I'm trying to get the decibels of a sound in android. I use this method, but the "db" is "-Infinity". Can anybody help me?
public void startRecording() throws IOException {
recorder = new MediaRecorder();
recorder.setAudioSource(MediaRecorder.AudioSource.MIC);
recorder.setOutputFormat(MediaRecorder.OutputFormat.THREE_GPP);
recorder.setAudioEncoder(MediaRecorder.AudioEncoder.AMR_NB);
recorder.setOutputFile(Environment.getExternalStorageDirectory().getPath()+"/"+System.currentTimeMillis()+".3gp");
//recorder.setOutputFile("/dev/null");
recorder.prepare();
recorder.start();
double db = (double) 20*Math.log10(recorder.getMaxAmplitude()/700.0);
sun.setText(""+db);
}
The value -Infinity means, that the value of recorder.getMaxAmplitude() is 0. What does it mean? It means you have no sound. Why? Well, there are many reasons. Maybe you are testing on emulator and you didn't configure it properly. Or maybe at the last session you didn't call release(). You may want to check logcat for any messages.
Related
I am fairly new to JavaFX and recently wanted to play audio with an MP3 file rather than WAV. From what I can tell, I am doing things correctly and I don't get any errors, but I also don't hear any sound.
I will post the parts of my code that matter below. If I'm missing something please let me know. Thanks.
try {
URL sound = getClass().getResource("/resources/origin.mp3");
Media hit = new Media(sound.toExternalForm());
musicPlayer = new MediaPlayer(hit);
musicPlayer.setVolume(1.0);
}
catch(Exception e) {
System.out.println("whoops: " + e);
}
checkMusic();
Check Music Method:
public void checkMusic() {
if(music)
musicPlayer.setAutoPlay(true);
else
musicPlayer.stop();
}
I also tried just musicPlayer.play(); as well.
EDIT
And yes, I am sure the code within the if statement runs, I have checked it with println, and they print out. The music boolean is just a controller for settings in the program/game.
instead of
Media hit = new Media(sound.toExternalForm());
try this:
final Media media = new Media(sound.toString());
I'm trying to implement my own version of streaming. I'm sending byte arrays over a websocket. Once I get the first message I write it to a temporary and using android's MediaPlayer to play the file. For the first message everything works fine, I turn the byte array into an mp3 and audio comes out. However I'm not really sure how to keep writing to the file every time a message comes over.
some example code
File test;
FileOutputStream fos;
MediaPlayer mediaPlayer;
FileInputStream MyFile;
Everytime a message comes through this code gets run.
try {
if (fos == null) {
test = File.createTempFile("TCL", "mp3", getCacheDir());
fos = new FileOutputStream(test);
fos.write(bytearray);
mediaPlayer = new MediaPlayer();
MyFile = new FileInputStream(test);
mediaPlayer.setDataSource(MyFile.getFD());
mediaPlayer.prepare();
if(!mediaPlayer.isPlaying()){
mediaPlayer.start();
}
}else{
fos.write(bytearray);
}
} catch (IOException ex) {
ex.printStackTrace();
}
I thought I could just keep writing incoming byte[]'s to the file but that doesn't seem to be working. Any advice would be appreciated.
What you're trying to do (play the audio in a file that keeps growing indefinitely) is not supported by MediaPlayer. Instead, look into decoding the audio yourself and sending the raw PCM data to AudioTrack. It's a lot more work, but AudioTrack is the easiest way to progressively play a stream of audio data.
I wrote a program in Java using the pi4j lib to make sound whenever a (physical) button is clicked. This program works, but it now plays all the sounds interchangeably. I want that when you click on 2,3,4 or more buttons you only hear one sound.
This is the code I hope you can help.
public class ButtonSoundsProject{
public static void main(String args[]) throws InterruptedException {
System.out.println("Toy has been started!");
// create gpio controller
final GpioController gpio = GpioFactory.getInstance();
// provision gpio pin #02 as an input pin with its internal pull down resistor enabled
GpioPinDigitalInput[] pins = {
gpio.provisionDigitalInputPin(RaspiPin.GPIO_00, PinPullResistance.PULL_DOWN),
gpio.provisionDigitalInputPin(RaspiPin.GPIO_01, PinPullResistance.PULL_DOWN),
gpio.provisionDigitalInputPin(RaspiPin.GPIO_02, PinPullResistance.PULL_DOWN),
gpio.provisionDigitalInputPin(RaspiPin.GPIO_03, PinPullResistance.PULL_DOWN),
gpio.provisionDigitalInputPin(RaspiPin.GPIO_04, PinPullResistance.PULL_DOWN),
gpio.provisionDigitalInputPin(RaspiPin.GPIO_05, PinPullResistance.PULL_DOWN),};
final ArrayList<String> soundList = new ArrayList<String>();
soundList.add("/home/pi/Sounds/Sound1.wav");
soundList.add("/home/pi/Sounds/Sound2.wav");
soundList.add("/home/pi/Sounds/Sound3.wav");
soundList.add("/home/pi/Sounds/Sound4.wav");
soundList.add("/home/pi/Sounds/Sound5.wav");
soundList.add("/home/pi/Sounds/Sound6.wav");
soundList.add("/home/pi/Sounds/Sound7.wav");
soundList.add("/home/pi/Sounds/Sound8.wav");
soundList.add("/home/pi/Sounds/Sound9.wav");
soundList.add("/home/pi/Sounds/Sound10.wav");
soundList.add("/home/pi/Sounds/Sound11.wav");
soundList.add("/home/pi/Sounds/Sound12.wav");
// create and register gpio pin listener
GpioPinListenerDigital listener = new GpioPinListenerDigital() {
#Override
public void handleGpioPinDigitalStateChangeEvent(GpioPinDigitalStateChangeEvent event) {
// display pin state on console
final int randomNum = 0 + (int) (Math.random() * 12);
System.out.println(randomNum);
System.out.println(" --> GPIO PIN STATE CHANGE: " + event.getPin() + " = " + event.getState());
InputStream in;
try {
System.out.println(soundList.get(randomNum).toString());
String filepath = soundList.get(randomNum).toString();
in = new FileInputStream(new File(filepath));
AudioStream as = new AudioStream(in);
AudioPlayer.player.start(as);
} catch (Exception ex) {
ex.printStackTrace();
}
}
};
gpio.addListener(listener, pins);
for (;;) {
Thread.sleep(500);
}
}
}
As stated in the comments, I can't give you advise regarding the AudioStream and AudioPlayer classes because I don't seem to have those in my JDK. Since my method is similar, I'll give you what I have, and you can hopefully take it from there.
Basically, the solution is to stop and/or "mute" that audio clip. This is how I accomplish it using the javax.sound package.:
private Clip currentAudioClip; // Keep a reference to the current clip being played
public void handleGpioPinDigitalStateChangeEvent(GpioPinDigitalStateChangeEvent event) {
// Call this every time regardless.
// If nothing is playing, this will do nothing.
stopAudio();
String filepath = soundList.get(randomNum)
URL soundFileUrl = new File(filePath).toURI().toURL();
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(soundFileUrl);
Line.Info lineInfo = new Line.Info(Clip.class);
Line line = AudioSystem.getLine(lineInfo);
currentAudioClip = (Clip) line;
currentAudioClip.open(audioInputStream);
audioClip.start();
// Alternative if you want to loop continuously. Comment out the `.start` line to use this.
// audioClip.loop(Clip.LOOP_CONTINUOUSLY);
}
public void stopAudio(){
if(audioClip != null){
muteLine(); // A gotcha I discovered (see explanation below)
audioClip.stop();
// audioClip.loop(0); // if you chose to loop, use this instead of `.stop()`
audioClip.flush();
audioClip = null;
}
}
public void muteLine(){
BooleanControl muteControl = (BooleanControl) audioClip.getControl(BooleanControl.Type.MUTE);
if(muteControl != null){
muteControl.setValue(true); // True to mute the line, false to unmute
}
}
In short, every time a pin state change event is fired, the previous audio clip will be ceased, and a new one should play. You shouldn't get any sound overlapping with this.
Also note that this is a slight modification of my original code, so let me know if there are any issues
Note about the GOTCHA
I wrote a question over on the Raspberry PI Stackexchange about an odd problem I encountered. The problem was that I discovered my audio clip would not cease playing on command. It would continue playing for a seemingly arbitrary amount of time. The stranger thing is that I only observed this while testing the app on the raspberry; it worked perfectly fine on my local machine (and even on several other machines).
It is possible my issue is related to the "looping" of my clip; if that is the case, and you simply want the clip to play for its length and no further, you may not encounter that issue, and you can probably dispense with the "muting" code I included. However, if you do observe the same issue, at least you have a solution.
Hope this helps, let me know if you have any questions.
I am implementing a QR code scanner for blackberry devices and I am using ZXing libraries to do so. This is for os 6+ by the way. The problem I am having is that sometimes, only sometimes, when the camera opens up to prepare scanning, the device will freeze and do a full reboot...
Otherwise it works most of the time, I am able to scan and decode the qr codes etc. However is just seems like it occasionally feels like crashing for no reason. I do not know if it is something with the camera or something in my code, but I will provide the code.
public void scanBarcode() {
// First we create a hashtable to hold all of the hints that we can
// give the API about how we want to scan a barcode to improve speed
// and accuracy.
Hashtable hints = new Hashtable();
// The first thing going in is a list of formats. We could look for
// more than one at a time, but it's much slower.
Vector formats = new Vector();
formats.addElement(BarcodeFormat.QR_CODE);
hints.put(DecodeHintType.POSSIBLE_FORMATS, formats);
// We will also use the "TRY_HARDER" flag to make sure we get an
// accurate scan
hints.put(DecodeHintType.TRY_HARDER, Boolean.TRUE);
// We create a new decoder using those hints
BarcodeDecoder decoder = new BarcodeDecoder(hints);
// Finally we can create the actual scanner with a decoder and a
// listener that will handle the data stored in the barcode. We put
// that in our view screen to handle the display.
try {
_scanner = new BarcodeScanner(decoder, new MyBarcodeDecoderListener());
_barcodeScreen = new MyBarcodeScannerViewScreen(_scanner);
} catch (Exception e) {
return;
}
// If we get here, all the barcode scanning infrastructure should be set
// up, so all we have to do is start the scan and display the viewfinder
try {
_scanner.stopScan();
_scanner.getPlayer().start();
_scanner.startScan();
UiApplication.getUiApplication().pushScreen(_barcodeScreen);
} catch (Exception e) {
}
}
/***
* MyBarcodeDecoderListener
* <p>
* This BarcodeDecoverListener implementation tries to open any data encoded
* in a barcode in the browser.
*
* #author PBernhardt
*
**/
private class MyBarcodeDecoderListener implements BarcodeDecoderListener {
public void barcodeDecoded(final String rawText) {
//UiApplication.getUiApplication().popScreen(UiApplication.getUiApplication().getActiveScreen());
UtilityDecoder.saveToHistory(rawText);
try {
UtilityDecoder.distributeBarcode(rawText);
} catch (PIMException e) {
}
}
}
I basically call scanBarcode() when I click on a button on a toolbar.
Can anyone tell me if my code is the problem, or the device, or something else? Thanks in advance for any help provided!
Try this link:
Scan Any Type of Barcode Image which Supports Blackberry
See this forun link and see the discussions of that link. Surely, you will get overall concept of barcode scanning and you will also get the Implemention of QRCode in version 5.0
Any type of Barcode scaning in 5.0
I am playing of a sound-file in Java, and is looking for a simple way to determine when the sound-file has finished playing so I can kill the thread. Is there a simple way to accomplish this?
Sorry this is a little late, but I just ran into an issue today that sounds suspiciously familiar to this one. In some game code, Im using javax.sound.sampled.Clip to play various sounds, I found that if I didn't explicitly call line.close() once it was finished, the count of native threads in the profiler would just sky-rocket until I got an OutOfMemory error.
// this just opens a line to play the sample
Clip clip = AudioSystem.getClip();
clip.open( audioFormat, sounddata, 0, sounddata.length);
clip.start();
// at this point, there is a native thread created 'behind the scenes'
// unless I added this, it never goes away:
clip.addLineListener( new LineListener() {
public void update(LineEvent evt) {
if (evt.getType() == LineEvent.Type.STOP) {
evt.getLine().close();
}
}
});
My presumption is that the clip creates a thread to meter out the sample bytes into the line, but the thread hangs around after that in case you want to re-use the clip again. My second presumption is that somewhere something in my code must have a reference to the clip, or vice-versa, but at any rate, the snippet above duct-taped the problem.
Hope this is useful to someone.
Comments
You play sound either synchronously or asynchronously.
In case you play it synchronously (blocking the calling thread), you know when the sound ends playing — your code gain control then.
In case you play it asynchronously (allowing a different thread to be created), the helper thread will terminate itself right after finishing playing.
P.S.
Please share your observations on memory leaking and reasons underneath the question.
Why do you want to kill the thread? It will go away on its own once the it terminates.
If you insist, set up a synchronized method you can call to set a "die now" flag; check that flag periodically.
I dont use clips, it takes more time to load in memory, depending the size of the file you are reading.
I preefer reading the bytes, and use this method I created:
public void play(File file) throws UnsupportedAudioFileException, IOException, LineUnavailableException, InterruptedException
{
AudioInputStream encoded = AudioSystem.getAudioInputStream(file);
AudioFormat encodedFormat = encoded.getFormat();
AudioFormat decodedFormat = this.getDecodedFormat(encodedFormat);
line = AudioSystem.getSourceDataLine(decodedFormat);
currentDecoded = AudioSystem.getAudioInputStream(decodedFormat, encoded);
line.open(decodedFormat);
line.start();
byte[] b = new byte[this.bufferSize];
int i = 0;
synchronized(lock){
while(true)
{
i = currentDecoded.read(b, 0, b.length);
if(i == -1)
break;
line.write(b, 0, i);
if(paused == true)
{
line.stop();
lock.wait();
line.start();
}
}
}
line.drain();
line.stop();
line.close();
currentDecoded.close();
encoded.close();
}
it uses this method:
protected AudioFormat getDecodedFormat(AudioFormat format)
{
AudioFormat decodedFormat = new AudioFormat(
AudioFormat.Encoding.PCM_SIGNED, // Encoding to use
format.getSampleRate(), // sample rate (same as base format)
16, // sample size in bits (thx to Javazoom)
format.getChannels(), // # of Channels
format.getChannels()*2, // Frame Size
format.getSampleRate(), // Frame Rate
false // Big Endian
);
return decodedFormat;
}