Android : Audio file from internal speaker - audio

I want to play a audio file from the internal speaker (that from which comes the voice during a call) it's possibile ?

Use the setSpeakerphoneOn method of the AudioManager. This requires the MODIFY_AUDIO_SETTINGS permission.
audioManager = (AudioManager)Context.getSystemService(Context.AUDIO_SERVICE);
audioManager.setSpeakerphoneOn(false);
mediaPlayer.setAudioStreamType(AudioManager.STREAM_VOICE_CALL);

Question is a bit old. Anyhow, this method may help others:
public void play(MediaPlayer player, String filePath){
try {
player.setDataSource(filePath);
player.setAudioStreamType(AudioManager.STREAM_VOICE_CALL);
player.prepare();
player.start();
} catch (IOException e) {
e.printStackTrace();
}
}

Related

Javafx how to setup a Media playlist

Ok I'm currently doing a Trivial Pursuit game project with javafx and my group wants me to add audio the problem is I have a method
public static void playSoundEffect(Sound sfx) {
Media media=null;
try {
media = new Media(GameAudio.class.getClassLoader().getResource(sfx.getSound()).toURI().toString());
mediaPlayer = new MediaPlayer(media);
mediaPlayer.play();
} catch (URISyntaxException e) {
e.printStackTrace();
}
}
But it has its issues because if I want to mute all the audio, only the last played sound will be muted and not the whole project's audio.
I was thinking of making 2 List of MediaPlayer(SFX and Music) that contains each audio files but I'm not sure how to set this up properly... My current try was using Enum for the const strings containing the path. Then in some class i use the method above to play the sound at a certain point. But since i always call a new instance of mediaPlayer I don't have any control on it anymore and that's why I'm so lost.
As #James_D supposed for the mute I will use a BooleanProperty muted and call a method mediaPlayer.muteProperty().bind(muted) on each mediaplayer created.

C# code fails to read serial input from Arduino

Hi I am trying to read serial input from my Arduino but I am having no luck. I believe I am opening and closing the connection correctly but do not appear to be having much success!
I'm sure the Arduino is outputting data because I can see it in the serial terminal.
The code for my C# program is below, I was wondering if anyone could spot any mistakes I may have missed.
Also this is an example of the serial data I should receive "12.2,1111,332,233"
namespace FridgeProtectionDeviceMonitor
{
public partial class Online_mode : Form
{
public Online_mode()
{
InitializeComponent();
}
private void Online_mode_Load(object sender, EventArgs e)
{
cmbPortSelection.DataSource = SerialPort.GetPortNames();
cmbChartSelection.SelectedIndex = 0;
}
string x = "";
SerialPort port;
private void btnFindPorts_Click(object sender, EventArgs e)
{
var ports = SerialPort.GetPortNames();
cmbPortSelection.DataSource = ports;
}
private void btnOpenPort_Click(object sender, EventArgs e)
{
if (cmbPortSelection.SelectedIndex > -1)
{
port = new SerialPort(cmbPortSelection.Text);
try
{
if (!port.IsOpen)
{
port.BaudRate = 9600;
port.Open();
}
}
catch (Exception)
{
MessageBox.Show("Serial connection request denied: Port is in use!");
}
}
else
{
MessageBox.Show("Serial connection request denied: No port selected!");
}
}
private void btnClosePort_Click(object sender, EventArgs ex)
{
try
{
port.Close();
}
catch (Exception)
{
MessageBox.Show("Serial close connection request denied: ", ex.ToString());
}
}
private void update(object sender, EventArgs e)
{
txtSaveLocation.Text = x;
}
private void port_DataReceived(object sender, System.IO.Ports.SerialDataReceivedEventArgs e)
{
x = port.ReadLine().ToString();
MessageBox.Show(x);
this.Invoke(new EventHandler(update));
}
}
}
I was just working on the same thing as you, you'll have to modify it if you want to use it for your purposes, but here's the code I use that works. The only problem is that for me I need it to read very quickly because it's for a speedometer and it sort of lags (anyone know why?) but anyways here's my code that works for me.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
public void Form1_Load(object sender, EventArgs e)
{
try
{
if (arduinoCom.IsOpen == false)
{
arduinoCom.Open();
}
}
catch
{
MessageBox.Show("Serial Error: Is your serial plugged in?");
}
}
private void refresh_Tick(object sender, EventArgs e)
{
string speedReading = arduinoCom.ReadLine();
speed.Text = speedReading;
}
private void Form1_FormClosing(object sender, FormClosingEventArgs e)
{
arduinoCom.Close();
}
}
}
I've got a USB to serial converter linked to an XBee wireless bridge linked to PIC micro-controllers and i've found that running the serial port read functions in a separate thread increases communication speeds something chronic!
The readline blocks the code until the newline character is received, therefore blocking your main thread. Before i moved it to another thread my GUI became un-responsive etc.
By the way I'm using ReadByte().
I'm continuously reading bytes from the serial buffer in a backgroundworker and storing them in a thread safe queue. Then checking the queue for my communication start bits and analyzing the packet from there. Using manual reset events I'm syncing everything.
In my experience the port_datareceived event is a nice addition to the serialport class but unfortunately it is relatively useless for fast communications. I'm running at 12900 baud.
If you want code snippets i can provide them.
Regards,
Pete
P.S. I'm using an ATS5004D 4 channel differential oscilloscope with multichannel software. multichannel software can analyse the voltage signal into serial data through it's built in serial analyzer block. That way you can see what's actually being discussed on the serial comms lines!! cutting out all the BS other serial terminals add...
#michael b I'd start by looking at what the actual communication is doing i.e. scope the TX RX lines to see what the arduino board is putting out. I have only little experience with arduino but its predecessor the PICAXE system had a debug function which slowed everything down heaps, is something like this going on?
How many times per second do you want to update the speedo?
The SAE J1939 automotive serial communication standard says that RPM only needs to be updated once every 100ms. The human eye usually can't see/react faster than 300ms. 9600 baud gives you one 8bit byte per millisecond approx.
Personally I wouldn't use the timer to get the updates and instead do everything on a separate thread from main, and let it run as fast/slow as it wants.
this thread shows you roughly how i've set up my communications System.IO.IOException: A device attached to the system is not functioning C# .NET 4.0
hope it helps,
pete

j2me audio player

I created a audio player using following code.
try {
InputStream is = getClass().getResourceAsStream("bell.wav");
player = Manager.createPlayer(is, "audio/X-wav");
player.realize();
player.prefetch();
player.start();
}
catch (IOException ex) {
ex.printStackTrace();
}
catch (MediaException ex) {
ex.printStackTrace();
}
This code works on the simulator without any problem. But it is not working in the phone.
MediaException is thrown. I think phone does not support for this player.
Have there any solutions for this ?
It might help to check what mime types are supported by the device by checking
Manager.getSupportedContentTypes(String protocol);
and
Manager.getSupportedProtocols(String content_type);
You can also try using an URL instead of InputStream
Manager.createPlayer(String url);

j2me problem with playing multiple sound files

I have a problem with playing more than 2 sound files in a game I'm developing now in j2me MIDP2 in eclipse.
Please advice me the best way for playing multiple "wav" sound files.
I created the following method that is called once when the program starts
public void setSound()
{
System.out.println("Sound on");
try {
p1=Manager.createPlayer(is1, "audio/X-wav");
p2=Manager.createPlayer(is2, "audio/X-wav");
p3=Manager.createPlayer(is3, "audio/X-wav");
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (MediaException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
and every time I need to play one of the sounds I stop the two other players (to insure that no one of them is running p2.stop(); p3.stop();) and start the third one (p1.start();) and every time I have two players stopped (being in PREFETCHED State) the third one is not running and exceptions are thrown.
The Java ME spec is not specific about this, but on actual devices you can usually have only one allocated player at a time, so just stopping a player is not enough. See also this forum post. I found it is a challenge even to deallocate a player properly before playing a new one, so in my own code I resorted to waiting for one sound to end before trying to play a new one.
in j2me there is only one player.More than 1 players are not supported.How execute the sound one sound after another or any other.If u want playing multiple sounds means then u follow the below coding
public class AudioPlayer implements javax.microedition.media.PlayerListener{
Player player;
int count=0;
public void playMedia(){
try{
player = Manager.createPlayer(getClass().getResourceAsStream(audioFiles[count]),"audio/x-amr");
player.addPlayerListener(this);
player.start();
}
catch (Exception e) {
return ;
}
}
public void playerUpdate(Player p,String event,Object eventData)
{
//Playing next audio file after completion of current audio.
}
}

Why getClass() used in the piece of code?

I am trying to access the audio file from the jar,for doing that i wrote a code,like
...
try {
InputStream is =
getClass().getResourceAsStream("audio.wav");
Player player = Manager.createPlayer(is, "audio/X-wav");
p.start();
}
catch(IOException ioe) {
}
catch(MediaException me) {
}
...
but here in this snippet,what is the use of getClass()?
It allows you to get the class of the current object, so in turn you can access resources. getResourceAsStream loads resources from the class loader associated with the class. See the documentation for Object.getClass and Class.getResourceAsStream.

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