Im really new to machine Learning.I have a project to identify a given sound.(Ex: cutting wood)In the audio clip there will be several sound. What i need to do is recognise that particular sound from it. I red some articles about machine learning. But i still have lack of knowledge where to start this project and also I'm running out of time.
Any help will be really appreciated. Can anyone please tell me how to do this?
Can i directly perform template(algorithms) matching for a sound?
It's a long journey ahead of you and Stack Overflow isn't a good place for asking such a generic question. Consult help section for more.
To get you started, here are some web sites:
Awesome Bioacoustic
Comparative Audio Analysis With Wavenet, MFCCs, UMAP, t-SNE and PCA
Here are two small repos of mine related to audio classification:
Gender classification from audio
Kiwi / not-a-kiwi bird calls detector
They might give you an idea where to start your project. Check the libraries I am using - likely they will be of help to you.
I am working on a project where biometric system is used to secure the system. We are planning to use human voice to secure the system.
Idea is to allow the person to say some words or sentences and system will store that voice in digital format. Next time person wants to enter the system, he/she has to speak some words which may or may not be different from the words used earlier.
We don't want to match words but want to match voice frequency.
I have read some research papers regarding this system but those papers don't have any implementation details.
So just want to know whether there is any software/API which can convert analog voice into digital format and will also tell us the frequency of voice.
Until now I was working on normal web based applications so I know normal APIs and platforms like Java EE, C#, etc but I don't have any experience about this kind of application.
Please enlighten !!!
http://www.loquendo.com/en/products/speaker-verification/
http://www.nuance.com/for-business/by-solution/contact-center-customer-care/cccc-solutions-services/verifier/index.htm
(two links removed due to reported virus content)
http://www.persay.com/products.asp
This is as good a starting point as any : http://marsyas.info/
It's a open source software framework for audio processing. They've listed a bunch of projects that have used their framework in various ways so you could probably draw inspiration from it.
http://marsyas.info/about/projects. The Telligence project in particular seems the closest to your needs as it it was used to gender classify audio : http://marsyas.info/about/projects#5Teligence
There are two steps on a project like this one I believe:
First step would be to record the voice from an analog input into digital format (let's assume wav-pcm). For this you can use DirectShow API in C#, or standard Wav-In as in this project: http://www.codeproject.com/KB/audio-video/cswavrec.aspx. You may consider compressing your audio files later on, there are many options for this, in Windows you may consider Windows Media Format SDK to avoid licensing issues with other formats.
Second step is to build or use a voice recognition framework, if you want to build a recognition framework you will probably need to define a set of "features" for your sound fragments and select+implement a recognition algorithm. There are many aproaches available for this, IEEE amd ACM.org websties are usually good sources. If you want to use an existing framework you may want to consider Nuance Recognizer (commercial) or http://cmusphinx.sourceforge.net (open source).
Hope this helps.
I want to make a program that takes recorded speech and transforms it so it sounds like it's coming from a Texas TI-99. Do you have any good ideas and resources for how to go about that?
Most of those old speech synthesizers were build directly in-chip. Perhaps you could find a synthesizer that sounds like the chip, but if you really want the original sound, you would either have to simulate the chip (I don't know if it's a simple matter, perhaps the chip internals aren't published).
I only know because I burnt out a number of the Radio Shack speech synthesizer ICs before I managed to get a SP0256-AL2 working.
If you're more of a do-it yourself type guy, you need to find out which IC actually drove the speech synthesis in a TI-99, and then build the chip up on a bread board. That's what I was trying to do back then, and I managed to get the chip to speak, but lost patience after I fried my third chip due to a mis-wiring issue when I attempted to attach it to my PC's parallel port. I think this was the book I was using back then, but there's no cover art featured so it's hard to know for sure.
If you are familiar with how to use ROM images, there seems to be a gentleman that has managed to refeverse engineer the ROM image out of a SP0256-AL2. Look here for the image and the incredible granted permission to do the work and distribute the results.
You could start with open source that does something similar: Adding Robotic/Vocoder effect to your song using Audacity
I am in the process of developping a game, and after two months of work (not full time mind you), I have come to realise that our specs for the game are lacking a lot of details. I am not a professional game developper, this is only a hobby.
What I would like to receive help or advices for is this: What are the major components that you find in games, that have to be developped or already exists as librairies? The objective of this question is for me to be able to specify more game aspects.
Currently, we had specified pretty much only how we would work on the visual, completely forgetting everything about game logic (AI, Entities interactions, Quest logic (how do we decide whether or not a quest is completed)).
So far, I have found those points:
Physics (collision detection, actual forces, etc.)
AI (pathfinding, objectives, etc.)
Model management
Animation management
Scene management
Combat management
Inventory management
Camera (make sure not to render everything that is in the scene)
Heightmaps
Entities communication (Player with NPC, enemy, other players, etc)
Game state
Game state save system
In order to reduce the scope of this queston, I'd like it if you could specifically discuss aspects related to developping an RPG type of game. I will also point out that I am using XNA to develop this game, but I have almost no grasp of all the classes available yet (pretty much only using the Game component with some classes that are related to it such as GameTime, SpriteBatch, GraphicDeviceManager) but not much more.
You have a decent list, but you are missing storage (save load), text (text is important in RPGs : Unicode, font rendering), probably a macro system for text (something that replaces tokens like {player} with the player characters name), and most important of all content generation tools (map editor, chara editor, dialog editor) because RPGs need content (or auto generation tools if you need ). By the way have links to your work?
I do this exact stuff for a living so if you need more pointers perhaps I can help.
I don't know if this is any help, but I have been reading articles from http://www.gamasutra.com/ for many years.
I don't have a perfect set of tools from the beginning, but your list covers most of the usual trouble for RUNNING the game. But have you found out what each one of the items stands for? How much have you made already? "Inventory Management" sounds very heavy, but some games just need a simple "array" of objects. Takes an hour to program + some graphical integration (if you have your GUI Management done already).
How to start planning
When I develop games in my spare time, I usually get an idea because another game lacks this function/option. Then I start up what ever development tool I am currently using and try to see if I can make a prototype showing this idea. It's not always about fancy graphics, but most often it's more about finding out how to solve a certain problem. Green and red boxes will help you most of the way, but otherwise, use Google Images and do a quick search for prototype graphics. But remember that these images are probably copyrighted, so only use them for internal test purposes and to explain to your graphic artists what type of game/graphic you want to make.
Secondly, you'll find that you need to find/build tools to create the "maps/missions/quests" too. Today many develop their own "object script" where they can easily add new content/path to a game.
Many of the ideas we (my friends and I) have been testing started with a certain prototype of the interface, to see if its possible to generate that sort of screen output first. Then we build a quick'n'dirty map/level-editor that can supply us with test maps.
No game logic at this point, still figuring out if the game-engine in general is running.
My first game-algorithm problem
Back when I was in my teens I had a Commodore 64 and I was wondering, how do they sort 10 numbers in order for a Highscore? It took me quite a while to find a "scalable" way of doing this, but I learned a lot about programming too.
The second problem I found
How do I make a tank/cannon fire a bullet in the correct direction when I fly my helicopter around the screen?
I sat down and drew quick sketches of the actual problem, looked at the bullet lines, tried some theories of my own and found something that seemed to be working (by dividing and multiplying positions etc.) later on in school I discovered this to be more or less Pythagoras. LOL!
Years and many game attempts later
I played "Dune" and the later C&C + the new game Warcraft (v1/v2) - I remember it started to annoyed me how the lame AI worked. The path finding algorithms were frustrating for the player, I thought. They moved in direction of target position and then found a wall, but if the way was to complex, the object just stopped. Argh!
So I first sat with large amounts of paper, then I tried to draw certain scenarios where an "object" (tank/ork/soldier) would go from A to B and then suddenly there was a "structure" (building/other object) in the pathway - what then?
I learned about A-star pathfinding (after solving it first on my own in a similar way, then later reading about the reason for this working). A very "cpu heavy" way of finding a path, but I learned a lot from the process of "cracking this nut". These thoughts have helped me a lot developing other game algortimes over time.
So what I am saying is: I think you'll have to think more of:
How is the game to be played?
What does the user experience look like?
Why would the user want to come back to the game?
What requirements are needed? Broadband? 19" monitor with 1280x1024?
An RPG, yes - but will it be multi-user or single?
Do we need a fast network/server setup or do we need to develop a strong AI for the NPCs?
And much more...
I am not sure this is what you asked for, but I hope you can use it somehow?
There are hundreds of components needed to make a game, from time management to audio. You'll probably need to roll your own GUI, as native OS controls are very non-gamey. You will probably also need all kinds of tools to generate your worlds, exporters to convert models and textures into something suitable for your game etc.
I would strongly recommend that you start with one of the many free or cheap game engines that are out there. Loads of them come with the source code, so you can learn how they have been put together as you go.
When you think you are ready, you can start to replace parts of the engine you are using to better suit your needs.
I agree with Robert Gould's post , especially about tools and I'd also add
Scripting
Memory Management
Network - especially replication of game object states and match-making
oh and don't forget Localisation - particularly for text strings
Effects and effect timers (could be magical effects, could just be stuff like being stunned.)
Character professions, skills, spells (if that kind of game).
World creation tools, to make it easy for non-programmer builders.
Think about whether or not you want PvP. If so, you need to really think about how you're going to do your combat system and any limits you want on who can attack whom.
Equipment, "treasure", values of things and how you want to do the economy.
This is an older question, but IMHO now there is a better answer: use Unity (or something akin to it). It gives you 90% of what you need to make a game up front, so you can jump in and focus directly on the part you care about, which is the gameplay. When you run aground because there's something it doesn't do out of the box, you can usually find a resource in the Asset Store for free or cheap that will save you a lot of work.
I would also add that if you're not working on your game full-time, be mindful of the complexity and the time-frame of the task. If you'll try to integrate so many different frameworks into your RPG game, you can easily end up with several years worth of work; maybe it would be more advisable to start small and only develop the "core" of your game first and not bother about physics, for example. You could still add it in the second version.
How does the open-source/free software community develop drivers for products that offer no documentation?
How do you reverse engineer something?
You observe the input and output, and develop a set of rules or models that describe the operation of the object.
Example:
Let's say you want to develop a USB camera driver. The "black box" is the software driver.
Develop hooks into the OS and/or driver so you can see the inputs and outputs of the driver
Generate typical inputs, and record the outputs
Analyze the outputs and synthesize a model that describes the relationship between the input and output
Test the model - put it in place of the black box driver, and run your tests
If it does everything you need, you're done, if not rinse and repeat
Note that this is just a regular problem solving/scientific process. For instance, weather forecasters do the same thing - they observe the weather, test the current conditions against the model, which predicts what will happen over the next few days, and then compare the model's output to reality. When it doesn't match they go back and adjust the model.
This method is slightly safer (legally) than clean room reverse engineering, where someone actually decompiles the code, or disassembles the product, analyzes it thoroughly, and makes a model based on what they saw. Then the model (AND NOTHING ELSE) is passed to the developers replicating the functionality of the product. The engineer who took the original apart, however, cannot participate because he might bring copyrighted portions of the code/design and inadvertently put them in the new code.
If you never disassemble or decompile the product, though, you should be in legally safe waters - the only problem left is that of patents.
-Adam
Usually by reverse engineering the code. There might be legal issues in some countries, though.
Reverse Engineering
Reverse engineering Windows USB device drivers for the purpose of
creating compatible device drivers for Linux
Nvidia cracks down on third party driver development
This is a pretty vague question, but I would say reverse engineering. How they go about that is dependent on what kind of device it is and what is available for it. In many cases the device may have a similar core chipset to another device that can be modified to work.