Which gstreamer deinterlace method produces the best output? - linux

I am using gstreamer and it's deinterlace method, there are several options for the method, (options).
Some are marked as bad and should not be used. But which should I use?
I am processing a video file and saving to a new file (i.e. not streaming), so I'm willing to sacrific CPU processing time to get good results. I also am not concerned about the output file size, and am willing to sacrific that for better results. I also don't care if I do (or don't) need to run this more than once.
I am digitizing old family VHS tapes, and noticed this when the small kids were moving/runing/jumping around. Since this is home made video tapes, there aren't many 'scenes' or special effects or fast moving cars. Just long continuous shots of people doing things.
So given that I don't care about lots of factors (processing time etc.), and the nature of the content, which is the best method to use?

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Overlapping one sound multiple times in processing

I'm working on the sound part of an interactive installation that would need an event to be triggered by osc an undefined number of times, making the sound linked to it overlaps instead of being rewinded and started again.
Would it be possible to do that without needing to make an array of loadings of the same sound?
I'm actually trying to do it with processing and minim library.
Do you think it would be easier to achieve it with another programming software? I've found myself in the same difficulties trying to do it with puredata. Any tip or clue would be extremely welcome.
Thanks a lot.
You will need multiple readers ([tabread~] resp [tabplay~] in Pd; i don't know about Processing/minim, but the same principle applies) to read the table multiple times (in parallel), where each one can be started separately.
However, you only need a single instance of your data array (e.g. [table]), as the various readers can access the same array independently.
Can you use Java libraries in Processing? Processing is built on Java, yes?
If you can, I have a library you can use, supporting a class I call AudioCue available via github. This is modeled on a Java Clip but with additional capabilities. It allows multiple, concurrent playback. AudioCue also has real time controls for volume, panning and playback speed, in case you want to play around with adding some more interactivity to your installation.
I would love to know if it can be used with Processing. Please follow up with me if you try this route. I'd like to see it done, and can possibly assist.
If Processing allows you to send PCM directly out for playback, then the basic algorithm is the store the audio data in an array, and create pointers or cursors (depending on your preferred terminology) that independently iterate through that array. This is the main basis of the algorithm I use for AudioCue, with the PCM being routed out via a Java SourceDataLine.

Finding the "noise level" of an audio recording programmatically

I am tasked with something seemingly trivial which is to
find out how "noisy" a given recording is.
This recording came about via a voice recorder, a
OLYMPUS VN-733 PC which was fairly cheap (I am not doing
advertisement, I merely mention this because I in no way
aim to do anything "professional" here, I simply need to
solve a seemingly simple problem).
To preface this, I have already obtained several datasets
from different outside locations, in particular parks or
near-road recordings. That is, the noise that exists at
these specific locations, and to then compare this noise,
on average, with the other locations.
In other words:
I must find out how noisy location A is compared to location
B and C.
I have made 1 minute recordings each so that at the
least the time span of a recording can be compared
to the other locations (and I was using the very
same voice record at all positions, in the same
height etc...).
A sample file can be found at:
http://shevegen.square7.ch/test.mp3
(This may eventually be moved lateron, it just serves as
example how these recordings may sound right now. I am
unhappy about the initial noisy clipping-sound, ideally
I'd only capture the background noise of the cars etc..
but for now this must suffice.)
Now my specific question is, how can I find out how "noisy"
or "loud" this is?
The primary goal is to compare them to the other .mp3
files, which would suffice for my purpose just fine.
But ideally it would be nice to calculate on average
how "loud" every individual .mp3 is and then compared
it to the other ones (there are several recordings
per given geolocation, so I could even merge them
together).
There are some similar questions but not one in particular
that I was able to find that could answer this in a
objective manner, or perhaps I did not understand the
problem at hand. I have all the audio datasets already
but I have no idea how to find out how "loud" any one
of them is individually; there are some apps on smartphones
that claim that they can do this automatically but since
I do not have any smartphone, this is a dead end for me.
Any general advice will be much appreciated.
Noise is a notion difficult to define. Then, I will focus on loudness.
You could compute the energy of each files. For that, you need to access the samples of the audio signal (generally from a built-in function of you programming language). Then you could compute the RMS energy of the signal.
That could be the more basic processing.

Realtime Sound Routing...Trigger a Sound with Another Sound

I'm looking for a program that is able to recognize individual audio samples from my computer and reroute them to trigger WAV files from a library. In my project, it would need to be realtime as the latency would not be a desired result. I tried using dictation software that would recognize words to trigger opening a file and that's the direction where I want to go, but instead of words I want it to be sounds and it would happen in realtime. I'm not sure where to go and am just looking for some guidance. Does anyone have any suggestions of what I should do?
That's a fairly broad question, but I can tell you how I would do it. (Hardly the only way, but where I would start.)
If you're looking for real time input, the Java Sound library (excellent tutorial here) allows for that. (Just note that microphone input from a web page is difficult on anything, due to major security concerns, so this would be a desktop application.)
If it needs to be real time, the first thing I would suggest is stream and multithread the hell out of it. I would suggest the Java 8 Stream API, but since you're looking for subsamples that match a specific pattern, then each data point will have to be aware of the state of its neighbors, and that isn't easy with streams.
You will probably want to know if a sound roughly resembles an audio profile, so for that, I would pick a tolerance on just how close you want it to be for a match (remembering that samples may not line up 100% anyway, so "exact" is not an option), and then look up Hidden Markov Models. I suggest these because they're what voice recognition software typically uses, and while your sounds may not be voices, it will give you an idea of what has already been done.
You'll also want to maintain a limited list of audio samples in memory. Specifically, you will likely need the most recent data, because an audio signal is a time-variant signal, and you can't get a match from just one point. I wouldn't make it much longer than the longest sample you're looking to recognize, as audio takes up a boatload of memory.
Lastly (for audio), I would recommend picking a standard format for comparison. Make it as good as gets you decent results, and start high. You will want to convert everything to that format before you compare it.
Once you recognize a specific sound, it's basically a Command Pattern. Specific sounds can be mapped, even with a java.util.HashMap, to specific files, which (if there are few enough) you might even have pre-loaded.
Lastly, it's worth looking at the Java Speech API. It's not part of the JDK and it's quite dated, but you might get some good advice from its implementation.
This is of course the advice of a Java-preferring programmer, but I imagine that there might be some decent libraries in Python and Ruby to help you as well; and of course there's something in C somewhere. This may sound like a lot, but most of the material is already implemented and ready-to-go.
Hopefully this helps, let's look forward to other answers.

Is it possible rip game resources from a .smc file?

Is it possible rip game resources from a .smc file? Specifically art, music, sprites, etc. How does an emulator copy the system it emulates?
It's possible, in the sense that the information is all there in some manner. But an smc file is basically a compiled program with embedded resources, and there isn't even a standard compiler or standard format for storing the resources that you can start from.
And as far as image data goes, there is a good chance it will be in the palettized and tiled format used by the PPU, although it's also not unlikely that it will be compressed in some manner or another. But the palette will probably be almost impossible to find by static analysis, and the tile maps are probably generated from the level data rather than being explicitly stored anywhere. You may have better luck running it in an emulator and extracting the data from VRAM.
For music, the situation is even more discouraging. SNES audio is most akin to a MOD file: instruments are sampled, and then the individual samples are pitch-adjusted and mixed to generate the output sound. The SNES provides hardware to decode the instrument samples, manipulate the pitch, and mix them together, but no high-level program (i.e. no equivalent of a mod file "tracker") to play back actual songs. So you may be able to find the BRR-encoded instrument samples in the same manner you may be able to find the image tile data, but the song data can and will be formatted completely differently in different games. Again, your best luck may come from extracting the state of the APU as an SPC file and working with that.
As for your other question, see How do emulators work and how are they written? for a previous answer on that very topic.

Combining resources into a single binary file

How does one combine several resources for an application (images, sounds, scripts, xmls, etc.) into a single/multiple binary file so that they're protected from user's hands? What are the typical steps (organizing, loading, encryption, etc...)?
This is particularly common in game development, yet a lot of the game frameworks and engines out there don't provide an easy way to do this, nor describe a general approach. I've been meaning to learn how to do it, but I don't know where to begin. Could anyone point me in the right direction?
There are lots of ways to do this. m_pGladiator has some good ideas, especially with seralization. I would like to make a few other comments.
First, if you are going to pack a bunch of resources into a single file (I call these packfiles), then I think that you should work to avoid loading the whole file and then deseralizing out of that file into memory. The simple reason is that it's more memory. That's really not a problem on PC's I guess, but it's good practice, and it's essential when working on the console. While we don't (currently) serialize objects as m_pGladiator has suggested, we are moving towards that.
There are two types of packfiles that you might have. One would be a file where you want arbitrary access to the contents of the files. A second type might be a collection of files where you need all of those files when loading a level. A basic example might be:
An audio packfile might contain all the audio for your game. You might only need to load certain kinds of audio for the menus or interface screens and different sets of audio for the levels. This might fall intot he first category above.
A type that falls into the second category might be all models/textures/etc for a level. You basically want to load the entire contents of this file into the game at load time because you will (likely) need all of it's contents while a player is playing that level or section.
many of the packfiles that we build fall into the second category. We basically package up the level contents, and then compresses them with something like zlib. When we load one of these at game time, we read a small amount of the file, uncompress what we've read into a memory buffer, and then repeat until the full file has been read into memory. The buffer we read into is relatively small while final destination buffer is large enough to hold the largest set of uncompressed data that we need. This method is tricky, but again, it saves on RAM, it's an interesting exercise to get working, and you feel all nice and warm inside because you are being a good steward of system resources. once the packfile has been completely uncompressed into it's destinatino buffer, we run a final pass on the buffer to fix up pointer locations, etc. This method only works when you write out your packfile as structures that the game knows. In other words, our packfile writing tools share struct (or classses) with the game code. We are basically writing out and compressing exact representations of data structures.
If you simply want to cut down on the number of files that you are shipping and installing on a users machine, you can do with something like the first kind of packfile that I describe. Maybe you have 1000s of textures and would just simply like to cut down on the sheer number of files that you have to zip up and package. You can write a small utility that will basically read the files that you want to package together and then write a header containing the files and their offsets in the packfile, and then you can write the contents of the file, one at a time, one after the other, in your large binary file. At game time, you can simply load the header of this packfile and store the filenames and offsets in a hash. When you need to read a file, you can hash the filename and see if it exists in your packfile, and if so, you can read the contents directly from the packfile by seeking to the offset and then reading from that location in the packfile. Again, this method is basically a way to pack data together without regards for encryption, etc. It's simply an organizational method.
But again, I do want to stress that if you are going a route like I or m_pGladiator suggests, I would work hard to not have to pull the whole file into RAM and then deserialize to another location in RAM. That's a waste of resources (that you perhaps have plenty of). I would say that you can do this to get it working, and then once it's working, you can work on a method that only reads part of the file at a time and then decompresses to your destination buffer. You must use a comprsesion scheme that will work like this though. zlib and lzw both do (I believe). I'm not sure about an MD5 algorithm.
Hope that this helps.
do as Java: pack it all in a zip, and use an filesystem-like API to read directly from there.
Personally, I never used the already available tools to do that. If you want to prevent your game to be hacked easily, then you have to develop your own resource manipulation engine.
First of all read about serializing objects. When you load a resource from file (graphic, sound or whatever), it is stored in some object instance in the memory. A game usually uses dozens of graphical and sound objects. You have to make a tool, which loads them all and stores them in collections in the memory. Then serialize those collections into a binary file and you have every resource there.
Then you can use for example MD5 or any other encryption algorithm to encrypt this file.
Also, you can use zlib or other compression library to make this big binary file a bit smaller.
In the game, you should load the encrypted binary file and unpack it. Then decrypt it. Then deserialize the object collections and you have all resources back in memory.
Of course you can make this more comprehensive by storing in different binary files the resources for different levels and so on - there are plenty of variants, depending on what you want. Also you can first zip, then encrypt, or make other combinations of the steps.
Short answer: yes.
In Mac OS 6,7,8 there was a substantial API devoted to this exact task. Lookup the "Resource Manager" if you are interested. Edit: So does the ROOT physics analysis package.
Not that I know of a good tool right now. What platform(s) do you want it to work on?
Edited to add: All of the two-or-three tools of this sort that I am away of share a similar struture:
The file starts with a header and index
There are a series of blocks some of which may have there own headers and indicies, some of which are leaves
Each leaf is a simple serialization of the data to be stored.
The whole file (or sometimes individual blocks) may be compressed.
Not terribly hard to implement your own, but I'd look for a good existing one that meets your needs first.
For future people, like me, who are wondering about this same topic, check out the two following links:
http://www.sfml-dev.org/wiki/en/tutorials/formatdat
http://archive.gamedev.net/reference/programming/features/pak/

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