I am implementing a music app in a flutter. In the app, I want to implement a music equalizer first, and together with this want to implement a visualizer.
like this : Qualizer and Visualizer
I have used this package Qualizer but it doesn't provide sound null safety. so I need an alternative to this.
I've been trying to do the same thing and I was able to implement an equalizer using this package just_audio but the only problem is that it only worked on Android and I couldn't make it work on IOS, I found an issue on GitHub discussing this matter but it was kinda confusing I'm trying to make it work still GitHub link
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I am trying to create a video streaming app in Flutter, using Mux. I also want to track user data to help recommend more specific videos per user. However, I do not know how exactly to integrate mux/data with the video_player plugin in flutter. Have I misunderstood how exactly these plugins/services work? I am using flutter for my frontend and python for the backend.
Links:
video_player: https://pub.dev/packages/video_player
mux/data: https://docs.mux.com/guides/data/track-your-video-performance
You could use this player instead which is functional: https://pub.dev/packages/mux_player
However, I'm struggling to make it autoplay and not go fullscreen when you play it as it feels kind of weird. It does track all data as you would expect.
I'm trying to build a simple audio-conferencing app similar to Clubhouse in Flutter, but with only the very barebones. I was trying to get started with the flutter WebRTC plugin because I thought that webRTC might be a good try to see if it works, but I couldn't find a way to do audio rooms or anything. I googled for AGES. Is there a way to get this done?
I wanted to make an application which changes the recorded voice into a different sounding voice for ex. Robotic voice, thin voice(high pitched/childlike), heavy voice, funny voice etc.
I already have the recording functionality handled with a plugin, I only want a voice conversion functionality.
Please suggest some plugins/API's compatible with flutter.
I don't think anything like this exist in dart but you can use C plugin to do this using Dart:ffi (https://flutter.dev/docs/development/platform-integration/c-interop)
We are creating an app using Swift on IOS that needs to use custom audio controls: a play button, a stop button, a current time/pos indicator, the duration and perhaps even a seek bar to play 1 audio file that is built into the application. My friend has worked hard on this project but so far was unable to find a solution. Is it possible using mediaplayer or is another api easier, possibly something similar to exoplayer for android apps.
Thanks.
In my opinion I would say that using AVFoundation would probably be easiest since it is built into swift you just have to do import AVFoundation and you would probably want to create an AVAudioPlayer to listen to the music. Also the API is pretty simple. If you need any help getting started I found this article on Mashable that shows how to play audio and how to control it with a custom play and pause button. https://medium.com/yay-its-erica/creating-a-music-player-app-in-swift-3-53809471f663. Also I found on Apple's documentation how to get the current time of the audio playing https://developer.apple.com/documentation/avfoundation/avaudioplayer/1387297-currenttime. I hope I was able to help and if you have anymore questions don't hesitate to ask!
I am developing a cocos2d app.
It's almost completed but now I want to record the activities of my app as a video file, including sound produced by the app.
How can I implement this?
Anybody can help me.
Please suggest a way to implement this.
Thanks in advance.
The question isn't new, but since it isn't answered I thought I'd pitch in:
We provide an SDK called "Everyplay" that allows you to do exactly what you're looking for. It's free to use, and is lightweight.
We provide out-of-the-box integrations for Unity3D, cocos2d (1.x, 2.x), cocos2d-x, and you can of course integrate to a custom OpenGL-based game engine.
The documentation is available at https://developers.everyplay.com/doc
The documentation contains an example app key to use when developing, but you can of course sign up for your own client key at https://developers.everyplay.com/
There are many options - and the fact that your app is cocos2d doesn't matter much.
iSimulate works well. You can actually play the app on your device and record the gameplay as well as the touch events. This is important if you want to show user interaction in your app. You run the app in the simulator but you control it from your device.
If you just want to record the app interaction without caring about showing users the touch events, you can use Screenflow or Jing or some other recording software. I used to use Jing (free) but Screenflow works better for me and it also lets you create more advanced video like a trailer with effects. edit You should be able to capture touch events through the simulator with Screenflow too. You can choose to show them or not. And can use different indicators for those events.
Search on google for mac or iphone recording software. There are many options. I had the best experience with Screenflow because I wanted to make a trailer and gameplay video.
I'm developing similar application which allow user record the activity within cocos2d-x activity.
I'm using screen capture method and then combine it using FFMPEG. The performance wasn't too good thought but is the easiest way to achieve.