Realtime Audio Convolution on Android - android

I'm trying to design an Android app that will start a service which applies a reverb (using convolution) to any audio played through the phone regardless of the app the audio is coming from. The service would ideally run in the background and enable the reverb effect as soon as audio begins to play on the device.
Is something like this possible on a non rooted Android device, and if it is, where's the best place to get started?
Thanks

It is not possible without root access.
There is some example of real time convolution such as viper4android fx though it uses linux native driver to achive the problem.

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Sharing audio(Mic) input to multiple apps in Android

As per official documentation
Android 10 (API level 29) and higher imposes a priority scheme that can switch the input audio stream between apps while they are running. In most cases, if a new app acquires the audio input, the previously capturing app continues to run but receives silence. In some cases, the system can continue to deliver audio to both apps. The various sharing scenarios are explained below.
Other than some special cases, audio is not shared between apps.
But I have seen many apps sharing the audio input without being in the above special cases.
For eg. Zoom, when I'm on a call in zoom and start an audio recorder then both the apps are getting audio though zoom audio decreases in intensity.
Similarly, Omlet arcade is able to record mic audio even when mic access is given to other apps.
How is it possible? And as per the documentation, this shouldn't be allowed.
Update:
Was able to achieve it with the usage of Oboe. But it is not consistent on all devices. This also causes a sync issue in my live streaming app. Audio is audible with a delay
This is not possible in Android 5+ . You need a rooted phone to perform this action. In Omlet Arcade Whenever you play a Game and switch ON in-game mic, Omlet Arcade will stop receiving any audio input. However, Omlet Arcade will still function but you have to restart it in order to get voice input back.
Though, in a recent MIUI bug, People were able to listen to calls on Zoom and in-game mic apps. In your case, it might be not official Android and Edited Android like MIUI and OxygenOS

Is there a way to prevent stopping the audio in Spark AR on recording without disable the microphone?

In my current project I have an Audio file which plays all the time. As soon as I click the record button the audio stops. When I disable the microphone it works but I actually want to record my own voice (like a karaoke) This Problem only occurs only on Android.
Is there any hack to fix this Problem?
Just worked on a filter where I had to build a karaoke style gameplay, what I noticed was Spark does not like playing audio AND recording on mic as it probably causes weird artifacting if not implemented properly. It seems like something that will be added line.
Possible fixes to get your filter working for now, add instructions to use the filter with headphones, connecting to an external audio device will let you play audio and record using the mic at the same time. This works on android, not on iOS. You have to give players visual cues to sing along or whatever your objective maybe.
Hope this is sorted out and fixed in the coming updates, really handicaps the kind of experiences possible on the platform.
Hope this helped.

android to android audio live streaming

I have a plan to develop an instrument app, when we shake the android phone, it will produce "angklung" (Google it) sound.
THE PROBLEM:
How to make one android phone can share its produced sound (by shake
gesture) to the other android phones having my application?
The connection that I want to use is mobile data connection and wi-fi.
I think this person has the same problem, but I don't know how to communicate with him. Stream android to android
But there is no help..
I need solution/example/suggestion for this problem. So far I succeed to produce the "angklung" sound when it is shaken.
I have no idea how to start this application. I've searched in the internet but there is no help :(
Thanks for your help.
I would give you the suggestion of streaming the audio data to a server and beaming that to other android devices (that are registered to your app). As the question/issue you have asked are way bigger than couple of lines code, hence am pointing you to some good resources, dig those deep & good luck.
Live-stream video from one android phone to another over WiFi
Stream Live Android Audio to Server

How can I capture the raw audio stream on an android device?

I am trying to investigate if it is possible to get hold of audio stream on android device (for example android tv) which I can use for some purpose from inside my app (my app can be system app). Lets say something is playing on an android device (it could be anything that use the audio part of an android device). From my application , I would like to intercept the audio stream to analyze it, to record it, etc.
Any advice is appreciated.

Android background app

Is it possible for an android app running in the background to access the sound being produced by a media player (to be used for recording to another file, streaming etc)? Will the app read from the sound port? How will this work if it is possible? Any existing apps?
Appreciate any help/pointers.
No.
Or more precisely: on an unmodified Android device there is no audio loop back or pass through functionality.
http://developer.android.com/reference/android/media/MediaRecorder.AudioSource.html lists all the audio sources available to the MediaRecorder and AudioRecorder classes.
Now, if you are willing to write a device driver and have the capacity to root the target device and load your driver on it you could possibly implement a loop back driver, a pass through driver or (much more interesting) an alternative audio output device that would perform your streaming/recording and then forward to the regular audio output.
To caputre a Sound-Output form the Android Device, you can use the MediaRecorder-class, like shown in this tutorial.
But recording a Sound-File, which already exists (on the SDcard ore something) doesn't make any sense to me.

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