Android equalizer - android

I'm not even sure that equalizer is the right name for it. Basically i need to show sound wavering, like in screenshot below:
I was looking throw stack, and googling, overall i found this library:
https://github.com/steelkiwi/AndroidRecording
What i've achieved using it is :
As you can see it's just previous result just fading and new one is drawing above it on canvas. This is achieved using android class Visualizer(https://developer.android.com/reference/android/media/audiofx/Visualizer.html)
But what i need is to gather and show both previous and new data by moving canvas like this:
And also i need to store all this data somewhere to then show it all in Play mode, or just something that will show full data of audio while playing(not only part like now)
Summary: In theory i can move canvas and drawig data manually, which i don't want to do, because i'll lose some time on optimizing drawing and making the whole thing. Also, it won't resolve my issue with playing, because data only for current moment will be sent to visualizer. So i need something like library or advice from someone, who worked with the same or similar functionality
If something is unclear, please ask your question in comments

Related

Display Watch Face in android activity

I'd like to display a watch face I've developed in my app and have it appear live as though it was on a watch. The class and engine already exist so i feel like it shouldn't be too hard to get it to appear within an activity. Does anyone have experience with this or have a suggestions as to which path to take in attempting this?
It should be fairly easy to achieve. What you need to do is this:
extract all the drawing logic; which is whatever code is interacting with Canvas.
create a custom View and in View.onDraw(Canvas) use the extracted code to draw the watch face.
In the end everything draws on a Canvas, so you can (more or less) transfer functionality from View objects to WallpapersService. View system is an abstraction on top of Canvas.

How to draw letters by dragging finger onScreen

I am new to Android..Please anybody help me..I am working on application for kids..I want to make the user to draw above the text like A,B,C ..At the same time I want to make the user can only draw above the letters not outside of those letters..And while drawing I want to give the different colors..I have searched a lot but i didn't get exactly what I want..
If you are new to Android I suggest you learn the basics first (web tutorials or books). If you are new to Java you should also have a look at this. Once you are starting to get the hang of both, you can move on to creating an application like this (which sounds tricky).
Just to get you started, I'd advice you to have a look at the SurfaceView class, which will allow you to render to the screen.
PS: Just a reminder, this site is for program specific questions, not vague questions. :)

[Android]min3d -collision detection and some stuff

I,m using min3d framework on my device to make some car game, so i created some simple car model and simple and its moving, but i want to create ''physics'' and i need the collision detection which isn't provided in min3d (i won't change framework because i have android 2.1 without possibility to upgrade) i want to create it by my self but the problem is that i don,t know how to check if the plane collides with anything what i want to do is:
-create simple flat rectangle (not cube) and i want to place it in front of ''car'' and check if something gets inside of this rectangle and something does i want the car to bounce of it in reversed direction (the problem isn't to bounce but: how to check if something gets through my rectangle)
I have some other problem too:/
When i enclose my ''game''(haha) with a LinearLayout in xml everythong is going fine till i use the command to set the text with the value of rotation of a car for example -then is force close:/ I'm doing it form my class from which i load my objects (i'm providing my classes too)
I was searching for tutorials on the web but none of them was tlaking about 3d collision and even if it was about 3d there was too much code that wasnt need and i was loast in it so i dont get anything
I ask you royal users from stackoverflow to provide me example for creating the rectangle(if needed, because i can laod model from .3ds and .obj)and check if something gets through it(intersects?) not for entire code but just for the method how to do that, and how to refrsh the value of a car, in layout without a crash
By the way: my ''game'' is using qwerty keyboard as input (i,o,p,l keys)
Wanted to post my class here but its to much of lines and was getting erros so grab it on free hosting site, its scanned by avast already on my pc, it contains my entire project with min3d too.
My sources ready to compile and run are(with min3d -which isn't mine):
http://odsiebie.pl/ax1v1p5tam8i/KRL044.7z.html
thanks in advice:)
an approach is to break it down to two dimensions (xy). imagine that your cars are 2D-Rectangles. in the moment you want to check collision, just check if any of the four corners of your "car" is within the rectangle of another car. might be not best practise but works for me.
instead of this you could use r-tree sqlite to check collision.

android drawing on photos

I am looking to be pointed in the right direction for help. What I want to do is take a picture, and then be able to highlight certain aspects of it (i.e circle a door, comment on a color) right onto the picture. Basically what a Samsung note can do. What android package would I be looking at? What it looks like to me, is that I would use the picture as a canvas and then draw on top of the canvas(which is the picture), is that it basically summed up? Or am I missing something?
Another thing that I would like to do with the picture is add data for future identification. I know android has their Exif Interface for this, but what I cant seem to find any information on is, it possible to create my own tags for this class? For example adding a "who took it" tag.
You're going to need a custom view and override the onDraw method of the view. In the onDraw method you get a reference to a Canvas object. From there, you can do most of whatever drawing you need. If you want to take user input and draw with it, you're going to have to override the touch events, and keep track of what you want to draw and then draw in the onDraw method.
As for Exif data. If you want to develop for before Android 2.0, then you need a 3rd party library, I use sanselanandroid personally. If you don't care about pre 2.0, I head ExifInterface works well too. It looks like you can save any arbitrary tag using ExifInterface because it just uses a string tag, and then string value, but know that only your app will know to read that tag.

Android Bitmap Stretching/Pinching

I am hoping this question/issue is not too vague as I have tried asking something earlier but seemed to have came to a dead end.
Basically I am looking at stretching/pinching parts of a Bitmap within my Android project. There would be coordinates passed to the function in order to indicate where the move would need to take place (x,y).
I need to find a way to shift pixels up and down (in either a line or arc type format) and allow the pixels in between to be warped accordingly (not disappear or hide).
A sample image of what I am trying to achieve would be something like:
I would paste an image here but apparently am not allowed yet. (Image URL: http://t1.gstatic.com/images?q=tbn:ANd9GcQtLEHS-ZRQs3p7XmeU2TM6Vwgfh7DGnh-5nDIDu3Yd7zTIR0zX)
(Just grabbed a random Google face warp)
I have read about a few things like openCV and javaCV but they seem like overkill. I am simply looking for something that might allow me to move an array of coordinates from a source point to destination and allow for a smooth warp.
Any help/information is greatly appreciated.
Brad,
Heres a link on how to create a smudge tool. That should help you create images like the one you included within your post.
Hope that helps!

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