Cocos 2d - sound effect/recording - cocos2d-iphone

I am a new to the cocos 2d framework. Now I want to write a small game which can receive my voice from the microphone of iPhone. So what knowledge do I need to have to do this and can you suggest any documents or links that I can read to learn?

I found an article maybe useful to this.
http://www.mobileorchard.com/tutorial-detecting-when-a-user-blows-into-the-mic/#comment-2699

This can be done without the help of cocos 2d. You basically need to have a way to do audio capture. You can do it using AVAudioRecorder or using Audio Queue Services/Core Audio.
Here's a link on AVAudioRecorder
How do I record audio on iPhone with AVAudioRecorder?

Related

Seamless Video Playback Using Media Foundation

I have been trying to achieve Seamless video playback using Microsofts Media Foundation and C++. I have successfully created a playlist and have videos that play in a loop but it is far from seamless. Depending on the file format there is anywhere from 300ms gap to as much as 1.5 to 2 seconds gaps between videos. The Sequencer Source in Media Foundations is supposed to offer seamless video playback but so far I have see no such result. Has anyone achieved seamless video playback using Media Foundation and if so can you please advise me. If it is not possible can you point me in a direction to continue my search?
I have had exactly the same results. Media Foundation is not fully functional (probably never will be, because it's been here for a long time and it's still buggy). The transformers are functional and good. But, if you need playback, capturing, or similar higher level functionality I strongly suggest writing your own code for that. Or, use DirectShow if that's acceptable alternative. Or maybe some DShow/MF combination...

DirectShow webcam recording

I need to use DirectShow (C++) for recording a webcam and saving the data to a file.
I really don't know how DirectShow works, this is a "stage" (working experience), but at school we didn't study it.
I think the best way to implement this could be:
List the video devices connected to the computer
Select the correct camera (there will be only one)
Retrieve the video
Save it to a file
Now there are two problems:
Where can I find a good reference book or how do I start?
The saved video shouldn't be too big, does DirectShow provide a way to compress it?
I won't use OpenCV because sometime it doesn't work properly (It doesn't find the camera).
Are there any high level wrapper that could help?
EDIT: the program won't have a window, it will run in background called by a dll.
Where can I find a good reference book or how do I start?
DirectShow introduction material
The saved video shouldn't be too big, does DirectShow provide a way to compress it?
Yes it provides capabilities to attach codecs, that needs to be installed in the system. These are typically third party codecs (for reasons beyond the scope of brief answer). You might want to record into Windows Media files to not depend on third party codecs. SWee more on MSDN: Choosing a Compression Filter.

Intercepting video frames from game

I would like to grab video frames (images) from a game that is launched at PC at the moment.
XSplit Broadcaster has such functionality. It somehow listing the processes that are actually video games and allows to grab video frames.
As far as I understand, it can be accomplished by enumerating Direct3D surfaces that are running at the moment and grab the picture from it.
Am I correct? What is the solution for OpenGL games then?
Have you checked out glReadPixels()? I have used it before. It is a little slow though.
Try
glReadPixels(0,0,width, height,GL_RGB, GL_UNSIGNED_BYTE,buffer);
apitrace seems able to capture frames using Ye Olde LD_PRELOAD Tricke.

C++ Video Playing + Alphas and Other Questions

I am making a simple game for fun and learning using SFML for 2D stuff. The game is rather simple.. I loath to say it is a HoG (hidden object game) but I guess that would be a way to get my point across quickly. Basically I am using SFML to load and display 2D still art and capture mouse events.
Anyway... I would like to add video clips to my project. All the art is rendered and for example.. if my image is of a park with a fountain, I would like to have a looping video of the water running so the image has some life even though it is just a still.
All I need is the ability to play videos in the window, preferably compatible with sfml but I am in the planning projects I can swap to something else if needed. The project will have a set resolution (not scalable) and I just want to load the video and play them at a certain pixel location in x,y. So if I have a 1200x720 image I play a 100x100 pixel video on loop at a certain location to make the water of the fountain move.
Now then I am thinking I can just load 2D sprites onto of the video matching the background image to do simple masking. There are some formats like quicktime that can embed an alpha channel directly into the video and if that is supported awesome.. but some planning in the set design should mean that is not really needed. Though if that was supported more options open in set design.
I am pretty good with video as I am a 3D animator by profession, new to programming as a learning hobby. So the format and container of the video is not really an issue though I have been working with OGV a lot recently.
What I see as it needing is
Load multiple videos at once
Play with out any boarders or anything
Play at specific locations in a window.
loop seamlessly
Allow zdepth so I can place sprites onto of it
Dose anyone know were I would go to start looking into this? It seams like something that could possibly be a library I could use? Preferably an open source one as this is just a for fun project nothing commercial.
Thanks in advance for any ideas you may have.

How can I play a FLV file in a C++ OpenGL application?

I am trying to play a .flv file in the GLUT window using OpenGL and C++ in Linux, but I'm not sure where to start.
Is it possible to do this? If so, how?
Make sure you mean .flv not .swf.
It's quite easy. Decode the video with something like libavcodec and you can use raw frames as textures.
If you really want to do this, check out the source code of Gnash. They've a renderer that use OpenGL. However, rendering is just a small part of the job, you also have to decode audio/video, run actionscript, etc.. in order to run a flash file.
It so complicated that even Adobe didn't manage to make it right :)
If you want to play just some video, look at #Banthar's answer, otherwise:
OpenGL is a no-frills drawing API. It gives you the computer equivalent of "pens and brushes" to draw on some framebuffer. Period. No higher level functionality than that.
Flash it a really complex thing. It consists of a vector geometry object system, a script engine (ActionScript), provides sound and video de-/compression etc. All this must be supported by a SWF player. ATM there's only one fully featured SWF player and that's the one Adobe makes. There are free alternatives, but the are behind the official flash players by several major versions (Lightspark, Gnash).
So the most viable thing to do was loading the Flash player browser plugin in your program through the plugin interface, provide it, what a browser provided to a plugin (DOM, HTTP transport, etc.) and have the plugin render to a offscreen buffer which you then copy to OpenGL context. But that's not very efficient.
TL;DR: Complicated as sh**, and probably not worth the effort.