I would like to hook up several piezos to an arduino so that, when they are activated each piezo plays/triggers a separate tone. For instance, I'll have five piezos connected to the arduino - when I apply pressure to each one they play a separate note, either through a software interface on a computer or from the piezos themselves. Basically an Arduino synth using piezos as keys.
I'm just not quite sure how to go about doing this. I'm sure its possible but just need a push in the right direction. Any ideas? Thanks!
The practical difficulty of using one device as both an input sensor and output device, is that once activated to output (a sound) you would have to disable using it as input for some fixed time. Something more responsive would be to use separate sensors for the keys, and just one speaker for all sounds. The good folks who came up the Arduino tutorials have a 3 key sensor player example here:
http://arduino.cc/en/Tutorial/Tone3
and another example of using a piezo as a sound sensor here:
http://www.arduino.cc/en/Tutorial/KnockSensor
I can Help you with the Software interface , You can use your smart phone to play sounds for each Piezo Sensor.
See this app : https://play.google.com/store/apps/details?id=ram.mere.DoDuino
You can connect arduino using Serial ( Android 3.1 and higher ) or Bluetooth to this app.
And to use the Sound Action follow this tutorial :
https://www.youtube.com/watch?v=RQhx6qBElVk
. So you specify what sound to be played on your android phone , and when you detect which piezo you send data to the android and then the Sound Specified will be played .
So for example if android App Received : #p1; then it will played the sound related to Piezo one
and when you send #s1; then it will stop playing that sound ..etc.
Hope this help someone :D .
Related
I have a Raspberry pi 4 and my goal is to connect it to some LEDs that will react to music that is playing through bluetooth (or AirPlay, ...). I've installed rpi audio receiver and so now I can stream music to it.
Now I need to write (or use some) code, that could parse what is being played to the audio output (via built-in 3.5mm jack), so the main question now is:
Is it better (or possible) to intercept the audio somewhere and analyse it with my own code, or does this require some deep modifications to the streaming program? Or do you know of a better solution that could point me to the right direction?
I saw a lot of people using an external mic, but the whole process is too different from mine.
Type of LED strip is not important right now, if I'm able to write my own code for it.
Thanks for any help!
Basically Microphone have USB port only.
Camera have micro USB looks like.
Are there is any way to record video and audio from those devices together?
Only one option that i see is capture separately one from another and after add sound on top of it.
But i afraid that it will be hard to fit video + voice to be look perfectly.
Any one have a solution for this? Or does anyone knows App which will help to combine them or edit video and adding audio on top of it?
Hand sync the video and audio.
Essentially, start the video, then turn the mic on. Clap a few times so you know where the two start when you go back to edit it.
I'm working on a WinRT project in which I'm playing multiple video files at the same time. I have 3 audio devices attached to machine which will be used distinctively to render audio from video file(s) that's playing. Maximum number of videos that can be played simultaneously is 3. Hence each audio device would be used to render audio from its corresponding video file. i.e. Audio device 1 would play video 1 and so on. That's the requirement I have.
So far, I came across two approaches. First, we use Dolby or any other API to channelize audio to corresponding device. i.e. left channel is rendered to device 1, middle/center to device 2, and right to device 3. I've tried Dolby Audio sample app for Windows 10. They've done channeling in embedded video, not in code. I couldn't find documentation for Windows 10 Dolby API. So for this approach, can I render audio in form of a channel to a particular audio device? And I don't want to merge audio in anyway.
Second, we use 3 sound cards and attach an audio device to each one. We choose the device we want to play audio on by providing device ID. I've tried this approach with XAudio2 by calling createMasteringVoice() method with device ID I want. That worked for single audio file, however, I want to render audio of multiple videos that are being played.
Both approaches didn't solve the core requirement yet. So considering the scenario, what is best approach to follow to fulfill the requirement?
I would say you can go with XAudio2 as you mentioned in second approach. Since you can pass deviceId to createMasteringVoice(), you can create multiple instance of UniversalAudioPlayer and pass different IDs to each one. This way multiple sounds can be played concurrently. Take a look at function definition and community additions here.
I'm trying to make a video tutorial, so i decided to record the speeches using a TTS online service.
I use Audacity to capture the sound, and the sound was clear !
After dinning, i wanted to finish the last speeches, but the sound wasn't the same anymore, there is a background noise(parasite) which is disturbing, i removed it with Audacity, but despite this, the voice isn't the same ...
You can see here the difference between the soundtrack of the same speech before and after the occurrence of the problem.
The codec used by the stereo mix peripheral is "IDT High Definition Codec".
Thank you.
Perhaps some cable or plug got loose? Do check for this!
If you are using really cheap gear (built-in soundcard and the likes) it might very well also be a problem of electrical interference, anything from ...
Switching on some device emitting a electro magnetic field (e.g. another monitor close by)
Repositioning electrical devices on your desk
Changes in CPU load on your computer (yes i'm serious!)
... could very well cause some kinds of noises with low-fi sound hardware.
Generally, if you need help on audio sounding wrong make sure that you provide a way to LISTEN to the files, not just a visual representation.
Also in your posted waveform graphics i can see that the latter signal is more compressed, which may point to some kind of automated levelling going on somewhere in the audio chain.
I'm using VirtualDub version 1.9.11 to screen capture video game play on my computer. It works amazing for video; however, I can't get my audio to record.
My motherboard is a Gigabyte ga-z77x-ud5h. And I have downloaded the latest audio drivers and even tried older drivers.
Here is an image of what my Sound options in VirtualDub SHOULD resemble. This comes from this VirtualDub tutorial http://www.genadmission.com/vdubguide.html
Here is what my inputs look like, none...
And here are what my sources look like, none...
Any clues on why I have no sources and no inputs? If I plug in a microphone I can get mic input, but that's it.
I learned about uisng VirtualDub from this video tutorial http://www.youtube.com/watch?v=fvfPXn5VQ0w
Solved. Had to enable Stereo mix which was disabled by defualt... why on earth would Windows 7 disable that by default is beyond me.
Seen on this video http://www.youtube.com/watch?v=mjQ_qS-LaoU
I've run DIMH and SFC to see if there are any errors on the system. SFC said a couple of directories had dual owners and corrected that, but it didn't help.
I tried re-connecting the Pinnacle device, thinking that giving the system a choice of more than one device might fix something. VirtualDub sees both video capture devices and will use either one: but it still does not give me a choice of audio input devices.
However, it will let me take the video from the FHD HDMI input and sound from the Pinnacle device, so I have a work-around. It's stupid, and I'd really like to get this working properly, but at least I can use this solution.