Android pulse an icon when .wav volume changes - android

I'm building an android app that pulses an icon - simple pulse, 2x size at loudest volume and 1x at no volume - based on audio. Worth noting my min api is 15.
The user selects the mode (file)to play and I use AudioTrack to play it back on an infinite loop. Each wav sample ranges from < second to 2 or 3 seconds. Audiotrack lets me set the volume and pitch in real-time based on user input (SoundPool wasn't correctly changing pitch in Kitkat).
As the volume changes within each audiotrack, I'm trying to shrink and grow the icon. So far I've tried visualizer to get the waveform and fft data as the track is playing, but I'm not sure that's correct.
Is there a way to get the (nearest possible) real-time db changes from an audiotrack? The wave form function seems to always be between 108 and 112, so I don't think I'm using it correctly. The easiest pulse.wav example is here
My audiotrack init using a byte[] from pcm data
AudioTrack mAudioTrack = new AudioTrack(AudioAudioManager.STREAM_MUSIC, sampleRate, AudioFormat.CHANNEL_OUT_STEREO, AudioFormat.ENCODING_PCM_16BIT, getMinBuffer(sound), AudioTrack.MODE_STATIC);
mAudioTrack.write(mSound, 0, mSound.length);
mAudioTrack.setLoopPoints(0, (int)(mSound.length / 4), -1);
My Visualizer
Visualizer mVisualizer = new Visualizer(mAudioTrack.getAudioSessionId());
mVisualizer.setEnabled(false);
mVisualizer.setCaptureSize(Visualizer.getCaptureSizeRange()[1]);
mVisualizer.setDataCaptureListener(new Visualizer.OnDataCaptureListener {
#Override
public void onWaveFormDataCapture(Visualizer visualizer, byte[] bytes, int samplingRate) {
double sum = 0;
for (int i = 0; i < bytes.length; i++) {
sum += Math.abs(bytes[i]) * Math.abs(bytes[i]);
}
double volume = (double) Math.sqrt(1.0d * sum / bytes.length);
//THIS IS THE RESIZE FUNCTION//
//resizeHeart((double) volume);
System.out.println("Volume: " + volume); //always prints out between 108 and 112.
}
#Override
public void onFftDataCapture(Visualizer visualizer, byte[] bytes, int samplingRate) {
//not sure what to do here.
}
}, Visualizer.getMaxCaptureRate() / 2, true, true);
mVisualizer.setEnabled(true);

The problem is that you're treating the bytes as samples even though you've specified a 16-bit sample size. Try something like this (note the abs is unnecessary since you're squaring anyway):
for (int i = 0; i < bytes.length/2; i+=2) {
int sample = bytes[i] << 8 || bytes[i+1];
sum += sample * sample;
}

Related

Android: confused about how to get amplitude of a frequency generated and played by AudioTrack

In my app I generate list of sounds with different frequencies, for example 1000Hz, 2000Hz, 4000Hz ... for left and right channel:
private AudioTrack generateTone(Ear ear) {
// fill out the array
int numSamples = SAMPLE_RATE * getDurationInSeconds();
double[] sample = new double[numSamples];
byte[] generatedSnd = new byte[2 * numSamples];
for (int i = 0; i < numSamples; ++i) {
sample[i] = Math.sin(2 * Math.PI * i / (SAMPLE_RATE / getLatestFreqInHz()));
}
// convert to 16 bit pcm sound array
// assumes the sample buffer is normalised.
int idx = 0;
for (final double dVal : sample) {
// scale to maximum amplitude
final short val = (short) ((dVal * 32767));
// in 16 bit wav PCM, first byte is the low order byte
generatedSnd[idx++] = (byte) (val & 0x00ff);
generatedSnd[idx++] = (byte) ((val & 0xff00) >>> 8);
}
AudioTrack audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC,
SAMPLE_RATE, AudioFormat.CHANNEL_OUT_MONO,
AudioFormat.ENCODING_PCM_16BIT, numSamples,
AudioTrack.MODE_STATIC);
audioTrack.write(generatedSnd, 0, generatedSnd.length);
int channel;
if (ear == Ear.LEFT) {
audioTrack.setStereoVolume(1.0f, 0.0f);
} else if (ear == Ear.RIGHT) {
audioTrack.setStereoVolume(0.0f, 1.0f);
}
return audioTrack;
}
I use this code to control volume:
audioManager = (AudioManager) context.getApplicationContext().getSystemService(Context.AUDIO_SERVICE);
MAX_VOLUME = audioManager.getStreamMaxVolume(STREAM_MUSIC);
MIN_VOLUME = audioManager.getStreamMinVolume(STREAM_MUSIC);
APP_DEFAULT_VOLUME = (MAX_VOLUME + MIN_VOLUME) /2 ;
#Override
public void setToAppDefaultVolume() {
Timber.tag(TAG).d("Resetting to app default sound volume.");
audioManager.setStreamVolume(STREAM_MUSIC, APP_DEFAULT_VOLUME, 0);
}
#Override
public void increaseVolume() {
if (!isReachedMaxVolume()) {
Timber.tag(TAG).d("Increasing device sound volume from %d to %d", currentVolumeLevel(), currentVolumeLevel() + STEP);
audioManager.setStreamVolume(STREAM_MUSIC, currentVolumeLevel() + STEP, 0);
} else {
Timber.tag(TAG).d("Reached the maximum device volume.");
}
}
#Override
public void decreaseVolume() {
if (!isReachedMinVolume()) {
Timber.tag(TAG).d("Decreasing device sound volume from %d to %d", currentVolumeLevel(), currentVolumeLevel() - STEP);
audioManager.setStreamVolume(STREAM_MUSIC, currentVolumeLevel() - STEP, 0);
} else {
Timber.tag(TAG).d("Reached the preferred minimum volume");
}
}
I start playing each tone (frequency) with APP_DEFAULT_VOLUME and gradually increase tone. When user confirm he/she heard specific tone with specific volume, I want to calculate it's amplitude and log it for latter so I can review user hearing ...
But i have no clue how to do so!
All solutions I found was about reading data from microphone and calculate the amplitude to visualize it on screen ...
My scenario is much simpler. I have device volume recorded, frequency is fixed and recorded, and Audio is generated dynamically and is not a file.
Will anyone help me with this scenario ?
Thanks in advance.

Play short generated sound

I want to play a generated sound that is shorter than 1 second. However, the minBufferSize of the AudioTrack always seems to be 1 second or longer. On some devices I can set the bufferSize smaller than the value evaluated with AudioTrack.getMinBufferSize, however this is not possible on all devices. I'd like to know wether it's possible to generate a shorter sound for the AudioTrack. I'm currently using this code (it contains some smoothing, because I'm getting constantly new frequences):
int buffSize = AudioTrack.getMinBufferSize(sampleRate,
AudioFormat.CHANNEL_OUT_MONO,
AudioFormat.ENCODING_PCM_16BIT);
AudioTrack audioTrack = new AudioTrack(AudioManager.STREAM_MUSIC, sampleRate,
AudioFormat.CHANNEL_OUT_MONO,
AudioFormat.ENCODING_PCM_16BIT, buffSize,
AudioTrack.MODE_STREAM);
short samples[] = new short[buffSize];
int amp = 10000;
double twopi = 8. * Math.atan(1.);
double phase = 0.0;
audioTrack.play();
double currentFrequency = getFrequency();
double smoothing = 300;
double deltaTime = buffSize / 500;
while (playing && PreferenceManager.getDefaultSharedPreferences(
MainActivity.this).getBoolean("effect_switch", true))
{
double newFrequency = getFrequency();
for (int i = 0; i < buffSize; i++)
{
currentFrequency += deltaTime * (newFrequency - currentFrequency) / smoothing;
samples[i] = (short) (amp * Math.sin(phase));
phase += twopi * currentFrequency / sampleRate;
}
audioTrack.write(samples, 0, buffSize);
}
audioTrack.stop();
audioTrack.release();
In fact, I want the sounds to be updated more frequently, which is the reason for me needing shorter samples.
I think I have a solution for you. Since my min buffer seems to be much smaller than 1 sec, I simulated your problem by loading a buffer with 5 sec of data but only play 0.5 sec of it immediately followed by another frequency. This tone I also created 5 sec of data but only played 0.5 sec & repeated this for several tones. It all works for me.
Also, since I jammed this into a current project I'm working on, it's difficult for me to just cut and paste my code. While I've tested my solution, what I've posted here is not tested exactly as written. Some of it is cut & paste, some pseudocode.
The key feature is using the OnPlaybackPositionUpdateListener.
private AudioTrack.OnPlaybackPositionUpdateListener audioTrackListener = new AudioTrack.OnPlaybackPositionUpdateListener() {
#Override
public void onMarkerReached(AudioTrack audioTrack) {
int marker = audioTrack.getNotificationMarkerPosition();
// I just used 8 tones of 0.5 sec each to determine when to stop but you could make
// the condition based on a button click or whatever is best for you
if(marker < MAX_FRAME_POSITION) {
audioTrack.pause();
newSamples();
audioTrack.play();
} else {
audioTrack.stop();
}
audioTrack.setNotificationMarkerPosition(marker + FRAME_MARKER);
Log.d(TAG, "MarkerReached");
}
#Override
public void onPeriodicNotification(AudioTrack audioTrack) {
int position = audioTrack.getPlaybackHeadPosition();
if(position < MAX_FRAME_POSITION) {
audioTrack.pause();
newSamples();
audioTrack.play();
} else {
audioTrack.stop();
}
Log.d(TAG, "PeriodNotification");
}
};
Then
audioTrack.setPlaybackPositionUpdateListener(AudioTrackListener);
I used the marker (which has to be re-initialized repeatedly) for my tests...
audioTrack.setNotificationMarkerPosition(MARKER_FRAMES);
but you should be able to use the periodic notification too.
audioTrack.setPositionNotificationPeriod(PERIODIC_FRAMES);
And the newSamples() method called from the listener
public void newSamples() {
/*
* generate buffer, I'm doing similar to you, without the smoothing
*/
// AudioTrack write is a blocking operation so I've moved it off to it's own Thread.
// Could also be done with an AsyncTask.
Thread thread = new Thread(writeSamples);
thread.start();
}
private Runnable writeSamples = new Runnable() {
#Override
public void run() {
audioTrack.write(samples, 0, buffSize);
}
};

MediaCodec - downsampled audio from 48k Hz to 44.1k Hz still plays at slower speed

So far in my quest to concatenate videos with MediaCodec I've finally managed to resample 48k Hz audio to 44.1k Hz.
I've been testing joining videos together with two videos, the first one having an audio track with 22050 Hz 2 channels format, the second one having an audio track with 24000 Hz 1 channel format. Since my decoder just outputs 44100 Hz 2 channels raw audio for the first video and 48000 Hz 2 channels raw audio for the second one, I resampled the ByteBuffers that the second video's decoder outputs from 48000 Hz down to 44100 Hz using this method:
private byte[] minorDownsamplingFrom48kTo44k(byte[] origByteArray)
{
int origLength = origByteArray.length;
int moddedLength = origLength * 147/160;
//int moddedLength = 187*36;
int delta = origLength - moddedLength;
byte[] resultByteArray = new byte[moddedLength];
int arrayIndex = 0;
for(int i = 0; i < origLength; i+=44)
{
for(int j = i; j < (i+40 > origLength ? origLength : i + 40); j++)
{
resultByteArray[arrayIndex] = origByteArray[j];
arrayIndex++;
}
//Log.i("array_iter", i+" "+arrayIndex);
}
//smoothArray(resultByteArray, 3);
return resultByteArray;
}
However, in the output video file, the video plays at a slower speed upon reaching the second video with the downsampled audio track. The pitch is the same and the noise is gone, but the audio samples just play slower.
My output format is actually 22050 Hz 2 channels, following the first video.
EDIT: It's as if the player still plays the audio as if it has a sample rate of 48000 Hz even after it's downsampled to 44100 Hz.
My questions:
How do I mitigate this problem? Because I don't think changing the timestamps works in this case. I just use the decoder-provided timestamps with some offset based on the first video's last timestamp.
Is the issue related to the CSD-0 ByteBuffers?
If MediaCodec has the option of changing the video bitrate on the fly, would a new feature of changing the audio sample rate or channel count on the fly be feasible?
Turns out it was something as simple as limiting the size of my ByteBuffers.
The decoder outputs 8192 bytes (2048 samples).
After downsampling, the data becomes 7524 bytes (1881 samples) - originally 7526 bytes but that amounts to 1881.5 samples, so I rounded it down.
The prime mistake was in this code where I have to bring the sample rate close to the original:
byte[] finalByteBufferContent = new byte[size / 2]; //here
for (int i = 0; i < bufferSize; i += 2) {
if ((i + 1) * ((int) samplingFactor) > testBufferContents.length) {
finalByteBufferContent[i] = 0;
finalByteBufferContent[i + 1] = 0;
} else {
finalByteBufferContent[i] = testBufferContents[i * ((int) samplingFactor)];
finalByteBufferContent[i + 1] = testBufferContents[i * ((int) samplingFactor) + 1];
}
}
bufferSize = finalByteBufferContent.length;
Where size is the decoder output ByteBuffer's length and testBufferContents is the byte array I use to modify its contents (and is the one that was downsampled to 7524 bytes).
The resulting byte array's length was still 4096 bytes instead of 3762 bytes.
Changing new byte[size / 2] to new byte[testBufferContents.length / 2] resolved that problem.

How to compute decibel (dB) of Amplitude from Media Player?

I have a code to compute real-time dB Amplitude of AudioRecord. The code works well for computing dB Amplitude. After recording, I save that it to wav file. Now, I want to playback that file and recompute the dB Amplitude. However, I cannot achieve similar result before. Could you help me to fix it. This is my code to compute dB Amplitude when recording and playback.
1.Compute dB amplitude when recording
bufferSize = AudioRecord.getMinBufferSize(16000, AudioFormat.CHANNEL_IN_MONO,
AudioFormat.ENCODING_PCM_16BIT);
record = new AudioRecord(MediaRecorder.AudioSource.VOICE_COMMUNICATION, SAMPLE_RATE, AudioFormat.CHANNEL_IN_MONO,
AudioFormat.ENCODING_PCM_16BIT, bufferSize);
audioBuffer = new short[bufferSize];
readSize=record.read(audioBuffer, 0, audioBuffer.length);
double amplitude = 0;
double sum=0;
for (int i = 0; i < readSize; i++) {
sum += audioBuffer[i] * audioBuffer[i];
}
amplitude = sum / readSize;
dbAmp=20.0 *Math.log10(amplitude/32767.0);
2.Assume that the file output is ouput.wav. I used MediaPlayer to playback and compute Amplitude
String filePath = Environment.getExternalStorageDirectory().getPath() +"/" +"output.wav";
mPlayer = new MediaPlayer();
mPlayer.setDataSource(filePath);
mPlayer.prepare();
mPlayer.start();
mVisualizerView.link(mPlayer);
In which, mVisualizerView is Visualizer class. The class has link function such as
public void link(MediaPlayer player)
{
// Create the Visualizer object and attach it to our media player.
mVisualizer = new Visualizer(player.getAudioSessionId());
mVisualizer.setScalingMode(Visualizer.SCALING_MODE_NORMALIZED);
mVisualizer.setCaptureSize(Visualizer.getCaptureSizeRange()[1]);
// Pass through Visualizer data to VisualizerView
Visualizer.OnDataCaptureListener captureListener = new Visualizer.OnDataCaptureListener()
{
#Override
public void onWaveFormDataCapture(Visualizer visualizer, byte[] bytes,
int samplingRate)
{
updateVisualizer(bytes);
}
#Override
public void onFftDataCapture(Visualizer visualizer, byte[] bytes,
int samplingRate)
{
updateVisualizerFFT(bytes);
}
};
mVisualizer.setDataCaptureListener(captureListener,
Visualizer.getMaxCaptureRate() / 2, true, true);
player.setOnCompletionListener(new MediaPlayer.OnCompletionListener()
{
#Override
public void onCompletion(MediaPlayer mediaPlayer)
{
mVisualizer.setEnabled(false);
}
});
}
As my task, I will recompute dbAmp from bytes in functions updateVisualizer or updateVisualizerFFT
public void updateVisualizer(byte[] bytes) {
dbAmp = computedbAmp(bytes);
mBytes = bytes;
invalidate();
}
public void updateVisualizerFFT(byte[] bytes) {
dbAmp = computedbAmp(bytes);
mFFTBytes = bytes;
invalidate();
}
public double computedbAmp(byte[] audioData) {
//System.out.println("::::: audioData :::::"+audioData);
double amplitude = 0;
for (int i = 0; i < audioData.length/2; i++) {
double y = (audioData[i*2] | audioData[i*2+1] << 8) / 32768.0;
// depending on your endianness:
// double y = (audioData[i*2]<<8 | audioData[i*2+1]) / 32768.0
amplitude += Math.abs(y);
}
amplitude = amplitude / audioData.length / 2;
return amplitude;
}
Currently, I apply some way to compute dB amplitude from bytes. However, they are not correct. Could you help me to fix it or suggest to me the solution to compute it? Thanks
My expected solution such as Sensor Box for Android
As mentioned in the comments you are not using the same computation for both. Also, I don't think either method is correct.
From your code in the first example it looks like you are trying to compute the RMS which is the sqrt(sumOfSquares/N) and then convert to dB.
The second sample is sumOfAbs/N not converted to dB
Another very minor issue is that in one case you divide by 32767 and the other 32768. Both should be 32768.
For part one do something like this:
double sum=0;
for (int i = 0; i < readSize; i++) {
double y = audioBuffer[i] / 32768.0;
sum += y * y;
}
double rms = Math.sqrt(sum / readSize);
dbAmp=20.0 *Math.log10(rms);
And for part 2:
double sum=0;
for (int i = 0; i < audioData.length/2; i++) {
double y = (audioData[i*2] | audioData[i*2+1] << 8) / 32768.0;
sum += y * y;
}
double rms = Math.sqrt(sum / audioData.length/2);
dbAmp = 20.0*Math.log10(rms);
Notice the two are almost exactly identical with the exception of cracking open the byte array. This should be a clue to you to find a way to factor out this function and then you won't run into this kind of problem in the future.
Edit:
One more thing I forgot to mention. There is a bit of open debate on this matter but depending on your application you might want your dBFS result to be sine calibrated. What I mean that is you were to run the computation on a single full scale sine wave as I've written it you would get a rms value of 0.7071 (1/sqrt(2)), or -3dBFS. If you want a full scale sine to hit exactly zero dBFS you need to multiply the rms value by sqrt(2).
As question said that first case worked well. Hence, I assumed first case was correct and used it as reference to edit his second case. From comment of jaket, we can modify the second case as
double sum=0;
for (int i = 0; i < audioData.length/2; i++) {
double y = (audioData[i*2] | audioData[i*2+1] << 8);
sum += y*y;
}
double rms = sum / audioData.length/2;
double dbAmp = 20.0*Math.log10(rms/32768.0);
return dbAmp;
I think it will be same result with first case. Hope it help

android AudioTrack setloop invalid value

I generate a PCM and want to loop the sound.
I follow the documentation, but Eclipse keep telling me that
08-05 15:46:26.675: E/AudioTrack(27686): setLoop invalid value: loopStart 0, loopEnd 44100, loopCount -1, framecount 11025, user 11025
here is my code:
void genTone() {
// fill out the array
for (int i = 1; i < numSamples - 1; i = i + 2) {
sample[i] = Math.sin(2 * Math.PI * i / (sampleRate / -300));
}
// convert to 16 bit pcm sound array
// assumes the sample buffer is normalised.
int idx = 0;
for (double dVal : sample) {
short val = (short) (dVal * 32767);
generatedSnd[idx++] = (byte) (val & 0x00ff);
generatedSnd[idx++] = (byte) ((val & 0xff00) >>> 8);
}
//write it to audio Track.
audioTrack.write(generatedSnd, 0, numSamples);
audioTrack.setLoopPoints(0, numSamples, -1);
//from 0.0 ~ 1.0
audioTrack.setStereoVolume((float)0.5, (float)1); //change amplitude
}
public void buttonPlay(View v) {
audioTrack.reloadStaticData();
audioTrack.play();
}
please help ~~
From the documentation: "endInFrames loop end marker expressed in frames"
The log print indicates that your track contains 11025 frames, which is less than the 44100 that you're trying to specify as the end marker (for 16-bit stereo PCM audio, the frame size would be 4 bytes).
Another thing worth noting is that "the track must be stopped or paused for the position to be changed".

Categories

Resources