Baby Cry Sound detection [closed] - audio

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I wanted to write a code to detect baby cry sound. I am using Windows as platform. Presently, I am able to get audio samples and its frequency plot(using FFT) but not sure how to proceed forward.
I wanted to ask what steps I should follow to detect the baby cry sound given its time-frequency plot.
I saw some methods such as median filter followed by HMM in speech recognition. But for simple sound detection do I need to go for such sophiticated method?
I will be very grateful if you could help me.

Hidden markov models are widely used in speach recognition, but since you don't really need to know what your baby is saying (next project: baby translator), i don't think it is what you need.
What you should probably do is look at a lot of spectorgrams of babies crying, and look for patterns. Or, even better, let your algorithm do this. What you do is calculate certain metrics about your sound called MFCCs.
You do this on, say, 1000 samples of crying sound, and then you have a 1000 vectors of metrics.
Now, for each metric you calculate the standard deviation. This gives you a way to tell of a sample of random babysound how much different it is from avarage crying sound.
This sounds very hard, but i know there are tools out there. Have a look at sphinx. You can probably train to work.
But either way, start by collecting baby-crying sounds ;) (but don't steal candy)

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How Text to Audio softwares works [closed]

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I want to create a software that can convert readable-texts(non-English) to Audio sound output.
After some searches what I have realized that most of the existing audio readers are too robotic and lacks the human-speech like effects.
I am looking for some algorithm/paper-work, which can give me some idea on how to proceed/implement such a thing.
or
Does anyone know, How some of the world's best Text-Reader software works?
My expectation are:
Reduced Robotic-like sound, and more of Human-like sound
High Quality Output
Light weight, yet Fast process speed
**Please edit this question, if anyone thinks some points are missing on this aspect.
Some small steps might help you give some basic Idea of what happens-
You need to create a dictionary of words, each word with its name and sound.
Create your own signal processor, this will help you add effects to your sound, like you might want robotic, or a female version or something else.
Parse the text file you want to read in array formats, dividing each word and punctuations, to form an array and. eg. "I want to die, this isn't a correct way to live." this will form an array as {I:want:to:die:,:this:isn't:a:correct:way:to:live:.}
Use the punctuation to implement life like parameters like , for small pause and . for longer pauses in your audio reader.
Use the words to take out audio from your database(dictionary) list in point 1.
Play the whole array continuously with a pause between each array element, will work similar to spaces
I think these are major ways to do this. To make it faster you can use advanced sound processing tools, to cache small sound data and add data on fly while you are modulating sound signals.
Might this help you.
Could be nice if you can tell us what kind of app you'll create (Movil, Web, Desktop) and also in what code you'll develop it (Php, Java, C++, etc). Because if you search in google, you'll find a lot plugins for website that convert text to audio that you can download them and see the code.
Also it's hard to find an app that not sound like a robot and if you find it maybe you'll pay for it.
The "robotic" aspect of text to speech that you are concerned about is a matter of the quality of "prosody". This is an active research area. You could probably get a PhD for working on improving prosody in TTS systems. If you would like to read about current research you can try searching for "improving prosody in text to speech".
A big part of the problem is having an accurate model of speech prosody in a given language. The thesis "MeLos: Analysis and Modelling of Speech Prosody and Speaking Style" by Nicolas Obin (2012) contains a survey of the state of the art in speech prosody modelling. Or try searching for "text to speech prosody survey state of the art".

What makes a 3D game's graphics [closed]

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As a somewhat experienced XNA developer, and a beginner to the world of 3D modeling (via Autodesk Maya), I was really wondering what actually makes the graphics look so good in video games such as Crysis3, FarCry3, Metro:Last Light, etc..
Are the game's graphics affected mostly by the Models? Shaders? Something withing the game's engine? Or might it even be the textures that are used?
My guess was that the game's shaders are the most important, but since I barely know anything about it I've decided to ask before I start learning how to program it (HLSL, right?).
thanks.
It's the artists. A good artist can take anything and make it look beautiful.
It really comes down to a combination of things - the models, the shaders, the textures. The dirty tricks you use to combine these things.
But I think, from the perspective you're asking your question from, the answer is definitely "the shaders". The shaders are what bring everything together to create the final image. Shaders are basically little programs - so they can do more-or-less anything.
Of course, that's kind of like asking "what makes software so great?" and saying that it's "the code".
Probably the most important thing that makes a 3D scene look realistic/good is the lighting. This is usually done in shaders. But it could also be pre-calculated and stored in textures. Or some combination of the two.
Here's an article about a game that has an advanced, physically-accurate lighting simulation (many games are still using non-physical simulations). The shader is what does the lighting calculation itself - but the textures that define a material's properties are obviously integral to this process.

sensor programming [closed]

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I´ve a question according sensor programming. I´m searching a sensor that tells me, for example, if a glass of water is more than half full. I´ve already googled that, but I can´t find anything.
So my questions are:
Where can I buy such a sensor?
What programming language do I need to control such a sensor?
Thanks for answers..
Update from comments below one of the answers
What I really need it for is a big container, in which is some corn. I
want to use the sensor to tell me, just as the corn is under a defined
point of the container. So that I can calculate, at which time I have
to refill the container.
Your sensor could be a level sensor. There are several principles on which level sensors work (see here). Some of them will work with granular solid material. (For example, an ultrasonic range sensor could shoot a pulse at the surface of corn mass, detect the reflection, measure round trip time of flight.)
... or it could be a proximity sensor, as somebody had suggested above.
... or it could be a weight sensor. Here's an application note on weighing vessels.
If you google "level sensor for grains", you may find something useful.
What language to use would depend on what you will connect connect the sensor to. If it will be connected to a microcontroller, the language would be C. If it will be connected to a PC, then it would depend a lot on the particular model of the sensor.
By the way, here's a web group dedicated to sensors.
I would imagine you could use a similar mechanism to a car's fuel tank. Have a mechanism that stays afloat in the container with an attached arm and a magnet on it, then using a Hall sensor you can observe the change in hall reading as the floating part rises or falls within the container.
"What I really need it for is a big container, in which is some corn."
Perhaps one of those sensors that are used to ensure garage entry ways are clear before an automatic garage door is allowed to close. It uses an optical beam of light.
Do you know the size of the glass in question? You could just get a scale and work out how heavy the glass would be when it is half full of water. My guess is that you could probably find a sensor that could do this and it would most likely need to be written in C.
This guy seems to be having the same problems:
http://forums.makezine.com/comments.php?DiscussionID=6052
Good luck.
Also check out Arduino for micro controller electronics.

WAV-MIDI matching [closed]

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let's consider a variation of the "WAV to MIDI" conversion problem. I'm aware of the complexity of such a problem and I know that a vast literature about the more general Music Information Retrieval (MIR) subject exists.
But let's suppose here that we already have both the WAV and the MIDI representation of a music piece, so we actually don't have to discover pitches inside the WAV signal from scatch... we "just" have to match the pitches detected (using a suitable algorithm) with the NoteOn events contained in the MIDI representation. I definitely suppose we should use the information contained in the MIDI file to give some hints to the pitch detection algorithm.
Such a matching tool could be very useful, for example for MIDI "humanization": we could make the MIDI representation more expressive using the information retrieved from the WAV signal to "fine tune" note onsets, durations, dynamics, etc...
Does anybody know if such a problem has already been addressed in literature?
Any form of contribution or assistance will be greatly appreciated.
Thanks in advance.
At the 2010 Music Hackday in London some people used the MATCH Vamp plugin to align score to Youtube videos. It was very impressive! Maybe their source code could be of use. I don't know how well MATCH works on audio generated from MIDI files, but that could be worth a try. Here's a link: http://wiki.musichackday.org/index.php?title=Auto_Score_Tubing
This guy appears to have done something similar: http://www.musanim.com/wavalign/ His results are definitely interesting.
This seems like an interesting idea. What are you trying to do, is it just match the notes pitch? Or do you have something else in mind?
One possible thing that you could look into is if you know the note (as an integer value I think its been a while) that will be used to pass into the noteOn method, you may be able to do something with that to map it with a wav signal. IT depends on what you are trying to do.
Also, there are some things that you could also play around with in (I think it is called) the midi controller. Such as: modulation, pitch, volume, pan, or play a couple of notes simultaneously. What you could do with this though, is have a background thread that can change some of those effects as the note is being played. For example, you could have a note get quieter the longer it is played, or have a note that with pan between the left and right speakers, etc
I havnt really played with this code in a long time, but there are some examples of using a midi controller.

Where can I find free sound effects for a game? [closed]

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Where can I find free sound effects for a game?
http://www.freesound.org/
Also, archive.org may have some stuff.
sfxr is a great tool if you want to generate vintage arcade sounds. It can generate all sorts of cool laser, explosions & blip sounds. You can generate random sounds or adjust existing ones until you get just what your looking for. There is Mac port as well called cfxr
Happy tweaking :)
Free Sound Effects and Royalty Free Sound Effects
Tintagel's Free Sound File Archive (dead link)
Copyright and Public Domain Music (dead link)
Sounds Effects and Music
eHow - How to Find Public Domain Sound Effects
Essentially, you want to be searching for "public domain" sound effects - these are sound effects that are made for the intention of publicly sharing, i.e. they have no copyright and you can use them however you like. Those were just the top results for a Google search for "public domain game sound effects".
Sorry to piggyback off Google here, but that's really your best bet; just keep exploring til you find what you need!
I know that a lot of people use Flashkit for free sfx in Flash videos, at least.
When Soundsnap went pro, I started using:
freesfx.co.uk
It's Creative Commons based and all sounds are free to use plus there are somthing like 1,500 sounds in there too currently. I have used several pro sites in the past and I must say that everything on this site is just as high quality.
I suggest you also this very nice website : http://www.lasonotheque.org/en/
Lots of CC-licensed music and sound-effects on Kongregate Collabs.
Also, the free utility sfxr and its Mac version cfxr are terrific for quickly-generating game sounds.
My honest advice is buy a decent microphone and buy some cantelope
If you need voice acting for your game, the guy who voiced Serious Sam is in need of cash and will do lines for $1/word.
From his site:
Hey there. My name is John J. Dick. You may know me as the voice actor who portrays 'Serious Sam'. I'm also working in Dallas as a strip club DJ. Barely making enough to keep my head above water. In fact, I'm not even doing that.
Here's the skinny, I'm in debt... bad. $20,000 in credit card debt, bank overdrawn, behind on bills, etc. Got burglarized back in February, so I don't even have anything left to show for my debt. It's a long story how I got into this situation, if you're curious I'll tell you the details. Point being, though, I'm in a position where I'm desperate to pay my bills off in any way I can.
freesound
Soundsnap
Free Sound Effects - SFXsource.com

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