Making a live audio streaming webpage problem - interface

I'm working on an project for which I would need to make a webpage with very simple interface, just consisting of several buttons. These buttons should serve as a press play/pause buttons for playing a particular live audio only stream. The streams should be played at the press of the button without any additional interface or windows popping out, essentially playing in the background. Also it would need to be possible to play more of them simultaneously. I was planning to use OBS as a streaming program.I am not a developer, but a designer, I have reached out to several wed developers with this project but all of them could only make this work with only prerecorded audio and not live audio streams.Does anyone know a solution for this problem, or at least what should I look at, it would be really helpful.
Thank You

Related

Google Assistant for voice-input game

I'd like to develop a game/skill on Google Assistant that requires the following, once the user has entered the game/session (“hey Google, start game123”)
playing an audio file that is a few minutes long
playing a second audio file while the first clip is still playing
always listening. While the files are playing, the game needs to listen and respond for specific voice phrases without the “Hey Google” keyword.
Are these capabilities supported? Thanks in advance.
"Maybe." A lot of it depends what devices on the Actions on Google platform you're looking to support and how necessary some of the requirements are. Depending on your needs, you may be able to play some tricks.
Playing an audio file that is "a few minutes" long.
You can play audio using SSML that is up to 120 seconds long. But that will be played before the microphone is opened to accept a response.
For longer files, you can use a Media Response. This has the interesting feature that when the audio finishes, an event will be sent to your server, so you have some limited way to handle timed responses and looping. On the downside - users have to say "Hey Google" to interrupt it. (And there are currently some bugs when using it.)
Since you're doing a game, you can take advantage of the Interactive Canvas. This will let you use things such as the HTML <audio> tag and the Web Audio API. The big downside is that this is only available on Smart Displays and Android devices - you can't use it on Smart Speakers.
Playing multiple audio tracks
Google has an extension to SSML that allows parallel audio tracks for multiple spoken and audio output. But you can't layer these on top of a Media Response.
If you're using the Web Audio API with the Interactive Canvas, I believe it supports multiple simultaneous inputs.
Can I leave the microphone open so they don't have to say "Hey Google" every time.
Probably not, but this may not be a good idea in some cases, anyway.
For Smart Speakers, you can't do this. People are used to something conversational, so they're waiting for the silence to know when they should be saying something. If you are constantly providing audio, they don't necessarily know when it is their "turn".
With the Interactive Canvas devices, we have a display that we can work with that cues them. And we can keep the microphone open during this time... at least to a point. The downside is that we don't know when the microphone is open and closed, so we can't duck the audio during this time. (At least not yet.)
Can I do what I want?
You're the only judge of that. It sounds like the Interactive Canvas might work well for your needs - but won't work everywhere. In some cases, you might be able to determine the capabilities of the device the user is playing with and present slightly different games depending on the features you have. Google does this, for example, with their "Lucky Trivia" game.

What protocol to use when sending video to multiple devices simultaneously

I don't know if this is the right place to ask, but I have a question..
I am working on a students project where we want to stream a video from one server to multiple devices. But the video should only play on one display at a time. The other displays should be black. But if you switch to another display, the video should continue seamlessly. (Please ask if you need clarification)
The video outputs can be plain displays or with additional servers so a wide range of protocols can be implemented. Wifi connection is possible. Web solutions for running the video in a browser is also possible.
I thought of a lot of alternatives like DLNA, RTP or Chromecast. But I don't know where to start and which is the right solution. It is important that the video that is streamed from the server can be continued on any display seamlessly.
If would mean much to me if you'd give me a hint.

Stream Audio off site for iOS app?

I am working with a group at developing an app that will essentially be a 'radio' app. One view that will just play whatever audio is streaming at the time, and another view or two of archives to listen to past programs. What I am working on right now is how to assemble the view to play. The site in question is on-this-rock.org and the source for playing is here
Any suggestions for how I can best go about building the player to stream in the audio, without needing the rest of the site graphics?
Thanks
The stream URL is actually:
http://s4.voscast.com:8080/
This is just a SHOUTcast stream. You can build your radio player to connect directly to it. No need for the HTML/Flash on the website itself.
You can find this easily by looking at your browser tool's network tab, or by using a tool such as Fiddler or Wireshark.

playing streamed content in an app

I have a number of music tracks which I would like the user to be able to preview a small clip of each.
These tracks are on a server.
How is media streamed into the app and which player is used? Can a custom player be created to play the clips within the view, without e.g. quicktime player opening?
Thanks
If you don't want to use QuickTime, the matter is rather complex, as far as I know. Fortunately, a lot of work already has been done for you by Matt Gallagher. See this excelent post for further information. The code, that he provides works perfectly in my application.

How to record sound of a key press on iphone?

I am developing an application in which I want to record the sound of a piano key press. I'm not able to find anything relevant on the internet which helps.
Can anybody share the code or any link which shows how to record the data of the piano key press, store it somewhere in memory and then play it again?
or
If anybody knows how to get the key press event of the keyboard and record it, that would also be appreciated.
Thanks,
Mishal
It sounds like your particular need does not involve MIDI or capturing notes from a digital piano, if I am reading correctly. You want just the audio sound of a piano, to play back on an iPhone app?
A few questions/thoughts:
First, do you just need one note/sound? If so you should be able to easily find a sound file that is to your liking on a site that sells sound samples. I myself use sounddogs.com for various odd projects.
Next, what sort of code do you need to play the sound? What programming language are you developing the app in and how do you trigger the sound playback? These details will be helpful in giving you some ideas.
Finally, if the main obstacle is just finding and recording the sound, this question may be better moved to superuser.com since that site deals more with general computer questions, media, and technology. (StackOverflow is focused strictly on programming.)