AVCaptureVideoDataOutput on iPhone 3G? - iphone

Does the iPhone 3G supports the functions of the AVCaptureVideoDataOutput class? Or is it limited cause of the lack of the video feature?

Yes it does, it runs on 4.0 and higher. Here's some (buggy) Apple sample code AVCam to run and play with. Also, if you're thinking of making something serious, here's a nice post explaining what's wrong and can be done better and simpler with AVFoundation framework.

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Reverb with OpenAL on iOS

Is there any possible way to do reverb using OpenAL on iOS? Anyone have any code snippets to achieve this effect? I know it's not included in the OpenAL library for iOS, but I would think there's still a way to program it in.
Thanks.
Reverb is now natively supported in OpenAL (as of iOS 5.0). You can view a sample implementation on the ObjectAL project:
https://github.com/kstenerud/ObjectAL-for-iPhone
Just grab the most recent source from this repository, load "ObjectAL.xcodeproj" and run the ObjectALDemo target on any iOS 5.0 device (should also work on the simulator).
The actual implementation lies in two places:
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
Look for the word 'reverb' in these files (and the corresponding header files) to find the name of the OpenAL properties and constants used to set and control the reverb effect.
Good luck!
You could use pre-rendered audio if the situation allows it. If you want to do it real time look into DSP. Theres no way do to this out of the box that I am aware of.
The additional desktop APIs like EFX and EAX use hardware signal processing. Maybe in the future these hand held devices will implement the full OpenAL and OpenGL APIs, but for now we have the stripped down versions, for practical reasons like cost and battery life etc.
I'm sure there is a way, but its not going to be easy.

iPhone SDK: play a sound with coreAudio

So far i've been using AudioServices to play sounds in my drum app which caused horrible lag etc.
I've been told that if i use coreAudio there will be no lag abd the performance will be better.The person also told me that AudioServices is only used to play short alert sound.
Any idea where i could start with CoreAudio?
If you have any code, it's helpful too :) but tutorials would be better :D.
Thanks in advance!
-DD
I really recommend Apple's documentation and the sample apps they provide:
Core Audio Overview
Audio Unit Hosting Guide for iOS
Example Apps
Audio Mixer (MixerHost)
oalTouch
SpeakHere
iPhoneMultichannelMixerTest
iPhoneMixerEQGraphTest
MusicCube

Play MP3 audio data on iPhone

I need to play mp3 audio data in iPhone continuously. I am getting continuous mp3 data via server in iPhone. Now I need to play this data in iPhone. I cannot access url to play as it is of mms protocol. So, for playing this type of data which is the best method to use. Can anyone help me out with this thing.
Thanks in advance.
You have a few options sanctioned by or directly from Apple. You should look into:
Core Audio and the Audio Toolbox
The AVFoundation Framework
The OpenAL Framework
Also, you can try Matt Gallagher's AudioStreamer class. It should be able to do the job, or at least help you figure out how to do so, if you look at the code.
Between those four options, there should be something to help.
NOTE:
After writing this, I did a bit of Googling and I found this thread that discusses the possibility of streaming MMS media to iPhone. It appears that it is not possible, due to the cost of a license from Microsoft. In theory, the above-mentioned frameworks should do everything you need, but it seems that you cannot because of the licensing issue.
Good luck!
audioPlayer = [[AVAudioPlayer alloc]initWithData:<#(NSData )data#> error:<#(NSError *)outError#>];
try this else tell me more clear what you want to do

Can anyone point me a direction i can follow to learn how to handle audio in xcode

My real objective is to be able to use 1 audio file and create X amount of different pitches and then playing them in the app using some code to handle the timing.
TIA for any helpful insight
You can read Core Audio documentation.
See this answer, which recommends using the AVFoundation framework.
Core Audio is supposed to be fairly low level. Great if you need more flexibility/control, but AVFoundation may be more appropriate for your app.

iPhone AVAudioRecorder Guide?

Can anyone point me to a tutorial or discussion that provides a clear-cut, full explanation of how to use the AVAudioRecorder method of recording audio in iPhone apps? Although I'm new to iPhone programming in general, I do have a basic understanding and yet all my attempts to use AVAudioRecorder have failed miserable. Much appreciated!
Sample code and documentation can be found here. You can fill in the blanks with searches here on StackOverflow. If you haven't started with Audio, it's best to look at the Apple docs and example code first. Then have a look at other sources. This is where a good book on iPhone development comes in.
To use AVAudioRecorder you first need to enable the AVAudioSession and init and start AVAudioRecorder, here's my example of how to set everything up and measure the level of "loudness" for instance http://www.mikitamanko.com/blog/2017/04/15/swift-how-to-get-decibels/