Does Superpowered SDK have capablity for Audio Encode or in any way we can do Audio Encoding using this SDK? as i see Decoder is present, but for Encoder i don't see any class present. help will be appreciated.
No, Superpowered SDK doesn't offer any encoders. Except saving to WAV.
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I am searching for a solution to record audio and save the file on the device. I am building my app with Nativescript for IOS and Android, but i can not seem to find any documentation about recording audio only. Does Nativescript have this? Or would it be wise to build native apps for IOS and Android?
This plugin was recently finished to include iOS support: https://www.npmjs.com/package/nativescript-audio
If you have any issues the repo is here: https://github.com/bradmartin/nativescript-audio
You can record audio and play back audio files via URL or locally.
Can the recently released OPUS Audio codec (libopus?) be compiled to run on mobile devices (read iPhone/Android)?
I've searched and came to the conclusion that te documentation states it runs on ARM devices but after trying to compile the library it always fails when cross-compiling.
Am I mistaken or there is no support for such devices tat this time?
The one thing I was missing was the Host, it turned out to be 'arm-apple-darwin' now it is working correctly.
./configure --host=arm-apple-darwin
For me it builds directly on Xcode. No need to use cross compilers. I am compiling it for iOS.
Is it possible to stream or play raw uncompressed PCM audio data in Windows 8? I don't want to play a file, but rather push my own audio samples (e.g. generate a sine wave). I'm running the Win8 consumer preview. I know that NAudio can do this in Win7 and earlier editions of Windows. I've tried referencing NAudio in a Visual Studio 11 project but NAudio has a dependency on System.Windows.Forms.dll, which does not exist (as far as I can tell) on the Win8 consumer preview. Is there another way to accomplish this in the Win8 preview? I'd prefer a solution using managed code or JavaScript.
You didn't specify language of your chice, so I am going to assume C#. For C# I can think of couple possible options:
SharpDX + XAudio2. This would work for C++ as well without the need for SharpDX
In Silverlight you can use MediaStreamSource - Playing back Wave files in Silverlight. I don't see it in WinRT, but similar alternative might exist.
Write winrt library in C++ utilizing XAudio2. This way you wouldn't need to use SharpDX and you can call it from C# or JavaScript app.
I am developing an application in Xcode that need the ogg and vorbis framework to play ogg files. I have googled for some information about this but i didn't get to any point, i dont know how to make this framework to work. I have already downloaded the libraries and add them into my project but i dont get it to compile even when the files are already there it complains of missing files.
Can anyone point me to a good manual on how to accomplish this ?
Any help appreciated.
I want to implement video conferencing functionaality in iPhone SDK.....
For this VMobile Mobile Video Conference Call Specification:
--- for Video support we need :
H.263
H.264
MPEG4
Can u suggest any source code to implement the above video compressing technologies in our application
Absolute best projects to look at.
The first one (VLC) has actually been ported to iPad (so I've heard).
http://www.videolan.org/developers/x264.html
This project implements libavcodec, which has native decode support for H264, and supports H264 encode through support of the project in the above link.
http://ffmpeg.org/
FFmpeg is a widely used library - see discussion on codza for iPhone porting details.
Do be aware that, depending on compile options, FFmpeg license is GPL or LGPL - see this SO discussion about FFmpeg distribution.