I've started looking on the subject of Acoustic Fingerprint (http://en.wikipedia.org/wiki/Acoustic_fingerprint) for a pet project of mine for the iOS and I was wondering if there are:
Any opensource libraries or source code for the iOS that handle this?
Assuming I'm a veteran jack of all trades coder, is it very problematic to implement this myself if there is no open-source versions?
Will the Accelerate DSP library in iOS able to handle such a task?
Thanks
you may want to check out the EchoPrint CodeGen library by The Echo Nest. They even have a fully functional iOS code example.
You can find some additional links to open source audio fingerprinting related software in this MusicBrainz article, but AFAIK the EchoPrint library is the only one that has a license that is compatible with iOS apps.
Good Luck!
Not of my knowledge
No problem for a veteran, that won't be easy, but achievable.
Never looked into.
Even in java, this might be an interesting reading.
Before doing anything, especially if you intend to sell on AppStore, take care that these techniques/algorithms are patented. Read what happened to the above blog post writer.
Will the Accelerate DSP library in iOS able to handle such a task?
NO
I also notice that you put the tag "voice recognition". Just to make sure voice recognition as nothing to do with audio identification/acoustic fingerprinting !!
Related
i'm trying to make a C++ engine that will read a mp3 file, and make some image zoom/translation depending on the time of the reading sound file. I think I could use OpenGL ES to render what I want, and calling some OpenGL ES instructions in my C++ files, and init my drawing context in Obj-C/Java. I want to do the same for the sound, but i don't really know what to use, and if I can really do it or not in C++.
I searched for library so I found Bass and Fmod (which is not free for commercial use). They said it's multicross platform (Windows, Unix, MacOS) but I dont understand if it manners for mobile, and if I can really use it. Does anyone have been through this? Do you recommand me another free library?
Thanks again, and I apologize for my poor english,
Arnaud
Have a look at libpd (Pure Data for embedded applications)
http://download.puredata.info/libpd (the library has been released very recently, but the code is very mature indeed)
http://createdigitalmusic.com/2010/10/libpd-put-pure-data-in-your-app-on-an-iphone-or-android-and-everywhere-free/
Audio is often problematic and it is pretty much always a good idea to write your own high-level API that does exactly what you want to do (and nothing else) and to assume you will then be writing a thin layer between it and whatever audio library you are using underneath. If you're lucky and there's a library available that does things the way you would do them then it's trivial. If not, at least it's still possible. In either case, your app code is not tied to an external sound API.
I have used FMOD on multiple different commercial projects over the years for PC, Mac and iPhone, and have always liked it - but it's not free. OpenAL has always seemed sorta, I dunno: clunky? But you only have to deal with it when writing your API layer, and your app code never has to see it.
It's easy for me to say "write your own API" since I've been writing commercial games for 20 years and so know what I think an audio API should look like. If you don't have your own idea how you think it should be, then I suggest you look at a 3rd party library that makes sense to you and take the functions from it that you will be using and write your own API to do be a set of functions that do nothing but call those.
Since you have both OpenAL and FMOD available to you free for development you can then make your API work with both, and chances are it's then going to work with anything else you might come across.
OpenAL may be your best bet. Look at this answer: Android OpenAL?
It seems possible to compile OpenAL on Android.
If you are looking for just PCM audio input/output ( and not MP3 decoding ) try PortAudio or RTAudio
RtAudio or PortAudio, which one to use?
I have googled this thing but am unable to find the answer.
What I have to do is I have to record a sound using iPhone and have to replay it using different accents(British,UK etc...)
Is there any API available or is there any framework provided by Apple to do this.
Thanks in advance for any help..
This is a research topic in speech processing for which you might have to do a lot of reading of academic papers.
There is no API for this, other than for generic audio IO and DSP functions.
Is there any API available or is there any framework provided by Apple to do this.
I'm struggling to think of why Apple would provide an API for this, or why anyone else would for that matter! There aren't exactly many use cases.
Voice recognition systems have a hard enough time trying to understand heavily accented dialects, so what you're asking is computationally difficult, if not impossible.
I am developing an iPhone application (like Audio Processing). I have to give some effect to the audios.
If it is desktop app, many options are there. We can get good examples and full project like audacity. But I want to develop for iPhone.
I got an app with reverb option; (take a look at following link). Just I watch the "video", I did not test this application in my iPhone device.
http://www.appstorehq.com/reverb-iphone-89870/app
My question is; How can I develop the app with reverb functionality ? Is there any documentation for that ? If it is, just share with us.
NOTE: We can use AudioUnit to develop the app with reverb functionality (I am not clear with this.).
EDIT: I don't like to use any third party library.
If anybody having knowledge about this, please share with us.
Thanks.
if yourre targeting ios5 you can just the audio unit subtype kAudioUnitSubType_Reverb2 of the effect audio unit.
reverb unit
AudioComponentDescription auEffectUnitDescription;
auEffectUnitDescription.componentType = kAudioUnitType_Effect;
auEffectUnitDescription.componentSubType = kAudioUnitSubType_Reverb2;
auEffectUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
AUGraphAddNode(
processingGraph,
&auEffectUnitDescription,
&auEffectNode),
Failing that you could just write your own reverb code in the remoteio callback. A simple delay might be easier to do and would sound similar.
iOS 5.0 brings native OpenAL support, so it is now much easier - you don't have to code the algorithm yourself. It also bring support for a variety of reverb spaces:
Small Room
Medium Room
Large Room (2 configurations)
Medium Hall (3 configurations)
Large Hall (2 configurations)
Plate
Medium Chamber
Large Chamber
Cathedral
I suggest that you try the ObjectAL wrapper which already has a great support for the reverb effect:
https://github.com/kstenerud/ObjectAL-for-iPhone
Grab the source from this repository, load "ObjectAL.xcodeproj" and run the ObjectALDemo target on any iOS 5.0 device (should also work on the simulator). This will give you a good starting point and feeling of what the reverb effect is capable of.
If you still don't to use any 3rd party library, you can just grab the relevant pieces from ObjectAL. Look for the reverb-related code in the following source files (and their corresponding headers):
https://github.com/kstenerud/ObjectAL-for-iPhone/blob/master/ObjectAL/ObjectAL/OpenAL/ALListener.m
https://github.com/kstenerud/ObjectAL-for-iPhone/blob/master/ObjectAL/ObjectAL/OpenAL/ALSource.m
https://github.com/kstenerud/ObjectAL-for-iPhone/blob/master/ObjectAL/ObjectAL/OpenAL/ALWrapper.m
Good luck with your project!
AUs are a good place to start.
write your own reverb AU which contains a reverb implementation. there are tons of ways to implement a reverb. a medium/long convolution reverb is much to ask from a phone, but something such as a FDN (feedback delay network) will not require a lot of memory or CPU.
both implementations are easy to implement, if you're familiar with audio programming and optimization. the tough part is actually making one that sounds very good and performs well.
if you're unable to write optimal low level code or you do not (presently) understand basic audio signal processing, then you'll have a few obstacles to overcome -- it may be a long road in that case.
Searching the iOS documentation for "reverb" produces a link to the Core Audio Overview, which references reverb as an "effect unit." Perhaps that's worth further study?
No good, I have attempted the audio unit approach and even though it is in the documentation it is "not" implemented yet by the apple engineers. Each time you call the function to set the reverb property you will only get failure status code. You would have to implement your own reverb effect. Try reading some DSP book and you might find a clue.
you need to learn some DSP-level coding, the DSP cookbook book is okay and there are others out there. But basically you need to be comfortable with handling audio signal in the frequency domain and things such as FFT's. Once you have that, implementing a reverb filter should be straight-forward.
This is an answer I've given before, but I believe it is relevant here. I am going to agree with the others and say that you are going to have to become a bit more familiar with core-audio if you want to do this properly.
I highly recommend this core-audio book. It will teach what you need to do this right and will save you a lot of frustration.
The chapter on audio effects has not been published yet, but if it is anything like the rest of the book it's worth the wait.
EDIT
You will most likely need to do this with an audio effect (which is a form of an audio unit).
In my application, I want to copy a song from iPod Library.
How can I do that?
Yes. It is possible, but hardly practical, to access raw song data. What you do from there is up to you. Here is a lengthy and detailed description of the process: http://www.subfurther.com/blog/?p=1103.
EDIT: Please be aware of App Store guideline 9.1 before making use of this technique. These guidelines require a developer login, so I've removed them from my post.
I think you can't.
Apple should not allow this !
Edit : see iPod Library Access Programming Guide but I don't think you can access to file. Just metadata.
if iMovie can do it, and they say it is done with all public API's they are in direct conflict with themselves...
Maybe this gives them wiggle room to allow you to post iPod library content to YouTube, since YouTube handles the appropriate detection of sensitive audio. This is sticky but here is the final solution you should learn from to do the job...iPodLibrary Music to PCM Samples revised
Checkout this it will helps you
https://github.com/davidcairns/MediaPlayerDemo
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