I have a project in NodeJs which I am building a music in a midi file, using MidiWriter library. This library has a set of instrument but I want to generate the baqueta sound.
I want to play this sticks sound to indicate the compass of the melody.
I try to download a mp3 file with this sound and put together, spliced with a delay, but I don't have good results.
Someone know a library in node to play this kind of sound?
Thanks! :)
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I need to make a video of an audio equalizer.
So i need a script that analyses audio every frame, and extracts the frequency apectrum so i can draw that somehow and make an equalizer.
The first part of the problem is easily solvable on frontend as there is a myriad of open source equalizer visualisations in canvas.
The thing works nicely in browser but i have a problem to make an mp4 of that.
Ive tried using headless browsers(pupeteer and phantomjs) to capture frames from canvas, but i could not get the framerate above 10fps, resulting in unacceptable video quality and sync issues when connecting the jpg frames and mp3 via ffmpeg. The plan was to speed it up, so you dont have to wait for the full audio length to finish to get an mp4, but i cant even get it to show above 10fps on regular playback speed.
I feel the tech i thought would work is not there yet, and i might be in need of a different approach.
The only condition is that it has to run as a script on a linux server. So any programmimg language or any equalizer design will work.
Any ideas or resources are more than welcome. Thanks
I am working on a film analysis program, which retrieves data in realtime from a movie, that is playing in the same sketch. For analysing the sound I tried the minim library, but I can't figure out, how to get the audio signal from the movie. All I could do was accessing an audio file, I was loading into the sketch manually, or the line-in through the mic.
Thanks a lot!
Although GStreamer (used by the processing-video library) has access to audio, the processing-video library itself doesn't expose that at the moment.
You will need to use workarounds at the moment:
Extract audio from your movie and load straight into minim. (you can trigger audio playback at the same time as movie playback if you need to)
or use a tool to use system audio output as an input (minim get line in). On OSX you can use Soundflower. Another option is JACK and it's patch interface.
i am working on a mac on a mac application which needs the functionality of detecting the Beats Per Minute (bpm) of songs in mp3 and m4a formats.
For detecting bpm we are using the codes fromĀ http://www.surina.net/soundtouch but it is giving wrong bpm values for m4a files even though they are converted
to mp3 or wav format using ffmpeg(Please note that bpm detection for mp3 files are working fine ). For detecting bpm we also tried the binary named SoundStretch which is also provided by soundtouch (http://www.surina.net/soundtouch).
Can any one explain what is going on?!. The m4a files even when converted to mp3 or wave are not working. Is any other open source libraries or classes for bpm detection are available for mac?
Any one please give some directions
SoundTouch is an open-source audio processing library.
Try contacting the author, Olli Parviainen, and explaining the problem with m4a formats to him. He can either suggest a work around or fix his library.
Better yet, why don't you try and determine why the library code doesn't work with m4a formats. Then you can submit a code patch to the author.
I am looking to record voice in as compact a file format as possible for an ipad app, and not concerned about sound quality. I chose the ima4 format but don't really know much about audio, so am having trouble figuring out how to play back the produced file to test how it sounds. Is this a compressed format that I have to uncompress with some tool in order to just listen to it? Is this the right format if I want something compact and reasonably coherent but not worried about great quality?
Apparently, I had to save it as an .aif, .aiff, or .aifc file which then was playable by common players like iTunes.
Having just witnessed Sound Load technology on the Nintendo DS game Bangai-O Spritis. I was curious as to how this technology works? Does anyone have any links, documentation or sample code on implementing such a feature, that would allow the state of an application to be saved and loaded via audio?
Its the same old thing used in ZX Spectrum era. You load programs/games from tape.Only the sound quality and the filters are probably better.
In my opinion something like Bluetooth or WiFi is better. You can also send files that can be put on some storage and then load them. I find these methods much easier than sound because if there is a lot of noise around you cannot do much.
It is just a conversion of data to audio and then back from audio to data.
Search for Zotyocopy and Copy86M on google - these are the utilities used for saving a game to tape after loading it into memory on zx spectrum.
If you want to pass data as audio through the air there are a few things you need to be aware of though, such as how the speaker and microphone interact for example. It is important that they don't distort or alter the sound too much as what you are sending are in fact the raw bytes.
Some audio software will let you open any file as audio so that you may listen to it. If you record audio as data do not use lossy compression such as mp3 on the audio file!