I want to fine tune the volume of the current media file playing.
So there are two applications here, the mediaplayer application, that could be the default Music application, and my application, where I want to tune the volume.
What I do now is to use setStreamVolume, but the index only goes from the max volume to 0, and that's 15 levels only (at least in the emulator).
What I want is to fine tune it in for example, 100 or 200 levels.
Is that possible?
Thanks!
I just searched around for a bit and it seems like this isn't possible using the android API.
I think Fine Volume Control is what you want. It provides 100 levels of adjustment. You can get it in market
Related
In my app I have an additional library for SIP calling, which on some phones (Huawei 5.1) locks volume to around 50% (or even less) for some reason and it keeps it like that for the whole phone volume meanwhile service is running.
I tried setting:
am.SetStreamVolume(Android.Media.Stream.Music,am.GetStreamMaxVolume(Android.Media.Stream.Music), 0);
And playing beeping noise with MediaPlayer/Soundpool.
I also tried setting Microfone to
Mode.Ringtone / Mode.Normal,...
but the volume is still low when this library/service is running.
Is there any other setting option possible that could override some setting in the library, because if I look current volumes, it's all on MAX (Media/Notification/Ringtone/...)?
In this library, you have to initialize sampleRate / buff size, which I do with getting default values from Android
String rate = audioManager.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
String size = audioManager.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
Some companies add a volume limit to protect user. I met similar issue before on samsung note 4. I am not sure whether APP has the permission to break this limit(mostly not allow).
In order to find the relative setting, please try this: Play music by the default music player, and press volume+. Keep volume up and then your phone may toast a dialog to tip you. And you can change this setting.
Hope it works :)
I would like to measure power transmitted to speaker/headset by playing music on the phone using android code . I do not want sound felt at microphone to be measured because it may contain noise as well.
There is nothing in the Android SDK to measure this, sorry.
I want to do some app that will take level of noise, i try to use this example
NoiseAlert, there are sources and apk. I run that app but there are not any changes in nosemeter. What may it be ? I use LG optimus one 2.3.3
The only class you need is the SoundMeter class that records sound. You use getAmplitude() to know the current external noise. Get the amplitude every 500 ms. Print this values in LogCat.
Then put on some music at a loud volume and see if the amplitude values jump. If it does not it could be a device specific problem
As of now, the volume can be set per Stream type. I am just wondering if there is a way to control the volume per application. For example, for this specific game application I can set to to volume level 10 without changing the volume for other application which has the same stream type.
Any feedback will be greatly appreciated.
Thanks,
artsylar
This is not supported by the OS.
You are welcome to try to fake it by remembering the current volume level, changing it, then restoring the original volume level. However, it will be impossible to cover all the cases where the volume level needs to be reset (e.g., your app crashes).
I'm trying to build a gadget that detects pistol shots using Android. It's a part of a training aid for pistol shooters that tells how the shots are distributed in time and I use a HTC Tattoo for testing.
I use the MediaRecorder and its getMaxAmplitude method to get the highest amplitude during the last 1/100 s but it does not work as expected; speech gives me values from getMaxAmplitude in the range from 0 to about 25000 while the pistol shots (or shouting!) only reaches about 15000. With a sampling frequency of 8kHz there should be some samples with considerably high level.
Anyone who knows how these things work? Are there filters that are applied before registering the max amplitude. If so, is it hardware or software?
Thanks,
/George
It seems there's an AGC (Automatic Gain Control) filter in place. You should also be able to identify the shot by its frequency characteristics. I would expect it to show up across most of the audible spectrum, but get a spectrum analyzer (there are a few on the app market, like SpectralView) and try identifying the event by its frequency "signature" and amplitude. If you clap your hands what do you get for max amplitude? You could also try covering the phone with something to muffle the sound like a few layers of cloth
It seems like AGC is in the media recorder. When I use AudioRecord I can detect shots using the amplitude even though it sometimes reacts on sounds other than shots. This is not a problem since the shooter usually doesn't make any other noise while shooting.
But I will do some FFT too to get it perfect :-)
Sounds like you figured out your agc problem. One further suggestion: I'm not sure the FFT is the right tool for the job. You might have better detection and lower CPU use with a sliding power estimator.
e.g.
signal => square => moving average => peak detection
All of the above can be implemented very efficiently using fixed point math, which fits well with mobile android platforms.
You can find more info by searching for "Parseval's Theorem" and "CIC filter" (cascaded integrator comb)
Sorry for the late response; I didn't see this question until I started searching for a different problem...
I have started an application to do what I think you're attempting. It's an audio-based lap timer (button to start/stop recording, and loud audio noises for lap setting). It' not finished, but might provide you with a decent base to get started.
Right now, it allows you to monitor the signal volume coming from the mic, and set the ambient noise amount. It's also using the new BSD license, so feel free to check out the code here: http://code.google.com/p/audio-timer/. It's set up to use the 1.5 API to include as many devices as possible.
It's not finished, in that it has two main issues:
The audio capture doesn't currently work for emulated devices because of the unsupported frequency requested
The timer functionality doesn't work yet - was focusing on getting the audio capture first.
I'm looking into the frequency support, but Android doesn't seem to have a way to find out which frequencies are supported without trial and error per-device.
I also have on my local dev machine some extra code to create a layout for the listview items to display "lap" information. Got sidetracked by the frequency problem though. But since the display and audio capture are pretty much done, using the system time to fill in the display values for timing information should be relatively straightforward, and then it shouldn't be too difficult to add the ability to export the data table to a CSV on the SD card.
Let me know if you want to join this project, or if you have any questions.