I'm using the AoG Trivia sample code (there's so much depth to this code!) that it's easier for me to grapple with its functions. I'm trying to create audio-only questions (I host .ogg files in a GCP bucket), but when I use the ssml method in ssml.js .audio, it fails to use the url to speak the .ogg file. Is there a special way to enter the questions in the question.json file, that are urls to audio files? I checked that the ssml was valid using the simulator.
Thanks for your help!
OK, so my bad, in the code I was leaving out the AUDIO_BASE_URL which is used to point where the hosted audio files are in Firebase. However ... a new problem has arisen, but I'll close this question. (I get different behaviour of playing the audio on the simulator&Google Assistant on Android vs Google Home, coupled with some intermittent network time-outs - I've raised it with Google :)
Related
I ran into this problem in Safari where it appears that WebRTC is not fully supported. So when I call
navigator.webkitGetuserMedia()
I get an undefined error.
So my question to the community is what is the best way to write a Meteor app that captures Video on a mobile device and saves it on the said device.
If you have done this, I would appreciate it very much if you could share with me and the community how you went about this.
Specific Answer
The modern API is: navigator.mediaDevices.getUserMedia(constraints). See the docs here.
In the past, I've been unsuccessful with getUserMedia on iOS, but according to this post it can be done on iOS 11.
As for saving it, you can write to the browser's file system, but that API is only supported in Chrome. If you want to write to the camera roll, you'd need native code in the mix.
General Advice
I've spent several years of my life dealing with recording, uploading, and processing video using meteor. If you are doing anything more than trivial web recording, these observations may save you some time:
Chrome (on everything but iOS) has the best API for web recording. If you can require chrome for recording, that's ideal. Firefox is a close second, only because it doesn't support the file system API.
If you need to record and upload long videos on iOS, build a native app. Don't consider any kind of hybrid - that's a serious trap. The number of corner cases and things you need to check is pretty astounding, and the only way to get over those hurdles is with native code.
I would like to use chrome speech recognition WebKitSpeechRecognition() with the input of an audio file for testing purposes. I could use a virtual microphone but this is really hacky and hard to implement with automation, but when I tested it everything worked fine and the speechrecognition converted my audio file to text. now I wanted to use the following chrome arguments:
--use-file-for-fake-audio-capture="C:/url/to/audio.wav"
--use-fake-device-for-media-stream
--use-fake-ui-for-media-stream
This worked fine on voice recorder sites for example and I could hear the audio file play when I replayed the recording. But for some reason when I try to use this on WebKitSpeechRecognition of chrome then it doesn't use the fake audio device but instead my actual microphone. Is there any way I can fix this or test my audio files on the website? I am using C# and I couldn't really find any useful info on automatically adding, managing and configuring virtual audio devices. What approaches could I take?
Thanks in advance.
Well it turns out this is not possible because chrome and google check if you are using a fake mic ect, they do this specifically to prevent this kind of behavior so people cannot get free speech to text. There is a paid api available from google (first 60 minutes per month are free)
Firstly, as this is essentially a multi-disciplinary question, please feel free to submit answers which only answer one part of the post - I will upvote answers which satisfy any of the questions below.
Hi, we are putting together an installation in which:
Audio comes in through a microphone to an FM transmitter
Transmitted to receiver
Receiver is plugged into computer's Line In
Audio is recorded/streamed as an .m3u stream, or recorded, and then uploaded(?)
Stream is accessible by scanning QR code on iPhone/Android.
I have a few questions around the subject that I was wondering if people could help with.
This is kind of a minor first question, if you are able to answer the second question, but is the best way to deal with incoming audio to record it 'before' uploading it, resulting in a delay, or is it to stream it?
I'm not sure of the best way to host the upload, as I suppose that it would be either an .m3u stream or some kind of progressive .mp3 that would need to be uploaded somewhere that supported this. Any advice? Is this kind of thing possible with free webhosting solutions? It would preferably be above 128kbps, too.
Initially, I presumed that the easiest way to have an audio stream linked to a URL that allowed for QR code linking was to build a very simple webpage with a media player on it, so that the end user wouldn't have to download any external application, and it could be done through the Android/iPhone browsers. Is this the case? Is the easiest way of doing this with something like <video> or <audio>, or is the HTML5 support for the mobile browsers not yet good enough? What are the alternatives? Something like jPlayer looks like it would work?
Thank you for your responses, I can give any necessary technical information you may find relevant, but these are quite broad questions. We can run the stream from either OSX 10.7 or Windows 7, as we have both, so recommendations for suitable software for either platform are welcomed.
Thanks again!
EDIT: Information from jPlayer.org -
HTML5 Audio Streams
HTML5 browsers and their support for audio streams. (Note that, jPlayer's Flash fall-back for non-HTML5 browsers works with MP3 streams.)
Audio streams work on:
Firefox (OSX, Win): OGA
Safari (OSX): MP3
Mobile Safari (iOS4 iPad/iPhone/iPod): MP3
Opera (OSX, Win): OGA
Chrome (OSX, Win): MP3, OGA
IE9 (Win): MP3
No mention of iOS5 or Android, but I used my android phone to check out the jplayer 1.2 stream demo they have up on their site, and it works. Seems like this could be the answer, but I need to know a little more about hosting, and perhaps iOS5 compatibility, though I'm sure it must work going forward. Anyone?
I recommend going with a standard SHOUTcast/Icecast setup.
First, you need an encoder. I recommend Edcast if you're doing this under Windows. The encoder is responsible for listening to your sound card, and encoding/compressing the raw PCM data into MP3, or whatever format(s) you need.
Next, you need a server. Again, SHOUTcast or Icecast will work great for you. No, you typically cannot host this on any free web hosting provider. Fortunately, hosting for SHOUTcast streams is cheap, and readily available. You can also host the server yourself, if you have the necessary bandwidth. It doesn't take much CPU/RAM.
Finally, you need a player. Your jPlayer will work just fine. For iOS, I usually just link to the playlist file and let it play. On Android, you can do a Flash player. HTML5 compatibility is there though, and jPlayer would be the way to do it.
Also note that there is no such thing as a ".m3u stream". A .m3u file is nothing but a playlist file, that contains the URL to the streaming audio. That's all.
For the QR code, just link to a web page URL that contains your player. That's all you have to do.
If you have more specific questions as you go, you should post them as separate questions here.
I'm looking for a solution of capturing a Microphone on a website.
I would really like it to be open source and/or at least free (if I have to install a special server or what/not)
Quality of sound is the most important issue here.
This has already been asked: Is it possible to record sound with HTML5?
There is no real HTML/JavaScript solution yet. It can be done with Flash, however. If you want to do that, here's a good example and tutorial.
#Asaf well to add to already given flash solutions ,
Flash
http://sziebert.net/posts/server-side-stream-recording-updated/ . This solution uses Red5 and flash ( getMicrophone() call http://livedocs.adobe.com/flash/9.0/main/00001866.html ) .
Silve Light also has Sound Capturing facility . ref: https://twitter.com/chuckstar/status/10541469193
Java
There is a sample working code in Java which can record sound in Ogg file Fomrat , but i am not sure if it can work on websites http://code.google.com/p/mind-listening/source/browse/trunk/freemind/mind-listening/jorbis-0.0.15.jar?spec=svn37&r=37
Well, I will try best not to make it as a 'I just want the code' question...
I'm recently working on a project which requires some audio signal processing from local music files (e.g. iTunes Library). The whole work includes:
Get the PCM data of an audio file (normally from iTunes library); <--AudioQueue (?)
Write the PCM data to a new file (it seems that Apple does not allow direct modification on music tracks); <--CoreAudio(?)
Do some processing and modification, like filters, manipulators, etc. <-- Will be developed in C++
Play the processed track. <--RemoteIO
The problem is, after going through some blogs and discussions:
http://lists.apple.com/archives/coreaudio-api/2009/Aug/msg00100.html, http://atastypixel.com/blog/using-remoteio-audio-unit/
http://osdir.com/ml/coreaudio-api/2009-08/msg00093.html
as well as the official sample codes, I got a feeling that the CoreAudio SDK allow us to apply audio processing only on voice demos recorded from Mic.
My question is that:
Can I get raw data from iTunes library tracks instead of Mic input?
If the first question is 'No', is there a way to 'fool' the SDK to let it think it is getting data from Mic input, not from iTunes? (I have done some similar 'hacking' stuff in C# before XD)
If the whole processing just doesn't work, can anyone provide some alternative ideas?
Any help will be appreciated. Thank you very much :-)
Thanks.
Just found something really cool yesterday.
From iPhone Media Library to PCM Samples in Dozens of Confounding, Potentially Lossy Steps
(http://www.subfurther.com/blog/?p=1103
And also a class library by MIT:
TSLibraryImport: Objective-C class + sample code for importing files from user's iPod Library in iOS4.
(http://bitbucket.org/artgillespie/tslibraryimport/changeset/a81838f8c78a
Hope they help!
Cheers,
Manca
1) No. Apple does not allow direct access to PCM data of songs. Otherwise you could create music-sharing apps, which is not in Apple's interests.
2) No. Hacking and getting approved is impossible due to Apple's code approval mechanism.
3) The only alternative I could think of is that you have to do the processing part on PC/Mac and then transfer it to the iPhone. Or you would have to store the files in your own applications folder - you should be able to load and process these via CoreAudio.
I know this thread is old but... did this work for you, Manca? And did this app get approved?
EDIT: just discovered the AVAssetReader class, introduced since iOS 4.1, should help