ar-challenge | Augmented Reality Challenge for the Silicon Valley Computer | Computer Vision library

 by   jeradesign C++ Version: Current License: BSD-3-Clause

kandi X-RAY | ar-challenge Summary

kandi X-RAY | ar-challenge Summary

ar-challenge is a C++ library typically used in Artificial Intelligence, Computer Vision applications. ar-challenge has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Augmented Reality Challenge for the Silicon Valley Computer Vision Meetup.
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              ar-challenge has a low active ecosystem.
              It has 18 star(s) with 6 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              ar-challenge has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of ar-challenge is current.

            kandi-Quality Quality

              ar-challenge has no bugs reported.

            kandi-Security Security

              ar-challenge has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ar-challenge is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ar-challenge releases are not available. You will need to build from source code and install.

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            ar-challenge Key Features

            No Key Features are available at this moment for ar-challenge.

            ar-challenge Examples and Code Snippets

            No Code Snippets are available at this moment for ar-challenge.

            Community Discussions

            QUESTION

            How to synchronize a TargetDataLine and SourceDataLine in Java (Synchronize audio recording and playback)
            Asked 2019-Sep-01 at 06:14

            I am trying to create a Java application that is able to play an audio playback, record the user voice and tell if the user sing in tune and at the right time.

            For the moment, I just focus on the record and play audio (tune recognition is out of scope).

            For this purpose, I used TargetDataLine and SourceDataLine from the Java audio API. At first, I start the audio record and then I launch the audio playback. Since I want to ensure that the user sing at the right time, I need to keep a synchronization between the audio recorded and the audio played.

            For example, if the audio playback starts 1 second after the audio recording, I know that I will ignore the first second of data in the record buffer.

            I use the following code for my tests (the code is far from being perfect but it's just for testing purpose).

            ...

            ANSWER

            Answered 2019-Sep-01 at 06:14

            I've not done much with TargetDataLines yet, but I think I can offer a useful observation and suggestion.

            First, the test you have written is probably measuring variance in the multi-threading algorithm, not slippage in the timing of the files. The way the JVM bounces back and forth between processing threads can be quite unpredictable. There is a good article on real time, low-latency coding in Java that you might read for background information.

            Secondly, the way that Java uses blocking queues with audio IO provides a lot of stability. If it didn't, we'd hear all sorts of audio artifacts during playback or on our recordings.

            Here is an idea to try: create a single runnable that has a while loop that processes an identical number of frames from both the TargetDataLine and the SourceDataLine in the same iteration. This runnable can be loosely coupled (use booleans to turn on/off the lines).

            The main benefit is that you know that every loop iteration is producing coordinated data.

            EDIT: Here are a couple examples of what I've done with frame counting: (1) I have an audio loop that counts frames as it processes. All timings are determined strictly by the number of frames processed. I never bother with taking readings from the position of the SDL. I've written a metronome, and it initiates a synthesized click every N frames (where N is based on tempo). At the Nth frame, the data for the synthesized click is mixed into the audio data that is being sent out of the SDL. The accuracy in timing that I have obtained by this method is outstanding.

            Another application, on the Nth frame, I initiated a visual/graphical event. The graphics loop is usually set to 60fps and the audio to 44100 fps. The initiation is handled via loose coupling: a boolean for the event is flipped by the audio thread (nothing more than that, cluttering the audio thread with extraneous activity is hazardous, can lead to stuttering and dropouts). The graphics processing loop (aka "game loop") picks up the boolean change and handles it in its own time (60 fps). I've had some nice visual + aural synchronization occur this way, including having objects whose brightness tracks with the volume of the sound being played. This is similar to the digital VU meters that many have written using Java.

            Depending on the level of accuracy you are hoping for, I think frame counting can be sufficient. I don't know of any other way, with Java, that provides as much accuracy.

            Source https://stackoverflow.com/questions/57699417

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            Vulnerabilities

            No vulnerabilities reported

            Install ar-challenge

            You can download it from GitHub.

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            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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