How to play an mp3 with Apache Royale - mp3

All is in title.
Is there an easy way to play an mp3 and/or show a basic mp3 player (track / play /pause) ?

I found one solution : wrapping a javascript player like https://github.com/kodedninja/microne

Related

Native Client for Screen Capture

I am studying Chrome extensions that do screen recording and make videos out of them. I can not understand how they work yet but I found a common pattern among them all.
They all have a file called video_encoder_main-x86-64.nexe and castify_edit_main-x86-64.nexe which I can not find both them.
I was wondering if anyone who worked before with a similar case where a native client is collecting screen capture to make a webm video or mp4 that I can upload to YouTube.
I want this project to prove a concept for a training company that want to upload screen capture of students solving homework.

Play videos in Sharepoint

In SharePoint 2013 I want to have a web part with 3 videos. When the user click on one of them,
the player will open in a new window. Videos must be streamed in order to preserve bandwidth.
I started learning about the media web part, but I'm still pretty new to SharePoint 2013 so I don't want to spend time on a solution that doesn't work in the end.
If you have any ideas on what solution would best fit my scenario, that would help me greatly.
Thank you.
I have limited experience with video libraries in SharePoint 2013, but here is what has worked for me:
Quicktime formats open in a new window.
WMV format will play in the browser.
I have had a lot of problems with just uploading mp4 files (never finishes the upload, regardless of file size), and haven't tried out the others.
Maybe this will help someone.
The player from Sharepoint 2013 supports only certain formats(for HTML5 : asf, avi, mpg, mp3, mp4, ogg, ogv, webm, wma, wmv ; classic Silverlight Media Web Part supports: asf, mp3, mp4, wma, wmv).
I had to support swf files so I searched for other options. I found this one https://code.google.com/p/youplayer/downloads/detail?name=mediaplayer.swf and it works for me.

adding "read aloud" feature to book app written in Cocos2D

I created a book app and used Cocos2D and physics engine (Chipmunk) to create it. I would like to add "read aloud" feature to it.
So far I found instructions/books and tutorials how to add read aloud feature when book is created with iBook Author (but I couldn't use iBook Author due to some limitations) using Epub3 and SMIL.
I also found a good tutorial from J. Shapiro how to make narrated book using AVSpeechSynthesizer. This helps, only that I would like to use recorded voice, rather than synthesized sound. I don't know if this approach can be modified to do so?
I also know how it can be done in Sprite Kit framework.
The only info that I couldn't find is how to add "read aloud" feature to the app written using Cocos2D. Could it be done within SimpleAudioEngine, or it can be combined with some other engine (possibly from Sprite Kit framework)?
I would appreciate very much if somebody can give me some references/pointers or tutorial links where to look for some answers how to add this feature.
Thanking you in advance.
I would like to use recorded voice, rather than synthesized sound
Good. Add your voice recording audio files (caf, wav or mp3 format) to the project. Play it back at the appropriate time using:
[[SimpleAudioEngine sharedEngine] playEffect:#"someVoiceRecordingFile.wav"];
Define what read aloud means to you because I find that a lot of terms, especially semi-vague ones like this, are used differently depending on who is using it.
When you say read aloud book do you essentially mean a digital storybook that reads the story to you by simply playing narration audio? I've created dozens of these and what you are asking has multiple steps depending on what features you are going for in your book. If you mean simply playing audio and that is it, then yes you could do that in cocos2d using SimpleAudioEngine (as one option) but I assume you already knew that which is why this question has a tab bit of vagueness to it. Either way you probably wouldn't want to play narration as an effect but rather stream it. To do that along with background music you'd stream background music via the left channel and narration via the right. You can easily add a method to SimpleAudioEngine to make this nice and neat. To get you started something similar to this can be used to access the right channel:
CDLongAudioSource* sound = [[CDAudioManager sharedManager] audioSourceForChannel:kASC_Right];
if ([sound isPlaying])
{
[sound stop];
}
[sound load:fileName];
Also use the proper settings and recommended formats for streaming audio such as aifc (or really all audio in general). Although I believe you can stream mp3 without it being decompressed first, the problem is with timing. If you are using highlighted text or looping audio then aifc is the better option. Personally I've never had a reason to use mp3. Wav with narration is something I'd avoid even if just for the file size increase. If the mp3 is decompressed even for streaming (which I'm not sure if it is off the top of my head) then you'd have a huge spike in memory that will be both highly unwanted and at times down right bad.
There are many other things that can go into it but those are the basic first steps. If you want to do things like highlighted text, per-word animations, etc then that will take more work of course and you'd need to be comfortable with cocos2d, SpriteKit, or whatever you decide to use. I'll be doing a tutorial series on it one day soon so I'll cover all of that stuff.
On the other hand, if you are talking about recording someone's voice and having it playback i.e. a mother recording herself reading the story so her child can hear her voice whenever they are using your app, then you'd simply record the audio like you would any other piece of audio, save it to the device, and play it back when the page is displayed in the proper reading mode (or whatever you personally call it). One place to look is the AVAudioRecorder that is part of the AVFoundation framework. Simply Google "iOS audio recording" for examples if you need them.

Streaming using Qt

I wanted to make a simple media player using Qt that streams a video. The input (video) is coming from an IP Camera. How do I do this? I have checked the QMediaPlayer class, but I cannot figure out how to set the source to the ip address so that I can get the video from the link. What should I do?
I'd recommend embedding VLC, i've done this a few times and it works out really well. Check out the project here
There is a sample project that is easy to follow included in the repo under examples/demo-player.

Extracting raw audio/waveform from an MP3

This question has been in my mind for a few years and I never actually found the answer for this.
What I would like to do is extract the actual waveform/PCM of an MP3 file, so that I can play it using the soundcard (of course).
Ideally I would be experimenting some DSP effects.
My first step was to look into LAME, but I didn't find anything relevant about MP3 decoding in a program or stuff like that.
So I'm asking where I could find something like this.
What language should I use? I was thinking C, but maybe there are programming languages out there that would do the job more efficiently.
Thanks!
Guillaume.
The question boils down to: what are you trying to accomplish?
From the description of your question of decoding an MP3 and playing it on the sound card makes it sounds as if you are trying to make a media player.
However, if your intent is to play around with DSP effects, then it sounds like the question is more about processing the sound rather than decoding MP3s. if that's the case, probably looking into writing plug-ins for existing media players (such as Windows Media Player and Winamp) would be easiest path to what you're trying to accomplish.
Frankly, learning to write your own decoder from scratch is not just a programming problem but a mathematical one, so using existing libraries are the way to go. Talking to the operating system or libraries like DirectSound to output audio seems like unnecessary work if anything. I feel that working on plug-ins for existing players would be the way to go, unless your goal is to make your own media player.
If what you really want to accomplish is playing with audio data, then probably decoding an MP3 to uncompressed PCM using any MP3 decoder, then manipulating it in the language of your choice would accomplish your goal of dealing with effects with sound.
The language choice is going to depend on whether you are going to interact directly with MP3 decoding libraries, or whether you can just use raw audio input, which would allow you to use pretty much any language of your choice.
There was a similar question a while back, Getting started with programmatic audio, where I posted an answer on some basic ways to manipulate audio, such as amplification, changing playback speed, and doing some work with FFT.
libmpg123 should do the trick.
I have been using the Windows Media SDK, not for this purpose, but I am pretty sure there are hooks let that let you intercept the audio stream, or convert MP4 to uncompressed WAV. I used C++.
Lots:
http://www.mp3-tech.org/programmer/decoding.html
Pick your poison...
Also, LAME does decode MP3s (check out --decode option), so you might find something interesting in that source.
-Adam
It really depends what platform you are programming on and what you want to do with the code. If you are on Windows you should look at the windows media format sdk or DirectShow. They should both have the ability to decode mp3 files into the raw waveform. On the Mac, I would expect Quicktime to have this same ability. Others have already suggested source for Linux/open source code.
I would recommend looking at Cubase and Wavelab as both will convert MP3 to WAV etc and allow you to play around with the waveform