How do I put audio files into an android native application without taking too much data (about 50 songs for example, at least), like in "Don't tap the white tiles" ... I thought about converting the songs into MIDI but there is lot of losses in the sound ... Or, if someone knows how to handle those kind of application, please, help
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I am just trying to be in the middle of the playing service of sound in Android.
I have an algorithm in C language that I coded myself that improves the audio quality.
It calculates the middle point between two values increasing the sample rate. It's easy.
By this way I am able to reproduce any audio CD quality with best results. But I want to listen to Spotify on my phone. In my computer I know coding and maybe being in the middle of the pulseaudio service I can change the raw userdata on the fly but I have no stereo and I need to do it on my phone because, also the neighbors you know, it's 4 am and I don't think they like psytrance if on Monday.
I am able to modify any song offline but nothing in comparison with the power of streaming because it's playing all the music I like without investing more time.
The source code is available at http://abelromero.com/proyectos/C/musica/algoritmo-que-mejora-la-musica.html which is the post where I explain it but it's in Spanish so... please if you like to know, use a translator.
http://abelromero.com/proyectos/C/musica/music4.c
http://abelromero.com/proyectos/C/musica/music5.c
Thanks in advance!
I am looking for a way to tag the start and end of a song(s) in a video file.
I am targeting below video formats for now.
1) 3GPP (.3gp)
2) MPEG-4 (.mp4)
I referred to the article http://bigflake.com/mediacodec/ and Android Extract Decode Encode Mux Audio and was able to get an idea for extracting demuxed, encoded audio data, however i am not sure how to identify the start of a music (not normal audio) in this audio file.
Target OS is Marshmallow.
Please suggest if this is possible, the answer i am looking for may need audio signal processing, unless there is an easier way to do it.
A theoretical way would be to use Transloadit, a program that would turn a song into a waveform. Then create a program (I think Python would do decently well) that can identify the start of the waveform and load it into a library. Then, in that library, you place the songs and their charts together, and if a song plays, you can then also run Python, which would detect the location of the source of current music and find the chart there and get the corresponding song name.
This will take a lot of time.
Transloadit waveform generator
Using PIL (Python Image Library) to detect image on screen from StackOverflow - first answer will help you.
If you need help with the libraries, then just ask me.
I'm sorry, but I don't have any major Android knowledge cough cough none.
Sorry, but you might need to search up some tutorials or try to use Python.
I want to create a new android app and this app consists in showing many video files (10 sec videos, without sound).
They are simple videos (black and white , without sound and with 10 sec), but They are more than 300 videos. I'm thinking to apply a codec or something like that, but the videos still have a big size (80-150 KB).
I also thought in split videos by frames, because the image compression is easier, but by this way the videos will have some breaks and I don't want to.
What is the best way to create an application with these requirements?
I would like the application could be played offline, so it's important to save the video files on the mobile phone, but in other hand the apps in Play store have in general 7-15 MB.
Some big apps (games usually) have small apk files and download additional content after installation. If you can, put the video files on a server and download them when the user starts the app for the first time.
I can suggest a crude solution. Keep the vieos as a zipped file in asset folder. When application starts, copy that zip file to sd card, unzip it there and them use it from that place
My team and I are nearly done developing a music application for iPhone and Android that allows users to create their own music, built by playing and overlapping sampled sounds (up to 16 at a time). We are looking for a way to allow users to share these songs by embedding an audio player in our website which will (like the Android and iPhone applications already do) take the songs, which are expressed as a string representing pitch, duration, start time, and instrument, and convert them into a single playable audio file (any format).
We have looked into SoundManager 2 and WebAudio, and have run into the same problem with both: stopping sounds creates beeping or popping sounds that cannot be removed. Does anyone know of another framework or API that we should look into? A little googling also made sfplay stand out, but there isn't very much documentation on it. Any other suggestions?
Thanks!
There are still a lot of problems with javascript/html5 audio. WebAudio is very powerful but not very portable. Soundmanager 2 is less powerful, but more portable. You should not be hearing clicks/discontinuities with either library unless you are doing something wrong, but there are problems with synchronization and so on with browser-based audio.
That's why most people doing "serious" audio on the web are using java applets or flash, which won't work on devices.
I would like to write an app the records audio continuously and analyze it in real time. I already know how to record file once and play it back, but I don't know how to make it continuous. I suppose there is some sort of circular buffer file in Java API, but I am quite new to Java and I didn't get my head around the APIs yet. Also can I keep this file entirely in memory, not to introduce overhead of writing to external storage? Any ideas?