Is there any API to make a video call in Google glass? - android

In the latest update to Glass, Google dropped the Hangouts feature. Since the Glass development kit is fairly new does anyone know of any API available to do a video chat using Glass?
Any inputs will be appreciated. At present I am planning to use SIP as done in Android. Can the same be applied to Glass?

This is what they said on the Google + page:
Video calls – We hold ourselves to high standards for the features
that we build, and video calls aren’t living up to these standards.
Explorers have told us so directly, and fewer than 10% of them use
video calls. For this reason, we’ve made the hard decision to remove
video calls from Glass until the experience is better. We don’t know
when that will be, but in the meantime, keep an eye on MyGlass as more
Glassware is built and released – we’re already seeing the developer
community work on other video streaming services. We’ve always said
that feedback from Explorers shapes Glass, and this is no exception.
I think your SIP approach is the way to go for now.

Related

Android 10+ telephone call recording support

My goal is to develop an Android app to record telephone call audio (incoming and outgoing calls). Not VoIP, not SIP, not anything else.
IMPORTANT: I will not create an app that relies on workarounds, rooting devices and/or hack it in any way, shape or form.
Surely enough, I also expect to sell this app on Google Play store. In other words: all by the book.
As far as I learned from the documentation (https://developer.android.com), the way to capture phone call audio is by using MediaRecorder with audioSource set to VOICE_CALL. This audio source requires permission "android.permission.CAPTURE_AUDIO_OUTPUT", which in turn is "reserved for use by system components and is not available to third-party applications.".
On the other hand, I also did my research in forums like this. Unfortunately and recpectfully, all of the "solutions" were, in fact, workarounds. Other than that I have found some people stating that the lack of API support was deliberately by design and that kind of app functionality is forbidden by Google. Though, no official references were provided to support those claims.
At this point, looks like it can't be done.
Before giving up, I would like to ask the following:
If It's really by design and forbidden to record phone calls, could you point out where, exactly, in some official documentation and/or some reliable source (like... android team, for instance) that explicitly validates those claims?
Kind regards,
Juan Soria

YouTube IFRAME vs YouTube Android Player API

I am planning on having a YouTube player in my android app and found two alternatives: IFRAME API or with YouTube Android Player API. So far I don't find any reference for comparing the two approaches.
I am new to both so I don't have a good background to compare both (yet). But so far this is what I know:
IFRAME
Pro: Don't need to get Developer/App Key to access the API.
Pro: Don't need to include YouTubePlayer API's jar (don't increase your APK size)
Con: Unnecessary webview and javascript glue code to hook up
YT Player API:
Pro: Native Java, no need of javascript glue code
Con: Need YouTube app on the device
Con: Need to get Developer/App Key and need to include the API jar to your APK.
Playing with both, I don't know yet any perf/memory usage between the two. I also don't know if we can have more detailed events from the API vs through IFRAME.
I am trying to assess these but would like to hear if any of you have opinions on these.
Thank you
Here you can find a few reason for not using the YouTube Player API.
Overall I'd say: if need to do basic stuff (like using YouTubeBaseActivity/YouTubeStandalonePlayer) you can safely use it. If you need to use the YouTubePlayerFragment a WebView based approach may be a better idea.
Why should you consider not using the official library from YouTube?
If you’re concerned about stability:
The YouTube Android Player API is not the best API ever designed. You are probably going to be fine if you need to use the
YouTubeBaseActivity/YouTubeStandalonePlayer, but you’re going to run into issues with the YouTubePlayerFragment.
The library has some very old bugs, this one is the most significant I have encountered. While developing my app I kept running into it, seeing my app randomly crash for apparently no reason. It made my app unstable and never ready for production.
The bug is still there, as far as I know. A new version of the library should be in the making, but it has yet to be released.
If you don’t want to be tied to Google Play and the YouTube app:
In order to run an app that utilizes the YouTube Android Player API a device needs to have both Google Play and the last version of the YouTube app installed.
This may not be a limitation in most cases, since you’re probably going to distribute your app through Google Play. But I have talked with people that had this problem, maybe you care about it as well.
If you want more control over the player looks and behavior:
The YouTube Android Player API is not open source, therefore the customization you can do goes as far as the API allows to. Maybe you want to change the UI of the player or write some custom behavior specific for your use cases. That is going to be hard to do with the official library.
If you don’t want to register your app in the Google Developers Console

Is mandatory to have Youtube app installed to use Youtube api

I was reading several tutorials about how to use the Youtube Api. Just to find out after I implemented it. That it was not working when the original Youtube App was not installed on device. In the tutorials I read this was not mentioned. Just in original doc's it says:
The API client library interacts with a service that is distributed as a part of the YouTube app for the Android platform
If that is the case I think it is an exclusion criterion. Cause it forces the user to install another 20mb sized app.
So my question would be if there is another way to play youtube Videos.
One possibility is to use HTML5 player in a web-view. But It may have compatibility issues with older android OS and experience may vary from device to device.

Google Play Game Services on a desktop game

I created a game in Java using Libgdx framework. Now I would like to know if it is possible to use Google Play Game Services in a desktop (java/.jar) game, or is it meant just for mobile devices?
As I am faced with the same question, I do not have a complete answer, but I think the short answer is yes, you can.
But you'll have to use the rest API instead of a nice java API, and some features are not available (such as the real-time online multiplayer support). You can see the reference here:
https://developers.google.com/games/services/web/api/index
As you can see, the major stuff like anchievements, leaderboards, and turn-based multiplayer services should be available (and you can even see there is stuff like joining rooms, but they are marked as "For internal use by the Games SDK only."), so I guess the REST API covers the major needs.
I have yet to test this on a desktop aplication and for sure you'll want some support library to help with the quirks of the HTTP-REST protocol, but I think it is feasible.
EDIT: Since this API is meant for the web, you may still need some kind of initial JavaScript interaction with the user (using google's JavaScript libraries) in order to authenticate the user first, but the rest of the interaction can be done "server-side" (and in any language you want). Read this for more details:
https://developers.google.com/games/services/web/serverlogin

Process audio data in Google+ Hangout API

Is it possible to intercept audio data using google+ hangout api? I writing an app using g+ hangout for android and I would like to process the audio. To be precessive, I want to denoise speech and use speech-to-text (e.g. google search, sphinx) to make basic voice commands.
Because I have full control of the android app it doesn't matter for me if I will have a callback with audio data from hangout or I can record audio using android AudioRecorder and then somehow forward those data to google hangout (Though the latter solution would be better because we can denoise on the android device). Actually I would be happy with any feasible workaround that may work at this stage of the API.
The Hangouts API is not going to help you develop this feature.
What you need is a platform agnostic API for accessing hangouts data. The API is instead intended to solve a different problem. It allows you to write HTML/JavaScript applications that run inside the canvas of hangouts running on desktop web browsers.
One possible "workaround" that I'm currently investigating, myself—
publish the hangout "on air"
get the youtube live id (available as of 2012-08-22, roughly... since Hangout API 1.2) ~ gapi.hangout.onair.getYouTubeLiveId() https://developers.google.com/+/hangouts/api/gapi.hangout.onair#gapi.hangout.onair.getYouTubeLiveId (note that this can only be grabbed by the host?)
grab http://www.youtube.com/watch?v=${LIVEID} // suggestion: look at youtube-dl: http://rg3.github.com/youtube-dl/documentation.html
and then use ffmpeg to process the flv
Information for this answer was primarily grabbed from Downloading videos in flv format from youtube. and http://grokbase.com/t/gg/google-plus-developers/128fbteedb/google-hangout-api-url-to-youtube-stream-screenshot-and-hangout-topic

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