Is it possible to communicate between device via generated sound? [closed] - flutter

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There's a digital card app called "Bumpp" that enables app to app communications when both devices brought near (akin to NFC, but this does not need the device to be put back to back). One device continuously broadcasting the sound, and other device continuously listen for any sound emitted. The app claims to emit ultrasound audio, but I guess audio in any frequency is good enough for me.
Is it possible to achieve the same via Flutter?
The sound emitted must be distinguishable from other audio, so my app doesn't accidentally pick up and translating sound from other audio picked up.
I just need to transmit a simple thing, like an integer or something. No need to transfer things like file.
Both app I presume will need some kind of agreed protocol, on what sound pattern to emit, and what sound pattern to listen.
Is there any good place where I can start reading about this?

I don't think there is a Flutter-specific library to achieve this, but since Flutter apps can use any native API via MethodChannel, there is no way it can't be achieved because it is Flutter.
Here's the working solution I found: qrtone
Unfortunately, it seems to have dead before reaching version 1.0, but the minimum requirements are already in place.
It has a Web demo and an Android demo. It also has a C port according to the readme (see bottom) which may be necessary for use on iOS.
As mentioned in the readme, the communication method itself is very similar to traditional communication methods such as dial-up connections or barcodes (not QR). If you want to implement from scratch, I suggest you start looking into that area.

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Which technology is the best to inform clients about server events immediately? [closed]

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I'm going to create a game.
At first it will be the browser game.
Later it will be APP (Android, iPhone game).
At the server side I use nginx, apache, php.
=================
I need to inform online players about different events.
For example: one user is attacked by another one. I should inform him about that immediately.
Classical AJAX can't wrong there. I've read some about comet, web sockets and some other technologies.
But I still can't understand, which solution is the best for me?
Please, help me with the decision.
WebSocket should be the preferred option. It is a broadly supported technology.
It is a persistent, full duplex connection, compatible with all major browsers http://caniuse.com/websockets
maybe you could try Server Sent Events.
with SSE, a constant connection is maintained, until the page is unloaded, if something goes wrong with the connection or if you close the connection manually.
everytime something happens, e.g. a player is being attacked, you send an event command to the client, which then takes action depending on the event data.
although it does not work in every browser yet, it is a technique you could try
http://www.html5rocks.com/en/tutorials/eventsource/basics/ gives some further explaination on SSE and on how to set it up
Go with WebSocket. Using this, you can handle both the data sent from client browsers to the server (e.g. "user A attacks user B") and data sent from the server over a single channel. This saves server resources - and having a single technology is better than two separate ones (AJAX + something for the back channel).
Additionally, there are libraries for WebSocket for Android and iOS, so you could also attach native clients there in the future.
Since you'll need to distribute events to multiple clients at once, using something like Publish & Subscribe on top of WebSocket would make sense.
I suggest taking a look at Crossbar.io - it's an open source application router which does Publish & Subscribe out of the box.
Full disclosure: I work for Tavendo, the originators of the Crossbar.io open source project.

What is the best ACR (auto content recognition) technology for building a second screen television app with? [closed]

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What is the best ACR (auto content recognition) technology for building a second screen television app with ?
Potential solutions may include: tvsync, tvtak.tv, civolution, and audible magic.
Civolution primarily provides watermarking technology and Audible Magic provides digital fingerprinting. Watermarking is good for forensics but Fingerprinting is better suited for second screen applications. TVtak requires you to use the camera on the phone which might be less convenient for users to use. Both Civolution and Audible Magic listen via the microphone. TVsync is new to the market and is unproven. Audible Magic has probably been around the longest and owns many patents which gives them a significant advantage.
With watermarks, a barely detectible tone needs to be inserted into the original content during production. That is not the case with fingerprinting.
As pointed out above, there is no straight forward answer on "what is the best ACR ?" as it depends on the requirements and what use case you are trying to cover and what content you are trying to deliver. We at mufin offer a audio fingerprinting technology that is very robust and is optimized for mobile applications that do not necessarily require an internet connection. Compared to watermarking, audio fingerprinting does not require a modification of the reference audio signal which is one of the main advantages.
you may check syntec tv (audio fingerprinting solution) for what they offers. It is really efficient and fast recognition which they can provide.

Music pitch affecting a game [closed]

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In windows media player, do you know that music visualization graph that changes based on frequency and pitch? What I want is to implement this into an iphone game.
I'll try to explain this as well as I can. I will be playing classical music in a game. I want to use the music's volume/pitch/whatever it is called, to affect gameplay. Like, if suddenly in the music, the volume raises (not the volume of the iphone, but the actual playing of the music) it would increase the chances of a spawn or something.
I'm not asking for a guide on how to implement this, I want to know if there is something that can give me numbers or something based on the pitch/volume/high and low notes of the song that was playing in a game.
Oh and if anyone can tell me what the name of the music graph I am looking for, it would be greatly appreciated.
This sample shows how to do what you want to do. The visualizer in WMP uses the amplitude (volume) of the signal as well as frequency information (using Fast Fourier Transform - probably) to construct the visualization effect.
You can also use the simpler AVAudioPlayer API, if you're interested in just responding to the music's current volume level (and if you want to skip the frequency analysis part). The API includes a callback that notifies your app periodically of the current audio volume.

Any API to share data between two iphones/ipod touches/ipads? (Except GameKit) [closed]

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is there any framework/api to easily to find other devices and share data between them?
Not gamekit please. And bonjour would be great but it is to complex to build..Mayby there's any API that uses Bonjour?
EDIT: Is there any API/Framework that is based on Bonjour?
I know that you've dismissed Bonjour outright, but you might be able to leverage a wrapper class to make it more manageable. For example, Bill Dudney created such a wrapper within his sample Bonjour iPhone application (described here). I generated a Mac version of this sample application to show how you can communicate between the iPhone and a desktop PC. You can see this in action in the Networking session of my class on iTunes U, as well as some other examples of peer-to-peer communication.
For device-device discovery and communication, Bonjour or something based on it (like GameKit) is going to be your best choice. Bonjour is the only way to do discovery of local iPhones over Bluetooth, for example (again, GameKit leverages this). It also works transparently with WiFi or Bluetooth, so you can create communication code that is network-agnostic.
GameKit provides a nice abstraction layer above Bonjour, so I wouldn't immediately reject it. You can decide to not use the system-supplied GKPeerPickerController if you were concerned about the user interface of this.
Dropbox has an API:
https://www.dropbox.com/developers
Bonjour would probably be the best to go with. It's supported by Apple, so you can count on it working for years to come and will only get better with time.

Programming an IPTV application- Client/Server [closed]

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I am part of a team which has been given a task to deploy an IPTV solution for a company. The system has been architect-ed like this.
There is Video capture card , which receives satellite signals from a satellite receiver. This video capture card is part of a windows 7 machine. The signals need to be trans coded here and passed to a streaming server which will be received by end users.
The end users will be desktop users having a C#.NET application installed to view the channels.
I am confused at the choice of server software as I have multiple choices - Windows Media Server, VideoLan (VLC project), or Flash Media Server, it also supports MPEG-2 HD.
My main aim to be able to stream MPEG-2 channels with HD quality and encrypt the channels at the server end so that the streams can be protected. I know reversing is possible but it wont be easy as for every naive user with wireshark snooping my streams.
If any of you here has ever done such an implementation please do suggest me the best technologies I should go for.
Iam open to C#,C++ and other similar languages. Any help shall be deeply appreciated.
edit: End Users shall be part of Internet and not necessarily a lan, reason for this question is internet doesn't support multicast like Lan, so I need some suggestions.
Guys, We have finally settled to use XMBC , Boxee's code base for our solution.