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AppGameKit Classic Chat / A question about RecordSound()...

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=PRoF=
21
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 5th Jun 2017 10:24
Hi Guys,

This one is aimed primarily at Paul (Or Rick maybe?).

I'm sure the RecordSound() functions have been around since AppGameKit v1. And as I finally have a use for them now, I decided to check the help to see whether or not it recorded using .ogg or still .wav; and do you know what I found?

Quote: "RecordSound

Description

Not yet functional.
"


So, is there any plans to add the functionality to these commands (on all platforms ideally)? And if so, is there any chance it can save to .ogg?

Thanks in advance

=PRoF=

blink0k
Moderator
11
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 6th Jun 2017 03:09
Yes. Super dooper need this as well. Please please please
=PRoF=
21
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 9th Jun 2017 12:36
Sorry for the bump, but I'd really like to know what's on the cards for these commands. I have an epic idea for an app but can't go any further with it unless I can record sounds.
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 9th Jun 2017 17:23
Currently it's not a high priority, it didn't seem that popular, but if there is enough demand for it that we can take another look.
=PRoF=
21
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Joined: 17th Mar 2003
Location: Milton Keynes, UK
Posted: 9th Jun 2017 19:40
@Paul Johnston - That's disappointing, but ok. Thanks for the reply.
IBOL
Retired Moderator
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Location: @IBOL17
Posted: 12th Jun 2017 13:08
it's certainly something i have wanted for a long time
janbo
15
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Joined: 10th Nov 2008
Location: Germany
Posted: 12th Jun 2017 19:24
I think it was working at a long time ago
I could use it in a side project
+1 for record sound

Using AGKv2 Tier1
blink0k
Moderator
11
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 13th Jun 2017 00:12
Me too. +1 for recordsound()
Jack
19
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 13th Jun 2017 12:19
+1 for record sound

This would finally give me the ability to talk to my AI in order to teach it.

* But there are also some other uses aswell, like a teamspeak on the same network tcp as the multiplayer goes.
* It would be useful though to get a chunk of the recording sound directly into a memblock,
in order to create some really nice real-time stuff.
* Maybe we can get sound shaders aswell, so AppGameKit can get some serious sound abilities =)

[/url]
janbo
15
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Joined: 10th Nov 2008
Location: Germany
Posted: 13th Jun 2017 14:14
Shadertoy does have sound shaders and I have read that they encode the sound into a texture and decode it in the shader again just to then write a texture again ^^
should be possible already with Memblock commands and normal Pixel shader
Quote: "It would be useful though to get a chunk of the recording sound directly into a memblock"

How are you imagine it ? like the ability to stream something ?
Like PlayVideoToImage( imageID ) but for sound: PlaySoundToMemblock( ) or something ?

Using AGKv2 Tier1
CJB
Valued Member
20
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Joined: 10th Feb 2004
Location: Essex, UK
Posted: 13th Jun 2017 23:21
+1
I'd like access to the live buffered data stream for realtime VU Metres, Spectrographic analysers, Realtime audio effects (reverb, delay, pitch shift, distortion etc.), sound triggered gameplay etc.
Jack
19
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 14th Jun 2017 02:03 Edited at: 14th Jun 2017 02:06
Quote: "should be possible already with Memblock commands and normal Pixel shader"


I work on a direct frequency modulation function in c++, so an audio signal can be send though a shader soon, hope it will work well.
Memblocks are not real-time. We can already apply an audio modulation and create a new sound sample of it.


Quote: "How are you imagine it ? like the ability to stream something ?
Like PlayVideoToImage( imageID ) but for sound: PlaySoundToMemblock( ) or something ?"


I imagine something like that:


[/url]
janbo
15
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Joined: 10th Nov 2008
Location: Germany
Posted: 15th Jun 2017 00:01 Edited at: 15th Jun 2017 00:20
I thought you could create something like streams yourself in AppGameKit but streams could be infinite and recording a sound does have a start and stop.
Now wouldn't it be possible to cut the sound into pieces and access it after a little time, through starting, stopping and creating memblocks from it would be incredible slow, so it would have a huge latency.

Using AGKv2 Tier1
blink0k
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 20th Jun 2017 00:49
is this possible for android and ios? recording sound using shaders that is
Coilwinder
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Joined: 28th Feb 2013
Location: Norway
Posted: 3rd Jul 2017 07:49
Well another +1 for sound recording here.

Streaming too. I'm not sure at all how it should be implemented. I'm thinking maybe a system with some kind of double buffering. Each buffer with length of a frame time, or some other adjustable length. Then you'd use a buffer when it's ready (so there'd be a bit of lag, ofc). I guess this could be implemented "manually" too, if sound recording worked / existed. I'm just guessing a built-in system would be faster. Maybe even use more buffers, if they are not processed in time (or simply drop / rewrite or wait for it to be ready to be written again?). Or something else entirely, I'm just thinking out loud here.
Apologies for any typos and strange grammar.
SoftMotion3D
AGK Developer
18
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Jul 2017 22:36
+1 sound record here also!

(I've been away for awhile but im back!)

my 2 main projects could benefit from such a command.

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