Some people might consider this strange, but I'm still a fan of radio. It's not my 24/7 music source, but I find myself getting annoyed with algorithms trying to predict music that I'd like and ultimately failing. In addition to music, you've got news and sports radio - getting a large mix is fun.
These days tons of radio stations have moved their streams to be listen-able online, and recently I found myself wishing I had something that I could use to record these radio streams on a whim. My main device is an iPhone 5; sadly, I didn't find anything particularly pleasing or enjoyable to use in the App Store, so I set out to see about throwing together my own. What follows is a breakdown of a (relatively) easy way to download live audio streams using AVFoundation and Core Audio. It assumes you've got a working knowledge of Objective C, as well as a working knowledge in terms of building iOS apps in general.
This code is here as an example and nothing more. In recording anything from a live stream that might possibly be copyrighted and/or legally protected you should ensure that you're allowed to do so. This post and the author holds no responsibility for what you do with the content hereafter.
In the comments spg has shown a case wherein .m3u8 files probably won't work with this method due to how they differ in playback. It would be cool to see if there's a way around this, but I don't have time at the moment to investigate sadly. Get in touch if you figure this out!
I've sinced removed comments from my site due to their neglect. Feel free to email me with questions about this though!
The basics of app structure/building aside, the first concern is the actual streaming of the audio. There are a myriad of factors here that are honestly just a massive chore to deal with - you've got network speed issues, you could have the network drop and pick back up, the list is endless. A cursory Google search tends to show that this is where people tripped themselves up a lot - the general consensus seems to be that relying on AVPlayer can't work for remote data, as there's seemingly no way to get at the AudioBuffer data - it only works with local files. This leads to everyone reinventing the wheel with the (arguably painful) Core Audio APIs.
Here's the thing: I had no desire to deal with any of that. They are certainly interesting problems, but right now they're just in the way. If possible I would much rather use AVPlayer and let Apple handle all the intricacies/edge cases in regards to playback.
Now, MTAudioProcessingTap is no secret - it's what you'd use to, say, visualize audio data for local files played through AVPlayer. If you're not familiar with it, this is a pretty good writeup. The general gist is that you create a tap, set up an audio mix for a track, and set it on the AVPlayerItem of the audio player. The problem with remote data is that AVPlayer just works differently there - you don't have access to any AVAssetTracks with which to make an AVMutableAudioMix, presumably because streaming is just a different setup entirely behind the scenes.
However, if we look a bit further, after the streaming starts, you can access an AVAssetTrack on the player. Now it's a simple matter of KVObserving the status of the player, grabbing the track when it's available, and setting up our stream handler. Given that it's MTAudioProcessingTap you could do any number of things here, but personally I just needed to pass the raw audio data through.
Unlike other articles on this site, I'm opting to just include three gists at the bottom that act as a full (mini) library, along with example usage. There's a bit of Core Audio involved, but it's nothing too annoying - hopefully this helps anyone who's been wondering how to handle this. This code isn't meant to be drop-in-good-to-go; with this type of project it's kind of expected that you integrate it based on your own needs.
If you have questions, you can always feel free to get in touch, be it email, Twitter, or GitHub. Generally down to help!