AudioMix | mix music and mic pcm , then encode them into aac file | Audio Utils library

 by   StemonZhang C Version: Current License: No License

kandi X-RAY | AudioMix Summary

kandi X-RAY | AudioMix Summary

AudioMix is a C library typically used in Audio, Audio Utils applications. AudioMix has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

mix music and mic pcm, then encode them into aac file
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            kandi-support Support

              AudioMix has a low active ecosystem.
              It has 19 star(s) with 15 fork(s). There are 1 watchers for this library.
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              It had no major release in the last 6 months.
              AudioMix has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AudioMix is current.

            kandi-Quality Quality

              AudioMix has no bugs reported.

            kandi-Security Security

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

            kandi-License License

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

            kandi-Reuse Reuse

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

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            AudioMix Key Features

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            AudioMix Examples and Code Snippets

            No Code Snippets are available at this moment for AudioMix.

            Community Discussions

            QUESTION

            How to perform retrigger/restart sample in gstreamer without cutting the previous playback
            Asked 2021-May-19 at 07:44

            So I am trying to make a drum machine with gstreamer. For those who are not familiar with a drum machine have a look at:

            https://www.youtube.com/watch?v=KC7UaUD5rEA

            Basically you have a specific sample loaded to a track. Each track has 16 steps which you can enable or disable. When you press play the drum machine will loop over the steps and when a step is enabled it will play that sound.

            I got it working with the current setup: 8 x (filesrc | wavparse | audioconvert | volume) | audiomixer | alsasink

            I put the pipeline in play state and each step I perform a seek_simple back to the start of the pipeline. To trigger the sound I mute and demute the wav each step according to the wanted rhythm/pattern.

            The issue: By performing the seek back to the start the tail of the wav sample/sound is cut off and this makes a choppy sound. Ideally I'd like to re-trigger a wav sample but the previous one should continue to play until done.

            The question: How can I re trigger a sound without cutting of it's tail?

            Ps: I've tried to play with the seek flags "flush", "keep_unit", ... but without success.

            My loop:

            ...

            ANSWER

            Answered 2021-May-19 at 07:44

            I managed to achieve my goal by using this C library: https://soundprogramming.net/programming/tutorial-using-sdl2-and-sdl_mixer-to-play-samples/

            This example gives a way to play multiple sound simultaneously. I then made a python wrapper around it and push a wav file to it. Follow this tutorial:

            https://docs.python.org/3/extending/index.html

            Feel free to post the gstreamer solution.

            thx

            Source https://stackoverflow.com/questions/67557247

            QUESTION

            In Unity, I have made a working slider for volume that keeps it's value upon scene change. When the game is built, it no longer saves the value
            Asked 2021-Feb-24 at 02:53

            I'm really new to using Unity and C#, I'll do my best to explain the situation and show relevant code.

            So basically I am creating a Settings Menu in my game. Options I have are a fullscreen toggle, resolution dropdown, graphics dropdown and volume slider. All of these settings will maintain the selection on a scene change or the game being shutdown and run again, other than the volume slider.

            In Unity, the volume slider will maintain it's selection. Just not in the game once it has been built. It will instead default back to middle of the slider.

            Here is relevant code.

            ...

            ANSWER

            Answered 2021-Feb-24 at 02:53

            You are close, use PlayerPrefs to store the last value that was set.

            Something like this:

            Source https://stackoverflow.com/questions/66337572

            QUESTION

            Transfering data between multiple scenes
            Asked 2021-Jan-31 at 16:45

            I am new to C# and Unity and I tried to implement a volume slider. I can now adjust the volume, but the volume resets every time I try to load a new scene.

            Could someone tell me how to transfer the volume to other scenes? I am using Unity 2018.3.14f1 and the code I am using for the volume is:

            ...

            ANSWER

            Answered 2021-Jan-31 at 16:45

            Save It in PlayerPrefs, Then load it on Start or anywhere you need it.

            Source https://stackoverflow.com/questions/65980381

            QUESTION

            How to interleave a non-interleaved AudioBufferList inside a render callback?
            Asked 2021-Jan-29 at 02:16

            I'm working on a project that involves streaming audio from an AVPlayer video player object into libpd using an MTAudioProcessingTap. For the process loop of the tap, I used PdAudioUnits render callback code as a guide; but I realized recently that the audio format expected by libpd is not the same as the audio coming from the tap — that is, the tap is providing two buffers of non-interleaved audio data in the incoming AudioBufferList, whereas libpd expects interleaved samples. I don't think I can change the tap itself to provide interleaved samples.

            Does anyone know of a way I can work around this?

            I think that I need to somehow create a new AudioBufferList or float buffer and interleave the samples in place; but I'm not quite sure how to do this and it seems like it would be expensive. If anyone could give me some pointers I would greatly appreciate it!

            Here is my code for installing my tap:

            ...

            ANSWER

            Answered 2021-Jan-29 at 02:16

            Answering my own question...

            I'm not sure exactly why this works, but it does. Apparently I didn't need to use ring buffers either which is strange. I also added a switch for when mNumberBuffers only has one buffer.

            Source https://stackoverflow.com/questions/65911406

            QUESTION

            Change object [SerializeField] for another with script
            Asked 2021-Jan-21 at 19:12

            Is possible to change a object [SerializeField] for another with script? I try but doesn't work good i need to change the music with controlled with slider in the scene. The script to controller:

            ...

            ANSWER

            Answered 2021-Jan-21 at 19:12

            Your problem has nothing to do with SerializeField. Are you aware what SerializeField do? SerializeField in Unity used for reflecting object value to Unity Editor Inspector. It doesn't affect variable protection level. When you didn't assign any protection accessors (private, public, internal), it is private as default. So only accesible in this class level. If you want to access it from another class, you should just add public accessor.

            Source https://stackoverflow.com/questions/65833527

            QUESTION

            AVAssetExportSession AudioMix ignored if I'm using AVAssetExportPresetPassthrough
            Asked 2021-Jan-17 at 22:58

            I'm trying to only modify the video audio via AVAssetExportSession AudioMix property.

            I'm not trimming or doing any other thing except for sound modification. Therefore, I tried using AVAssetExportPresetPassthrough and apply the relevant AudioMix, the AVAssetExportSession works, but the sound remains the same. If I'm changing the preset to AVAssetExportPresetHighestQuality it's much slower but then the audio change works.

            Code:

            ...

            ANSWER

            Answered 2021-Jan-17 at 22:58

            By modifying the audioMix, you are not passing through. And there's no single-pass way to say "pass through the video track and decode/apply audioMix then re-encode in as AVAssetExportPresetHighestQuality", so you could try a two step method:

            Export the audio track by itself [create an AVMutableComposition containing only the that track], using AVAssetExportPresetHighestQuality:

            Source https://stackoverflow.com/questions/65760262

            QUESTION

            How can I play audio clip when moving a slider?
            Asked 2021-Jan-16 at 16:42

            As in my other question I'm using one audio mixer with two groups for the game scene and the main menu scene.

            In the main menu scene I have audio source for the music and audio source for the sfx effects. When the game start in the main menu the music is playing automatic on the awake.,

            The sfx is not playing and I want that when I change the sfx slider it will sound the sfx effect for a short time so each time I change the slider value it will play the sfx to hear the volume of it.

            Audio settings

            The sliders as they look like in the game :

            sliders in game

            The settings script when I set also the audio volumes :

            ...

            ANSWER

            Answered 2021-Jan-16 at 16:42

            You could do it like e.g.

            Source https://stackoverflow.com/questions/65751890

            QUESTION

            How to set a slider's volume from the audio mixers's volume in Unity?
            Asked 2020-Dec-22 at 16:51

            I have audioMixerGroup.audioMixer.GetFloat("AllVolume", out tmp); tmp will have volume in db. I vant to convert db (-80, 0) to slider's value (0, 1).

            in short, I need to do How to set a Mixer's volume to a slider's volume in Unity? just the other way around

            ...

            ANSWER

            Answered 2020-Dec-22 at 16:51

            You can create a Remap function:

            Source https://stackoverflow.com/questions/63470596

            QUESTION

            Why does the url sometimes come out nil when converting from PHAsset? (Swift)
            Asked 2020-Dec-08 at 04:10

            Had to repost this question because no one answered, it's been 2 weeks, and I am absolutely clueless on why this is happening. I am using the following function to convert a PHAsset to a url:

            ...

            ANSWER

            Answered 2020-Dec-08 at 04:10
            self.requestContentEditingInput(with: options, completionHandler: {(contentEditingInput: PHContentEditingInput?, info: [AnyHashable : Any]) -> Void in
                            completionHandler(contentEditingInput!.fullSizeImageURL as URL?)
                        })
            

            Source https://stackoverflow.com/questions/65192006

            QUESTION

            How can we get images' URLs from Photo Album with Swift 5
            Asked 2020-Sep-28 at 06:37

            I am using following code to get videos' URLs from photo albums of iPhone. Then I can open whichever I want in app but I could not find similar way to do it for images. :(

            ...

            ANSWER

            Answered 2020-Sep-28 at 06:37

            You should use the function requestContentEditingInput to catch URLs indirectly
            Your function will be more or less below but I think it will work for you

            Source https://stackoverflow.com/questions/64076879

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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