I'm trying to learn how to do some simple audio manipulation in a program (i'll be writing said program for Mac OS X), such as changing the pitch or speed of a song. I've read that OpenAL is something i'd want to look at and work with. But i've also read that Core Audio is useful. I'm not sure what the difference between the two is or how to use either of them in a program. Any guidance/learning tools would be greatly appreciated.
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I have been stuck on a issue about recording system audio in VB.Net for quite some time now. And I can't find any proper ways to do it. I have been able in the past to make it record the Stereo Mix channel. But as we all know: The quality is absolutely horrible.
I have looked into the Bass.net library, but find it incredibly hard to understand. And the licensing agreement does not fit my usage.
Is there a way to have it record the system audio (Audio played by the computer) properly with optimal audio quality where I can save the recorded audio as a .wav or .mp3?
naudio can do that and is disstributed under the Microsoft Public License (Ms-PL). Don't know if the licenses fits your needs but at least naudio will
This will help you accomplish what you need with no third party libraries required.
http://www.codeproject.com/Articles/770246/How-to-record-any-PC-sound-through-WASAPI-and-Audi
I have done projects using Arduino IDE.I have seen that many projects can be easily implemented using the IDE.Then, why should one learn register level programing? How important is it?
Can you do EVERYTHING with the Arduino library? If your project would need tight timing (for example to control a huge industrial apparatus), at the level of microsecond fractions, would Arduino still be a good choice? How about medical devices? How about performance - would you be able to design a BLDC controller using Vector Control in Arduino? How about battery life - would you be able to design a device that would run with a single CR2032 cell for a few years using Arduino? How about doing a network router? Does Arduino support threads?
Your question is like one of these:
who needs x-bit microcontrollers when we have y-bit microcontrollers at the same price?
who needs x programming language when we have y programming language?
who needs analog solutions when we have digital solutions?
who needs microcontrollers when we have microprocessors?
...
To be honest, personally (I write firmware for embedded devices),I see Arduino as a toy, nothing more.
Learning register level programming will help you learning how to read a datasheet, and also understanding how stuff works. It will give you more flexibility after you get the hang of it, plus you can optimize your code and write your own libraries.
By knowing how to read a datasheet it will be easier for you to develop device drivers and process algorithms.
What would you do if you cannot find an Arduino library for a certain sensor? If you were using register level programming, you could easily write your driver, by already knowing how to interpret the technical files ;).
Try it out, you will forget Arduino in the first weeks!
Best regards,
Alex Tofan
New to Mac OS X, familiar with Windows. Windows has DirectShow, a good number of built-in filters, COM programming, and GraphEdit for very fast prototyping and snooping on the graphs you've constructed in code.
I'm now about to go to the Mac to work with cameras, webcams, microphones, color spaces, files, splitting, synchronization, rendering, file reading, file saving, and many of things I've come to take for granted with DirecShow when putting together applications for live performance. On the Mac side, so far I've found ... nothing! Either I don't know where to look or I'm having the toughest time tying the Mac's reputation for its ease of handling media with a coherent programmatic ability to get in there and start messin' with media manipulatin' building blocks.
I've seen some weak suggestions to use gstreamer or some library for QT but I can't bring myself to believe that this is the Apple way to go. And I've come across some QuickTime documentation but I'm not looking to do transitions, sprites, broadcasting, ...
Having a brain trained on DirectShow means I don't even know how Apple thinks about providing DirectShow-like functionality. That means I don't know the right keywords and don't even know where to look. Books? Bought a few. Now I might be able to write some code that can edit your sister's wedding video (if I can't make decent headway on this topic I may next be asking what that'd be worth to you), but for identifying what filters are available and how to string them together ... nothing. Suggestions?
Video handling is going through a huge transition on the Mac at the moment. QuickTime is very old, but also big and powerful, so it's been undergoing an incremental replacement process for the past 5 years or so.
That said, QTKit is the QuickTime subset (capture, playback, format conversion and basic video editing) which is supported going forward. The legacy QuickTime APIs are still there for the moment, and probably will remain at least until its major features are available elsewhere, but are 32-bit only. For some involved video stuff you may end up needing to use it in places.
At the moment, iOS is ahead of the Mac because it could start from scratch with AV Foundation. The future of the Mac media frameworks will probably either be AV Foundation directly (with QTKit being a lightweight shim over the top) or an extension of QTKit that looks very similar.
For audio there's Core Audio which is on Mac and iOS and isn't going away any time soon. It's quite powerful but somewhat obtuse in places. Luckily online support is very good; the mailing list is an essential resource.
For filters and frame-level processing you've got Core Video as someone else mentioned, as well as Core Image. For motion graphics there's Quartz Composer which includes a graphical editor and a plugin architecture to add your own patches. For programmatic procedural animation and easily mixing rendering modelsĀ (OpenGL, Quartz, video, etc.) there's Core Animation.
In addition to all of these, of course there's no reason you can't use open source libraries where the built-in stuff doesn't do what you want.
To address your comment below:
In QuickTime (and QTKit), individual data types like audio and video are represented as tracks. It may not be immediately clear that QuickTime can open audio as well as video file formats. A common way to combine audio and video would be:
Create a QTMovie with your video file.
Create a QTMovie with your audio file.
Take the QTTrack object representing the audio and add it to the QTMovie with the video in it.
Flatten the movie, so it doesn't simply contain a reference to the other movie but actually contains the audio data.
Write the movie to disk.
Here's an example from Blender. You'll see how the A/V muxing is done in the end_qt function. There's also some use of Core Audio in there (AudioConverter*). (There's some classic QuickTime export code in quicktime_export.c but it doesn't seem to do audio.)
I'm looking into writing an app that runs as a background process and detects when an app (say, Safari) is playing audio. I can use NSWorkspace to get the process ID's of the currently running applications but I'm at a loss when it comes to detecting what those processes are doing. I assume that there is a way to listen in on a process and detect what public messages the objects are sending. I apologize for my ignorance on the subject.
Has anyone attempted anything like this or are aware of any resources that can help?
I don't think that your "answer" is an answer at all...
and there IS an answer (which is not "42")
your best bet for doing this would be to write a pass-through audio output device. Much like soundflower, actually. so your audio output device would then load the actual (physical) audio output device and pass the audio data along to it directly (after first having a look at the audio stream, of course!). then you only need to convince your users to configure your audio device as the default audio output device so that the majority of applications which play sound will use it automatically. and voila...
your audio processing function will probably just do a quick RMS on the buffer before passing it along to the actual output device. and when the audio power crosses a certain threshold (probably something like -54dB with apple audio hardware), then you know that some app is making sound.
|K<
SoundFlower is an open-source project that allows Mac OS X applications to pass audio to each other. It almost certainly does something similar to what you describe.
I've been informed on another thread that while this is possible, it is an extremely advanced technique and not recommended. It would involve using Application Enhancer (APE) and is considered a not 'nice' thing to do. Looks like that app idea is destined for the big recycling bin in the sky :)
I would like to create/start a simulator for the following microcontroller board: http://www.sparkfun.com/commerce/product_info.php?products_id=707#
The firmware is written in assembly so I'm looking for some pointers on how one would go about simulating the inputs that the hardware would receive and then the simulator would respond to the outputs from the firmware. (which would also require running the firmware in the simulated environment).
Any pointers on how to start?
Thanks
Chris
Writing a whole emulator is going to be a real challenge. I've attempted to write an ARM emulator before, and let me tell you, it's not a small project. You're going to either have to emulate the entire CPU core, or find one that's already written.
You'll also need to figure out how all the IO works. There may be docs from sparkfun about that board, but you'll need to write a memory manager if it uses MMIO, etc.
The concept of an emulator isn't that far away from an interpreter, really. You need to interpret the firmware code, and basically follow along with the instructions.
I would recommend a good interactive debugger instead of tackling an emulator. The chances of destroying the hardware is low, but really, would you rather buy a new board or spend 9 months writing something that won't implement the entire system?
It's likely that the PIC 18F2520 already has an emulator core written for it, but you'll need to delve into all the hardware specs to see how all the IO is mapped still. If you're feeling up to it, it would be a good project, but I would consider just using a remote debugger instead.
You'll have to write a PIC simulator and then emulate the IO functionality of the ports.
To be honest, it looks like its designed as a dev kit - I wouldn't worry about your code destroying the device if you take care. Unless this a runner-up for an enterprise package, I would seriously question the ROI on writing a sim.
Is there a particular reason to make an emulator/simulator, vs. just using the real thing?
The board is inexpensive; Microchip now has the RealICE debugger which is quite a bit more responsive than the old ICD2 "hockey puck".
Microchip's MPLAB already has a built-in simulator. It won't simulate the whole board for you, but it will handle the 18F2520. You can sort of use input test vectors & log output files, I've done this before with a different Microchip IC and it was doable but kinda cumbersome. I would suggest you take the unit-testing approach and modularize the way you do things; figure out your test inputs and expected outputs for a manageable piece of the system.
It's likely that the PIC 18F2520 already has an emulator core written for it,
An open source, cross-platform simulator for microchip/PICs is available under the name of "gpsim".
It's extremely unlikely that a bug in your code could damage the physical circuitry. If that's possible, then it is either a bug in the board design or it should be very clearly documented.
If I may offer you a suggestion from many years of experience working with these devices: don't program them in assembly. You will go insane. Use C or BASIC or some higher-level language. Microchip produces a C compiler for most of their chips (dunno about this one), and other companies produce them as well.
If you insist on using an emulator, I'm pretty sure Microchip makes an emulator for nearly every one of their microcontrollers (at least one from each product line, which would probably be good enough). These emulators are not always cheap, and I'm unsure of their ability to accept complex external input.
If you still want to try writing your own, I think you'll find that emulating the PIC itself will be fairly straightforward -- the format of all the opcodes is well documented, as is the memory architecture, etc. It's going to be emulating the other devices on the board and the interconnections between them that will kill you. You might want to look into coding the interconnections between the components using a VHDL tool that will allow you to create custom simulations for the different components.
Isn't this a hardware-in-the-loop simulator problem? (e.g. http://www.embedded.com/15201692 )