
{
Audio audio;
audio.InitializeRender();
AudioObject* pAudioObject = audio.Load("some_path\\some_file.wav");
std::cout << "applying sound effects..." << std::endl;
// plays in 2x speed without changing the pitch
HannWindow window;
AudioProcessor::ChangeSpeed(pAudioObject->buffer, 2.0, window);
std::cout << "sound effects applied!" << std::endl;
// unpause
pAudioObject->isPaused = false;
// prevent from exiting the app
std::string s;
std::cin >> s;
return 0;
}
Every error that occurs while using the library raises an OnException
event but only some exception will actually throw. Using this event we can log the exception details to a file or for this instance, simply print it to console.
In this example, we will try to open a non-existing file. This is going to throw an exception.
#include <Exceptions/Exception.h>
#include <Exceptions/InvalidArgumentException.h>
#include <Exceptions/InsufficientMemoryException.h>
using namespace Heph;
int main()
{
Exception::OnException = HEPH_EXCEPTION_DEFAULT_HANDLER;
HEPH_RAISE_EXCEPTION(nullptr, InvalidArgumentException(HEPH_FUNC, "invalid argument!"));
HEPH_RAISE_AND_THROW_EXCEPTION(nullptr, InsufficientMemoryException(HEPH_FUNC, "insufficient memory!"));
return 0;
}
With this we conclude our introduction to the HephAudio library. To learn more check examples or the documentation.