I'm working on a musical application that relies entirely on MIDI. I want this app to be around for quite awhile, into the next many OS editions, etc. (given normal upkeep and updates, etc.)
But since Microsoft, Java/Google/Android and others are showing signs of dropping MIDI support entirely from their APIs (at least the way I see it) maybe there is a movement to kill MIDI off...?
Anyway, I'm looking for a viable alternative to MIDI with its easy real-time interactivity. I hope to stay with MIDI but if the writing is on the wall I'd rather know now than wait. If MIDI weren't available, what would you do?
But since Microsoft, Java/Google/Android and others are showing signs of dropping MIDI support entirely from their APIs (at least the way I see it) maybe there is a movement to kill MIDI off...?
Where did you get this idea? MIDI isn't going anywhere, as it's so simple and universal. If you build an app using MIDI, it's definitely not in danger of becoming obsolete for that reason.
Related
I am creating an app that requires a sound or sounds to potentially be played every ~25ms. (300beats per minute with potentially 8 "plays" per beat)
At first I used SoundPool to accomplish this. I have 3 threads. One is updating the SurfaceView animation, one is updating the time using System.nanoTime(), and the other is playing the sounds (mp3s) using Soundpool.
This works, but seems to be using a lot of processor power as anytime a background process runs such as the WiFi rescanning, or GC, it starts skipping beats here and there, which is unacceptable.
I am looking for an alternative solution. I've looked at mixing and also the JET engine.
The JET engine doesn't seem like a solution as it only uses MIDIs. My app requires high-quality sounds (recordings from actual instruments). (correct me if I'm wrong on midi not being high quality)
Mixing seems very complicated with Android as it seems first you must get the raw sound (takes up a lot of memory) and also create "silence" in between sounds. I am not sure if this is the most elegant solution as my app will have variable speed (bpm) controlled by the user.
If anyone is experienced in this area, I would GREATLY appreciate any advice.
Thank you
After downloading and using Xuggler, my initial impressions are very good; it supports a whole host of codecs, it was relatively hassle free to get going and the getting started tutorial videos explained all the necessary concepts very clearly.
However, after playing around with it for a couple of days I'm really tearing my hair out over getting all the audio and video to sync up nicely. It's fine when playing normally but when adding pausing, seeking and accounting for occasional 6 second pauses while my external hard drive spins up it becomes an absolute nightmare.
I've partly implemented something already but it's nowhere near perfect - you can seek around a few times but after a while it still drifts off.
I can't help thinking this is a common use case of Xuggler and someone must have done this sort of thing already much better than I have. But alas, I can't find any examples beyond the ones on the website. Is there a higher level API around that manages all the audio / video sync issues and just provides some higher level controls (play, pause, stop etc.)? I've no problem going down the route of doing it myself if there's nothing out there already, but I've never been a fan of reinventing the wheel (especially if my new wheel is in all likelihood worse than the old one!)
This is really a two part answer - the first being yes, there is a higher level "player" framework here. It's in early stages but much better than anything I would have cobbled together quickly, and I'm sure the guy running it would be open to any improvements in the code.
Secondly, I didn't really go with the above at all because I looked to VLCJ instead which uses libVLC which in turn has all the synchronisation stuff built in nicely. To get multiple players embedded in the application reliably you need to use out of process players (see here for how I went about doing it) but once that framework is in place it works reliably, fast and overall very well.
I read this code to play video files using xuggler as a library.When i run this code , the video without sound plays.Why is that ?
If not what should i do to play audio with video.?
Quite simply, it's because that code doesn't play any audio. It was never written to do so!
If you want to play audio and video, check out the example here:
http://xuggle.googlecode.com/svn/trunk/java/xuggle-xuggler/src/com/xuggle/xuggler/demos/DecodeAndPlayAudioAndVideo.java
The question to me suggests that you've just grabbed the source without looking at the tutorials - I'd strongly suggest doing so so you can understand the code behind what's going on rather than just throwing it in there and expecting it to work - especially if you're planning on using Xuggler in any great depth!
As a further note, if all you want to do is play videos I probably wouldn't advise using Xuggler because it's just not really designed for that sort of thing. Sure it will play them, but you have to manage all the sync issues yourself (which the above example doesn't do a great job of), it will only use your CPU and therefore really eat into its consumption especially if you're doing things like HD video, and the sheer amount of background code is just overkill (getting the streams, finding the stream IDs, extracting each packet, determining the type of the packet, dealing with it appropriately, managing errors, etc. etc.) It's a great piece of software, but if you're only using it to play stuff then it'll probably give you far more trouble than its worth.
Instead I'd advocate having a play with VLCJ - it's a bit complicated to get set up to work reliably (out of process players are required for rock solid stability) but when you've got that far it plays near any file type under the sun and manages all the issues above for you much, much better than you'll ever cope with by hand!
My guess is that you have a missing audio codec. I've had this same issue but vice versa; the sound played but the video didn't.
I'm trying to create a client-side web app that generates music procedurally using some user-input parameters, so I'm looking for a framework (e.g. Flash, Silverlight etc.) that has the capability to play audio at a specified pitch. Whether it is playing a WAV/MP3 file, using MIDI output, or just playing beeps doesn't really matter -- I just need something that will enable me to generate arbitrary music client-side.
I've done a bit of searching and it appears that Flash might have the ability to change pitch with the help of a third-part plugin, but I couldn't find anything similar for Silverlight. I can go a try all them out manually if need be, but I thought I'd ask here first just in case anyone had tried something like this before.
Thanks in advance
Not sure about Silverlight, but sure as hell you can do it in Flash. Just this week Audiotool has been released:
http://www.audiotool.com/
Don't fool yourself though, that's a state-of-the-art application that requires squeezing every single bit of the Flash Player. You can read about what it takes to build it here:
http://blog.joa-ebert.com/2010/03/06/compiling-actionscript-in-the-enterprise/
Cheers,
Juan
If I have a bunch of video files, all in precisely the same format, shape, whatever, then can I play them back seamlessly without jumps or gaps? The effect from the end user's point of view would be as though they are watching one video.
I understand that this is possible in DirectX, but I'd rather use Java if possible.
If you want to play media in Java, the Sun standard is JMF (http://java.sun.com/javase/technologies/desktop/media/jmf/) which unfortunately has been dormant for quite a while.
The FMJ project (http://fmj-sf.net/) is API-compatible and under active development.
I cannot answer your question better, but hopefully this can get you further.