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.
Related
I have problem with real-time voice transcription. In my application people can make a video call each other according to their language choice, I want to show subtitles of conversations in real time to users. I used Agora SDK for video call feature. Is it possible to add real-time transcription?
I found Google Cloud Speech API but there is not enough documentation for dart. I would really be pleased if you give me some starting point
It is just a suggestion. I don’t know if it is valid or not, but you can try. You can apply the Java code or Kotlin or Xamarin, this will help you in setting 'Google Cloud Speech API'.
Excuse me for my explanation, I hope to be of benefit to you
I'm somewhat familiar with Cocoa, Objective-C and iPhone Development using Xcode. I'm starting to incorporate this cocoa-wrapper in my iPhone project, but it's a steep learning curve for me. What topics should I be reading on (or buying books for) to understand how to use this wrapper in an efficient manner?
Here are some links to documentation that I find a bit intimidating:
Usage
Sharing
What about this?
SoundCloud API or the Discussion Group for more direct help.
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 !!
I need to support Voice Over (for blind/partial blind persons) for my application. Please guide me how to implement this feature.
This is the Accessibility Programming Guide for iOS .
I think this question is very vague with many aspects, so I'll try to touch a few:
Technically, if you can abstract each string from the interface, this can help: http://www.acapela-for-iphone.com/. From the top of my head, I can think of saying out loud the positions of the interface elements. This approach requires simple interfaces, with few elements on 1 screen and maybe multiple screens for subsequent actions.
The best answer I've seen so far is this article which points to a Stanford lecture by Apple Engineer, Chris Fleisach
http://www.podfeet.com/blog/tutorials-5/build-accessible-ios-apps/
Chris's video: http://www.youtube.com/watch?v=5b0V6MltEnw
The video has what we all are looking for.
In the video starting around the 15:30 sec mark Chris starts talking about the relevant information. The API discussion starts at 19:29 sec.
I suggest to take a look at :
The design criteria to be well known before you code.
The developers guide to get some info about the way to code essential features.
The VoiceOver gestures if you need to know more than just the basic ones.
Some WWDC videos that are summarized and perfectly detailed with video timelapses to get directly the appropriate playback.
Many illustrations help to understand the concepts and the code snippets are provided in ObjC and Swift.
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).