Is there a way to generate tone from flutter? - flutter

I have been searching for the ways about it, but seems like there is not much support for generating tone as of right now, or needs to go through the process of generating a tone file, which then is played right after.
Is there a way to generate song then plays next, without the process of generating the file then plays this file?

I don't even think Flutter provides an out-of-the-box way to play sounds. You need to rely on packages :
If you're looking to trigger native "beep" sounds from the OS : flutter_beep
If you want to generate a soundwave : sound_generator

Related

How to detect audio folders in flutter like MX Player does?

Recently I started working on an Audio Player flutter project. And as a flutter beginner, I had to search for things needed to fulfill the project. I wanted a media folder detection mechanism like the MX Player app does.
But after searching the whole day on the web for it, I didn't find anything useful.
Please suggest to me how to achieve this functionality or are there any packages available for that?
You can do a file scan and filter files found by their extensions (mp3,aac...) to get your audio files.
You should use ContentResolver query like
`Cursor c = context.getContentResolver().query(uri, projection, MediaStore.Audio.Media.DATA + " like ? ", new String[]{"%utm%"}, null)`
Example is shown here

SpeechSynthesizer how to make the sound more human kind

I have a form application where I use the System voice to read words. However, it sounds robotic, how to make it more human-like?
I am using this:
using namespace System::Speech::Synthesis;
AND this:
SpeechSynthesizer^speaker=gcnew SpeechSynthesizer();
speaker->SpeakAsync(textBox1->Text);
The program works though, but I want it to sound like a human.
System.Speech.Synthesis is very VERY old (15+ years old). Thus, it sounds robotic.
You could try using the latest speech platform from Microsoft. NOTE: I worked on System.Speech and on this latest speech platform (Cognitive Services Speech). You can find samples and instructions on how to use this platform here: https://aka.ms/speech/sdk.
Additionally, if you'd like to hear what these voices sound like, you can listen to samples of them here: https://azure.microsoft.com/en-us/services/cognitive-services/text-to-speech/
--robch

Wwise, Resonance Audio and Unity Integration. Configure Wwise Resonance Audio Plugin

I have tried to get a response on Github but with no activity about this issue there I will ask here.
I have been following the documentation and I am stuck when I have imported the WwiseResonanceAudioRoom mixer effect on the bus in Wwise and I do not see anything in the properties. I am not sure if I am supposed to? Right after that part of the documentation is says "Note: If room properties are not configured, the room effects bus outputs silence." I was wondering if this was the case and yes it outputs silence. I even switched the effect to see if it will just pass audio and it does just not with the Room effect, so at least I know my routing is correct.
So now this leads up to my actual question. How do you configure the plugin?? I know there is some documentation but there is not one tutorial or a step by step for us non code savvy audio folk. I have spent the better half of my week trying to figure this out b/c frankly for the time being this is the only audio spatialization plugin that features both audio occlusion, obstruction and propagation within Wwise.
Any help is appreciated,
Thank you.
I had Room Effects with Resonance Audio working in another project last year, under its former name, GVR. There are no properties on the Room Effect itself. These effect settings and properties reside in the Unity Resonance prefabs.
I presume you've follow the latter tutorial on Room Effect here:
https://developers.google.com/resonance-audio/develop/wwise/getting-started
Then what you need to do is to add the Room Effect assets into your Unity project. The assets are found in the Resonance Audio zip package, next to the authoring and SDK files. Unzip the Unity stuff into your project, add a room Effect in your scene and you should be able to see the properties in the inspector of the room object?
Figured it out thanks to Egil Sandfeld Here ! https://github.com/resonance-audio/resonance-audio-wwise-sdk/issues/2#issuecomment-367225550
To elaborate I had the SDKs implemented but I went ahead and replaced them anyways and it worked!

Flash XFL to iOS/XCODE/Interfacebuilder

I am thinking of starting an ambitious project of writing some type of converter to convert the new Flash CS5 XFL format to some type of iOS readable format for building pages. A lot of what I do convert old Flash course over to native applications. They are usually very simple with some basic animations. Some are more complicated than others, obviously.
1) I recently found the XFL format and was wondering if anyone was doing this type of conversion?
2) Has adobe published this file specs yet? I haven't been able to find them, yet.
3) Is this even possible? Has anyone tried and been unsuccessful or would like to work together on this?
I thought of this and wonder if it is a good idea that we insert the code directly in the flash file. That means the tool is written in ActionScript, for example a utility class called SceneExporter. When you want to export a MovieClip, extends it with SceneExporter and when the Flash file runs, it exports the content of that MovieClip to a objective C code text file. Not professional way, but it should work since we have access to all child elements of that MovieClip.

iPhone, OpenCV and CvBlobDetector

I found Yoshimasa Niwa's article about blob detection here:
http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en
And something on realtime face detection here:
http://www.morethantechnical.com/2009/08/09/near-realtime-face-detection-on-the-iphone-w-opencv-port-wcodevideo/
But what I really want to do is realtime blob detection (like http://www.youtube.com/watch?v=LIgsVoCXTXM) using the iPhone 4 camera.
I can find the headers for CvBlobDetector in cvvidsurv.hpp. But trying to use that without modification is not the right thing to do.
How do I get CvBlobDetector to work? Or is there an alternate solution?
Make sure you've followed the instructions to use it properly:
http://opencv.willowgarage.com/wiki/cvBlobsLib
One of the alternative solutions i used and it works good is:
http://code.google.com/p/cvblob/