audiograph | Windows AudioGraph native C with cppwinrt headers | File Utils library

 by   lilpolywog C++ Version: Current License: No License

kandi X-RAY | audiograph Summary

kandi X-RAY | audiograph Summary

audiograph is a C++ library typically used in Utilities, File Utils, React Native applications. audiograph has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Windows AudioGraph native C++ with cppwinrt headers.
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            kandi-support Support

              audiograph has a low active ecosystem.
              It has 5 star(s) with 1 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of audiograph is current.

            kandi-Quality Quality

              audiograph has no bugs reported.

            kandi-Security Security

              audiograph has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              audiograph does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              audiograph releases are not available. You will need to build from source code and install.

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            audiograph Key Features

            No Key Features are available at this moment for audiograph.

            audiograph Examples and Code Snippets

            No Code Snippets are available at this moment for audiograph.

            Community Discussions

            QUESTION

            UWP C# Saving DeviceInformation to ApplicationData
            Asked 2021-Jan-11 at 07:29

            I am trying to save device information in my application. I managed to save as string to ApplicationData.Current.RoamingSettings but unable to save as deviceinformation which I need to use to enumerate my device when the app starts.

            I am not sure what is the right approach to do so. Can somebody advise? Thanks.

            ...

            ANSWER

            Answered 2021-Jan-11 at 07:29

            Please check document here,

            For both LocalSettings and RoamingSettings, the name of each setting can be 255 characters in length at most. Each setting can be up to 8K bytes in size and each composite setting can be up to 64K bytes in size.

            The Windows Runtime data types are supported for app settings. But DeviceInformation is not in the support list. For your scenario, we suggest your save some key value about DeviceInformation such device id device kind. and get the device with device id.

            Update

            DeviceInformation contains CreateFromIdAsync method, you could store the DeviceInformation's id in to local setting, and retrieve DeviceInformation with the following code.

            Source https://stackoverflow.com/questions/65629363

            QUESTION

            Register Windows Runtime Component (c++winrt) in native c++ application
            Asked 2020-Sep-04 at 03:25

            Native c++ application is using c++/winrt classes to instantiate and use winrt::Windows::Media::Audio::AudioGraph.
            Inside AudioGraph there is possibility to add effects to graph nodes. There are some already created effects (like echo effect) but there is also possibility to create custom audio effect.
            Custom audio effect class must be a Windows Runtime Component. There is a way to create custom audio effect in Windows Runtime Component c++/winrt project by creating class with Windows.Media.Effects.IBasicAudioEffect interface in idl file (and providing implementation). This generates winmd, lib and winrt headers files.
            Until this point everything is fine and working. But to instantiate audio effect it need to be registered and this steep I am missing. Application at runtime throw's an exception with "Class not registered" message when I want to instantiate audio effect class and also throw an exception "Failed to activate audio effect" when I want to instantiate it inside AudioGraph node.

            I do not know how to registered Windows Runtime Component from native c++ application.

            Steps to create and use custom audio effect are describe here https://docs.microsoft.com/en-us/windows/uwp/audio-video-camera/custom-audio-effects. Code is in C# and used in UWP application but it could be converted to c++/winrt almost 1:1.

            ...

            ANSWER

            Answered 2020-Sep-04 at 03:25

            This article solves this problem:

            https://blogs.windows.com/windowsdeveloper/2019/04/30/enhancing-non-packaged-desktop-apps-using-windows-runtime-components/

            It is possible to use Registration-free WinRT (starting from Windows 10 1903) by modifying application manifest file (and not Windows Runtime Component Package manifest as suggested in documentation) like this:

            Source https://stackoverflow.com/questions/63731161

            QUESTION

            UWP AudioGraph API - FrameOutputNode read bytes wrong
            Asked 2020-May-01 at 11:15

            I have a problem with the FrameOutputNode of the UWP Audio Graph API. I have a very simple graph that reads audio from a wav (PCM 16000Hz, 16 bit mono) file and sends it to the frame output node for processing. When processing, I need the audio to be in shorts (as they are in the raw bytes of the file). But as I read here the data can only be read as floats.

            Here is my code:

            ...

            ANSWER

            Answered 2020-May-01 at 11:15

            My question was answered here. Basically, the floats are the range of the shorts -32768 to 32767 converted to range -1 to 1 in float.

            So given a float x in the buffer (use (float*)dataInFloats = (float*)dataInBytes to convert) you can calculate the corresponding short with:

            Source https://stackoverflow.com/questions/61507432

            QUESTION

            How can a custom audio effect produce some sound after a AudioFileInputNode has finished playing
            Asked 2020-Feb-11 at 06:32

            I'm developping an audio application in C# and UWP using the AudioGraph API. My AudioGraph setup is the following : AudioFileInputNode --> AudioSubmixNode --> AudioDeviceOutputNode.

            I attached a custom echo effect on the AudioSubmixNode. If I play the AudioFileInputNode I can hear some echo. But when the AudioFileInputNode playback finishes, the echo sound stops brutally. I would like it to stop gradually after few seconds only. If I use the EchoEffectDefinition from the AudioGraph API, the echo sound is not stopped after the sample playback has finished.

            I don't know if the problem comes from my effect implementation or if it's a strange behavior of the AudioGraph API... The behavior is the same in the "AudioCreation" sample in the SDK, scenario 6.

            Here is my custom effect implementation :

            ...

            ANSWER

            Answered 2020-Feb-11 at 06:32

            By infinitely looping the file input node, then it will always provide an input frame until the audio graph stops. But of course we do not want to hear the file loop, so we can listen the FileCompleted event of AudioFileInputNode. When the file finishes playing, it will trigger the event and we just need to set the OutgoingGain of AudioFileInputNode to zero. So the file playback once, but it continues to silently loop passing input frames that have no audio content to which the echo can be added.

            Still using scenario 4 in the AudioCreation sample as an example. In the scenario4, there is a property named fileInputNode1. As mentioned above, please add the following code in fileInputNode1 and test again by using your custom echo effect.

            Source https://stackoverflow.com/questions/59972683

            QUESTION

            CAShow() not outputting to console
            Asked 2019-Sep-25 at 20:21

            Trying to test the state of an AUGraph in a Swift 4.0 project.

            ...

            ANSWER

            Answered 2017-Nov-30 at 11:44

            Yes, you're right. There's no output. Seemingly it's already muted in Swift 4.

            Source https://stackoverflow.com/questions/47352253

            QUESTION

            How to make the AKSequencer switch soundfonts?
            Asked 2019-Aug-15 at 21:57

            I'm creating a function using the Audiokit API which the user presses music notes onto a screen and a sound comes out based on the SoundFont they chose. I then allow them to collect a host of notes and let them play it back in the order they chose. The problem is that I am using an AKSequencer to play the notes back and when the AKSequencer plays the notes back it never sounds like the SoundFont. It makes a beep sound. Is there code that lets me change what sound is coming out of the AKSequencer?

            I'm using audio kit to do this.

            Sample is an NSObject that contains midisampler, player, etc. Here's the code

            ...

            ANSWER

            Answered 2019-Aug-15 at 21:57

            At minimum, you need to connect an AKSequencer to some kind of output to get it to make sounds. With the older version (now called AKAppleSequencer), if you don't explicitly set the output, you will hear the default (beepy) sampler.

            For example, on AKAppleSequencer (in AudioKit 4.8, or AKSequencer for earlier version)

            Source https://stackoverflow.com/questions/57479356

            QUESTION

            Unable to initialize an AudioGraph in MainPage.xaml.cs and set frequency with a slider on MainPage.xaml.cs
            Asked 2019-Mar-26 at 03:47

            I am setting up an AudioGraph in App.xaml.cs because if I try to do it on MainPage, the app hangs, never returning an AudioGraph.

            Then I want to set a variable frequency that will be controlled by a a slider on MainPage.xaml.cs.

            Then when a key 'a' is pressed, the frequency will be played through the audio graph.

            To get this to work, I need to start the AudioGraph on MainPage.xaml.cs.

            How do I take the AudioGraph that I can only get from App.xaml.cs and put it into an AudioGraph object on MainPage.xaml.cs?

            I've tried initializing the AudioGraph on MainPage.xaml.cs, but it never returns and hangs.

            I've tried setting the variable frequency on App.xaml.cs and couldn't because the class is sealed.

            In fact, both classes are sealed, so I'm not sure how to get the two to communicate variables with each other. Even when I make them public, it won't work.

            Here is MainPage.xaml.cs

            ...

            ANSWER

            Answered 2019-Mar-26 at 03:47

            I got it to work with the following code

            Source https://stackoverflow.com/questions/55331745

            QUESTION

            UWP AudioGraph : Garbage Collector causes clicks in the audio output
            Asked 2019-Mar-05 at 18:12

            I have a C# UWP application that uses the AudioGraph API.

            I use a custom effect on a MediaSourceAudioInputNode.

            I followed the sample on this page : https://docs.microsoft.com/en-us/windows/uwp/audio-video-camera/custom-audio-effects

            It works but I can hear multiple clicks per second in the speakers when the custom effect is running.

            Here is the code for my ProcessFrame method :

            ...

            ANSWER

            Answered 2019-Feb-20 at 13:56

            The problem is not specific to custom effects, but it is a general problem with AudioGraph (current SDK is 1809). Garbage collections can pause the AudioGraph thread for a too long time (more than 10ms, it is the default size of audio buffers). The result is that clicks can be heard in the audio output. The use of custom effects puts a lot of pressure on the garbage collector.

            I found a good workaround. It uses the GC.TryStartNoGCRegion method.

            After this method is called, the clicks completely disappear. But the app keeps growing in memory until the GC.EndNoGCRegion method is called.

            Source https://stackoverflow.com/questions/54598333

            QUESTION

            Using UWP monitor live audio and detect gun-fire/clap sound
            Asked 2019-Jan-16 at 14:59

            I am developing a new UWP app which should monitor sound and fire a event for each sudden sound blow (something like gun fire or clap).

            • It needs to enable default Audio Input and monitor live audio.
            • Set audio sensitivity for identifying environment noise and recognizing clap/gun-fire
            • When there is a high frequency sound like a clap/gun-fire sound (Ideally it should be like configured frequency like +/-40 then it is a gun-fire/clap) then it should call a event.

            No need to save Audio I tried to implement this

            SoundMonitoringPage:

            ...

            ANSWER

            Answered 2019-Jan-09 at 07:07

            Answering the "is this the right approach" question: no, the AudioStateMonitor will not help with the problem.

            AudioStateMonitor.SoundLevelChanged tells you if the system is ducking your sound so it doesn't interfere with something else. For example, it may mute music in favour of the telephone ringer. SoundLevelChanged doesn't tell you anything about the volume or frequency of recorded sound, which is what you'll need to detect your handclap.

            The right approach will be along the lines of using an AudioGraph (or WASAPI, but not from C#) to capture the raw audio into an AudioFrameOutputNode to process the signal and then run that through an FFT to detect sounds in your target frequencies and volumes. The AudioCreation sample demonstrates using an AudioGraph, but not specifically AudioFrameOutputNode.

            Per https://home.howstuffworks.com/clapper1.htm clapping will be in a frequency range of 2200Hz to 2800Hz.

            Recognizing gunshots looks like it's significantly more complicated, with different guns having very different signatures. A quick search found several research papers on this rather than trivial algorithms. I suspect you'll want some sort of Machine Learning to classify these. Here's a previous thread discussing using ML to differ between gunshots and non-gunshots: SVM for one Vs all acoustic signal classification

            Source https://stackoverflow.com/questions/54019461

            QUESTION

            AudioGraph DesiredSamplesPerQuantum property is ignored
            Asked 2018-Nov-21 at 03:10

            I'm developping a UWP audio application. Latest Windows 10 SDK version 1803.

            I would like to increase the SamplesPerQuantum used on the AudioGraph of my application. According to the docs, I should specify the properties DesiredSamplesPerQuantum and QuantumSizeSelectionMode before creating the AudioGraph.

            I'm creating the AudioGraph like this :

            ...

            ANSWER

            Answered 2018-Nov-21 at 03:10

            I tried everything, the SamplesPerQuantum property is always 480...

            By default, the quantum size is 10 ms based at the default sample rate. The system will choose a quantum size as close as possible to the one you specify. if your the sample rate of speak device is limited to 48000hz, the SamplesPerQuantum will be limited to 480. For your requirement, you could set sample rate to 96000hz. Then your setting could be available.

            I have discussed with media team, and they give the following reply. The general idea is DesiredSamplesPerQuantum related with your hardware.

            Update

            The behavior the customer is seeing is dependent on the underlying audio hardware. The DesiredSamplesPerQuantum property is only a suggestion to the underlying hardware. If the hardware / driver does not support the requested quantum then it will not be set. When the GC runs there may be clicks or pops in the audio. This is because managed languages are nondeterministic.

            And this is James Dailey's blog that you could refer.

            Source https://stackoverflow.com/questions/53327765

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            Vulnerabilities

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            You can download it from GitHub.

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