Building an Audio Meter using ShinobiGauges

Written by Sam Davies


Ever since the iPhone first came out, the audio meter category of apps has been very popular. In this blog post you’ll learn how to create your own version, using a ShinobiGauge to display the result.

First of all we’ll take a look at how to actually calculate the level from the microphone, before adding a gauge to display the result.

As ever, all the source code for this project is available on Github at Feel free to fork it and have a play – I’d love a pull request with any issues you come across 🙂

Audio Metering

At its simplest, digital audio is just a one-dimensional sequence of numbers, and since this represents a wave, determining the amplitude is as simple as calculating the root mean squared (RMS) value. You’ll see how simple this is later on, but first you need to get access to this sequence of numbers from the microphone on your iOS device.

There are a couple of routes into audio for iOS – AVFoundation is a high-level framework used for the recording and playback of media, and CoreAudio (via AudioQueues and AudioUnits) is a lower-level framework upon which AVFoundation sits. The CoreAudio route gives you access to realtime samples from the microphone, but it has a C-API, and can be a bit of a pain to get your head around.

Luckily, this is a recognized sticking point, and there are lots of open-source frameworks available to ease the process of working with media. We’re going to use one such framework – in the shape of EZAudio, which is a really simple framework for working with audio in iOS. It includes lots of functionality, of which you’ll only use a tiny piece today. If you need to work with audio then I encourage you to check it out.

In order to use EZAudio, you need to have CocoaPods set up on your machine. If you haven’t heard of CocoaPods then you’ve been missing out – it’s a dependency management tool for objective-C projects – modeled on RubyGems in the ruby world. If you haven’t used it before then head over to the excellent guides at, to find out how.

Start out with a simple Single View Application and create an empty file called Podfile which contains the following:

pod 'EZAudio', '~> 0.0.3'

Then, to get CocoaPods to download and configure EZAudio, run the following:

pod install

Once that has completed, you can reopen the project, this time (and from now on) opening the .xcworkspace instead of the .xcodeproj.

Note that if you have downloaded the completed project from Github, you’ll also need to have CocoaPods set up correctly, and to run pod install before you will be able to get the project to compile. This is standard CocoaPods procedure, and ensures that repos don’t becoming huge due to duplicated dependency code.

Creating a metering class

We’ll put all the code associated with measuring the sound level in one class, so create a new class called SCAudioMeter and add the following methods to the API:

@interface SCAudioMeter : NSObject

- (instancetype)initWithSamplePeriod:(NSTimeInterval)samplePeriod;
- (void)beginAudioMeteringWithCallback:(void (^)(double value))callback;
- (void)endAudioMetering;


The part of EZAudio that you’re going to use is EZMicrophone, which is a class with a simple API. It has methods to startFetchingAudio, stopFetchingAudio and whilst fetching is in progress, it will call a method on its delegate – you’ll see all of these being used later on.

You’ll notice that the start metering method (beginAudioMeteringWithCallback:) takes a block, which will be called when a new sample is ready. Now, one option is to call this every time that a buffer of samples has been provided to the microphone delegate method, but with experimentation I found that this was too often, and caused quite jittery results. Therefore we instead resample the audio over a longer period. In signal processing, there is a trade-off between the smoothing provided by the longer sample period, and the lack of temporal accuracy. The initWithSamplePeriod: method takes an NSTimeInterval value which specifies how often the RMS value should be passed to the callback. To do this we use an NSTimer, along with some accumulator properties:

#import <EZAudio/EZMicrophone.h>

@interface SCAudioMeter () <EZMicrophoneDelegate>

@property (nonatomic, copy) void (^measurementCallback)(double value);
@property (nonatomic, strong) EZMicrophone *microphone;

@property (nonatomic, weak) NSTimer *timer;
@property (nonatomic, assign) NSTimeInterval period;

@property (nonatomic, assign) double runningSumSquares;
@property (nonatomic, assign) NSUInteger numberSamples;

@property (nonatomic, strong) dispatch_queue_t sampleProcessingQueue;


The sampleProcessingQueue is used to deal with threading issues – whenever new samples arrive from the microphone, or the timer fires, all the calculations occur on the queue to ensure that only one operation occurs at once. It’s created in the constructor:

- (instancetype)initWithSamplePeriod:(NSTimeInterval)samplePeriod
    self = [super init];
    if (self) {
        self.microphone = [EZMicrophone microphoneWithDelegate:self];
        self.period = samplePeriod;
        self.sampleProcessingQueue = dispatch_queue_create("com.shinobicontrols.gauges.soundmeter.processqueue", NULL);
    return self;

When a user requests that metering starts the following method gets called:

- (void)beginAudioMeteringWithCallback:(void (^)(double))callback
    self.measurementCallback = callback;

    // Start with sensible values
    self.runningSumSquares = 0;
    self.numberSamples = 0;

    [self.microphone startFetchingAudio];
    self.timer = [NSTimer scheduledTimerWithTimeInterval:self.period

This resets the accumulator properties, starts the EZMicrophone audio fetch, and creates a timer which will repeatedly fire at the period provided at the construction time. This is the method which will collate the results and return them to the measurementCallback provided here, in the metering start method (which we’ve saved off in a property).

Each time the timer fires, the following method will be called:

- (void)handleTimerFired
    // Need the sample processing to happen on the queue
    dispatch_async(self.sampleProcessingQueue, ^{
        // Calculate this period's value and push it back on the main thread
        double mean = self.runningSumSquares / self.numberSamples;
        double rms  = sqrt(mean);
        dispatch_async(dispatch_get_main_queue(), ^{
            // Return the value
        // Reset for the next period
        self.runningSumSquares = 0;
        self.numberSamples = 0; 

Firstly we use dispatch_async to ensure to prevent writing new data to runningSumSquares or numberSamples whilst the current RMS return value is being calculated. The RMS value is the square root of the mean of the sum of squares (hence the name). We calculate this and then (back on the main thread) we return the rms value to the measurementCallback() block.

The accumulator variables are then reset to begin preparing the next sample period.

Whenever the EZMicrophone has new samples it provides them by calling a delegate method. We’ll implement that method as follows:

#pragma mark - EZMicrophoneDelegate methods
- (void)microphone:(EZMicrophone *)microphone
  hasAudioReceived:(float **)buffer
    // We'll just use the first channel
    float *dataPoints = buffer[0];
    // Calculate sum of squares
    double sumSquares = 0;
    float *currentDP = dataPoints;
    for (UInt32 i=0; i<bufferSize; i++) {
        sumSquares += *currentDP * *currentDP;

    // Add it to the running total
    dispatch_async(self.sampleProcessingQueue, ^{
        self.runningSumSquares += sumSquares;
        self.numberSamples += bufferSize;

The samples are provided as a two-dimensional array of floats – of size number of channels by number of samples. For this usage, we’ll just use the first channel – referenced by buffer[0] and of length bufferSize. To calculate the sum of squares for this buffer, a simple for loop is employed. Then, the accumulator properties are updated, as a task on the processing queue to prevent threading issues.

The final method which is part of this class is the one which stops the metering:

- (void)endAudioMetering
    [self.timer invalidate];
    self.timer = nil;
    [self.microphone stopFetchingAudio];

Here the timer is canceled, and the microphone is told to stop fetching data.

In order to check that this class is working correctly, we’ll create one in the view controller and log the output.

Import the header and create a property to keep hold of the meter:

#import "SCAudioMeter.h"

@interface SCViewController ()

@property (nonatomic, strong) SCAudioMeter *audioMeter;


In viewDidLoad create the audio meter, and start the metering:

// Let's try the audio meter
self.audioMeter = [[SCAudioMeter alloc] initWithSamplePeriod:0.1];
[self.audioMeter beginAudioMeteringWithCallback:^(double value) {
    NSLog(@"Value: %0.2f", value);

When your run up the app you’ll see some lines being added to the log in Xcode:

2014-02-22 16:54:56.414 Gauges-SoundMeter[74741:70b] Value: 0.83
2014-02-22 16:54:56.713 Gauges-SoundMeter[74741:70b] Value: 0.77
2014-02-22 16:54:56.814 Gauges-SoundMeter[74741:70b] Value: 0.78
2014-02-22 16:54:57.114 Gauges-SoundMeter[74741:70b] Value: 0.65
2014-02-22 16:54:57.215 Gauges-SoundMeter[74741:70b] Value: 0.63
2014-02-22 16:54:57.314 Gauges-SoundMeter[74741:70b] Value: 0.60
2014-02-22 16:54:57.615 Gauges-SoundMeter[74741:70b] Value: 0.55

Display the results

ShinobiGauges offer a really simple way to visualize one-dimensional data such as this – and it works particularly well for temporal data. You can download a fully-functional trial of ShinobiGauges from the website at You can either run through the installer, which will provide the framework in the developer frameworks section of the “link against libraries” dialog, or you can drag the framework into the project. Details are provided in the getting started guide, available on ShinobiDeveloper.

To use a ShinobiGauge, import the header at the top of the view controller and add a property to reference the gauge:

#import <ShinobiGauges/ShinobiGauges.h>

@interface SCViewController ()

@property (nonatomic, strong) SCAudioMeter *audioMeter;
@property (nonatomic, strong) SGaugeRadial *gauge;


If you’re using the trial version of gauges, then you need to set the license key. In viewDidLoad add the following line, replacing with the key provided in the email you received from ShinobiHQ:

[ShinobiGauges setLicenseKey:@"<INSERT YOUR LICENSE KEY HERE>"];

The remainder of viewDidLoad looks like the following:

// Create a gauge
[self createGauge];

// Let's try the audio meter
self.audioMeter = [[SCAudioMeter alloc] initWithSamplePeriod:0.1];
[self.audioMeter beginAudioMeteringWithCallback:^(double value) {
    [self.gauge setValue:value duration:0.1];

Instead of logging the value in the audio metering callback block, here we set it as the value of the gauge. Using the setValue:duration: method will cause the gauge to animate to the next value, which will smooth the motion of the needle.

Creation of the gauge is handed off to a helper method, createGauge:

- (void)createGauge
    self.gauge = [[SGaugeRadial alloc] initWithFrame:CGRectInset(self.view.bounds, 40, 100)
    [self.view addSubview:self.gauge];

If you run the app up now, and make some noise, then you’ll see the needle moving in response to the volume – pretty cool!

Linear Gauge

Rescaling the values

You set the range of the gauge to be 0 to 1, since this represents the possible range of the RMS values generated by the sound meter class. However, because of the way in which audio works, a logarithmic scale is more appropriate. Typically, the decibel (dB) scale is used. It’s important here to realize that dBs themselves actually represent a ratio of value and maximum possible value, and hence aren’t necessarily comparable. The dB often used in relation to audio volume refers to sound pressure level, and requires calibration.

Change the scale of the gauge to be [-60, 0]:

self.gauge = [[SGaugeRadial alloc] initWithFrame:CGRectInset(self.view.bounds, 40, 100)

And update the sound meter callback block to convert the value to dB:

[self.audioMeter beginAudioMeteringWithCallback:^(double value) {
    // Convert the value to a dB (logarithmic) scale
    double dBValue = 10 * log10(value);
    [self.gauge setValue:dBValue duration:0.1];

Now, if you run up the app, you’ll again see a gauge which has a needle which moves with the volume of detected sound, but this time it will be a lot more sensitive to the quieter sounds, due to the logarithmic scaling.

Log-Scaled Gauge

Configure the Gauge

The appearance of a ShinobiGauge is extremely configurable, primarily via the style property – an SGaugeStyle object. First of all, we’ll look at changing the basic appearance, before adding a qualitative range to the gauge.

Basic Appearance

There are a lot of properties on the SGaugeStyle object which control the appearance of the gauge – as detailed in the documentation. We’ll take a look at some of them in the createGauge method:

SGaugeStyle *gs =;
gs.knobRadius = 10;
gs.knobColor = [UIColor darkGrayColor];
gs.knobBorderWidth = 2;

Here we’re configuring the appearance of the knob at the center of the gauge – setting the size, color and border width. We can combine this with some config of the needle itself:

gs.needleWidth = 10;
gs.needleBorderWidth = 2;
gs.needleColor = [[UIColor orangeColor] colorWithAlphaComponent:0.8];
gs.needleBorderColor = [[UIColor darkGrayColor] colorWithAlphaComponent:0.6];

The tick labels have similar properties to UILabel objects, which are accessible on the style object:

gs.tickLabelFont = [ fontWithSize:20];
gs.tickLabelOffsetFromBaseline = -33;
gs.tickLabelColor = [UIColor darkTextColor];

The baseline is the circular axis towards the outside of the gauge. The tick marks extend from the baseline, and both have some properties on the style object:

gs.tickBaselineWidth = 2;
gs.tickBaselineColor = [UIColor colorWithWhite:0.1 alpha:1];
gs.majorTickColor = gs.tickBaselineColor;
gs.minorTickColor = gs.tickBaselineColor;

Finally, we can set the colors on the background and bevel of the gauge:

gs.innerBackgroundColor = [UIColor lightGrayColor];
gs.outerBackgroundColor = [UIColor grayColor];
gs.bevelPrimaryColor = [UIColor lightGrayColor];
gs.bevelSecondaryColor = [UIColor whiteColor];

If you run the app up now, you’ll see the effect of the style changes you’ve just made.

Restyled Gauge

Qualitative Range

A qualitative range is represented by coloring a range on the gauge – for example you might want really loud sounds to hit the red zone etc. These ranges are specified on the gauge itself, as an array of SGaugeQualitativeRange objects, each of which requires a color, and a start and end value:

// Set up some qualatitive ranges
self.gauge.qualitativeRanges = @[
[SGaugeQualitativeRange rangeWithMinimum:@-60
                                   color:[[UIColor greenColor] colorWithAlphaComponent:0.4]],
[SGaugeQualitativeRange rangeWithMinimum:@-15
                                   color:[[UIColor yellowColor] colorWithAlphaComponent:0.4]],
[SGaugeQualitativeRange rangeWithMinimum:@-8
                                   color:[[UIColor orangeColor] colorWithAlphaComponent:0.4]],
[SGaugeQualitativeRange rangeWithMinimum:@-2
                                   color:[[UIColor redColor] colorWithAlphaComponent:0.4]]

In order to change the width of the range coloring, there are a couple of properties on the style object:

gs.qualitativeRangeOuterPosition = gs.tickBaselinePosition;
gs.qualitativeRangeInnerPosition = 0.85;

Now, when you run the app up, you’ll see the ranges colored as per the ranges you specified above.

Gauge with qualitative range


In this post you’ve learnt how to use a ShinobiGauge for a very popular app-type – an audio level meter. In actual fact, the most complicated part of the app is actually obtaining the values to display using the gauge. The gauges themselves are very configurable, and super-easy to style.

In this tutorial we only looked at using a radial gauge, but you could replace it with a linear gauge instead – some of the styling code would change, but everything else that you’ve written could remain the same.

The code for this is available on Github at so you can download or clone it and try it out. Don’t forget that you will need to use CocoaPods to obtain the EZAudio dependency, and to run pod install to configure the projects correctly.

If you have any questions or comments feel free to leave a message below, or grab me on twitter – @iwantmyrealname.