iOS Sound Recognition

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Tester2
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iOS Sound Recognition

Post by Tester2 » Tue Aug 14, 2012 1:49 am

There's a question I've been running in circles with:

Is there a way to "hear" sound with the iOS and LiveCode?

Like if someone spoke into their phone and said "hello" is there a way in LiveCode to realize that a sound was made?

Thanks.

-Tester2

monte
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Re: iOS Sound Recognition

Post by monte » Tue Aug 14, 2012 10:55 am

Do you mean to get the text "hello" or to determine that there is sound at all? Either would need an external but voice recognition would be vastly more complicated to implement.
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Tester2
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Re: iOS Sound Recognition

Post by Tester2 » Tue Aug 14, 2012 3:09 pm

I think just that there is sound at all.

IE: A user can say "begin" or make some sound and that will play an audio file....rather than having to use a button.

I'm mostly just curious if this is possible.

Thanks.....

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Re: iOS Sound Recognition

Post by Klaus » Tue Aug 14, 2012 5:02 pm

You mean "Speech Recognition" à la SIRI? 8)
Huh, a BIG task, I think...

Monte? :D

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Re: iOS Sound Recognition

Post by CALL-151 » Wed Aug 15, 2012 2:58 am

I think he wants to detect a sound, not recognize speech. The only way I know to get sound in with iOS is to us the rremicrophone external, which would be too cumbersome. Obviously, Monte will have to spend a minute or two writing an external to implement AURemoteIO (e.g. http://developer.apple.com/library/ios/ ... Intro.html). Actually, this would be a pretty nice addition to mergext.

Tester2
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Re: iOS Sound Recognition

Post by Tester2 » Wed Aug 15, 2012 3:15 pm

Yes, detect a sound - not speech.

Thanks so much for the feedback guys; it has helped cure some of my wonderings.

Bottom line - yes, it could probably be done but it will take a lot of work and implementation. :wink:

monte
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Re: iOS Sound Recognition

Post by monte » Mon Aug 20, 2012 1:43 pm

Not necessarily a lot of work but yes you would need an external. I have added peak and average power callbacks to rremicrophone. You only get them when recording though so we might need a different approach. If you are interested i do half rate development on mergExt externals.

Cheers

Monte
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Tester2
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Re: iOS Sound Recognition

Post by Tester2 » Tue Dec 11, 2012 12:53 am

Hey Monte,

With rremicrophone, is there a way to "capture" or determine what the incoming audio levels are at? So if there is a loud noise (over a certain decibel level) then I can capture that and trigger something else.

The use case would be as follows:

1) The user opens an audio training app.

2) The user presses play and an audio file begins playing.

3) The user then begins user their hands for the training (aka, not being able to press buttons).

4) The audio file will finish and when the user says "resume" or some loud audible command then a new audio file will begin playing.

Currently, I have buttons that can easily play, pause, and resume the audio file, but I really need to get this hands free for the user.

Thanks so much for any feedback and guidance.

-Tester2

monte
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Re: iOS Sound Recognition

Post by monte » Tue Dec 11, 2012 6:24 am

Not with the standard rremicrophone. I did a custom version with peak and average power but I didn't release it and then LC5.5.2 came out so it needs to be added to the new rremicrophone. That project that required it is on hold though...
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Tester2
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Re: iOS Sound Recognition

Post by Tester2 » Tue Dec 11, 2012 8:26 pm

Monte,

My name is Myles Debski, a Creative Services engineer at Richard Carlton Consulting, Inc. based in Fairfield, California. My boss, Richard Carlton, and I are really trying to get some help with accomplishing the task I previously mentioned. Can we contact you back channel to see if this is something that you can deliver and what it would take? We do have a small budget with "cash in hand".

Thanks.

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Re: iOS Sound Recognition

Post by monte » Wed Dec 12, 2012 9:25 pm

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