How to play the audio of a SoundCloud song via URL input - java

I am coding a Minecraft plugin, (Just a modification to the game Minecraft but used on a Minecraft server, not a client modification)
and I want to create something that when a player inputs
"/playsong"
along with a SoundCloud URL, it will find that URL and loop it.
(being able to play a soundcloud playlist will be much appreciated)
All the other work will be done by me. (checking if the URL is null, testing if the player sends /playsong along with a valid URL, etc.)
Adding comments with // telling me what certain bits of code do will be much appreciated.
Thank you for reading.
~Matthew274

This generally is not possible. Minecraft does not have any way to play an arbitrary song that requires downloading from a remote server. There are a few ways you could still do this, but it isn't simple.
One technique would be to take the song and attempt to convert it to a series of notes for use with /playsound (or noteblocks). That isn't easy nor will it give a perfect result, but it is hypothetically doable (though I don't know any of the details).
The other technique would be to create a resource pack, send it to the client, and then have them play the song. That as well is nontrivial, but still doable. The general procedure would be:
Find and download the song from soundcloud (I don't know soundcloud's API for this, but I assume they have one).
If necessary, convert the song into a .ogg file from .mp3. There's probably also a library for this.
Create a resource pack with that sound (and the appropriate sound index) and temporarily make it for download on your server.
Send a Resource Pack Send packet linking to that resource pack.
Wait for the client to respond with Resource Pack Status of "accepted".
Play the song using the Named Sound Effect packet (or /playsound).
This process is not simple, but if you do somethings like keeping a collection of songs in the playlist and sending multiple songs in the resource pack, you should be able to implement it. You'll need ProtocolLib to send custom packets.
I'm sorry I can't give code for this, but it's a complicated task that would require several parts, none of which I know the full details on.

Related

Recording over existing audio file in android

I am currently building an app in android, and I am trying to record my audio over an existing audio file (without changing the length of the file), does anyone know how is it possible to do that? Everything I tried just puts the audio files one after another in one file.
A. You should use GGmpeg for Android, for example. Here you have some questions like yours.
question with code
more detailed tutorial
Google Group
another question
B. Another approach, although limited, is Android SoundPool. Check documentation here.
The sound pool requires you to manage multiple files rather than doing
mixdowns and playback of a single file. It would be cool if the
soundpool let you grap the output as a IOStream but, alas, the SDK
doesn't seem to allow it. Further, it would be nice if the
AudioRecorder allowed you to grab a stream from the music layer...but
that doesn't look possible either. List of audio inputs:
http://developer.android.com/reference/android/media/MediaRecorder.AudioSource.html
SOURCE: https://stackoverflow.com/a/2254086/9415337
C. Others suggest also doing it in a backend server.
D. This might also help you.

How to prevent direct URL access of a file which is used in an Android app?

I have an mp3 file in a server, Example: www.example.com/Album/Songs/abc.mp3.
I am building an android app to list all files under 'Songs' folder and then play the selected ones.
Now, is there a way to prevent direct access to the mp3 file incase if someone gets hold of the URL?
I tried the usual methods like rewrite engine. It prevents direct URL access but it also blocks my app from using the files.
Here's my android code to play the files:
MediaPlayer player = new MediaPlayer();
player.setAudioStreamType(AudioManager.STREAM_MUSIC);
player.setDataSource(song_path);
player.prepare();
player.start();
The song_path is simply http://www.example.com/Album/Songs/abc.mp3
PS: I understand that encrypting through ProGuard will make it nearly impossible to get the direct URL through reverse engineering. I still wanted to check if there is any other way to make it work.
there is nothing you an do about it in your android app. its a policy the server side should take to prevent this. even if you proguard your APK there apps like wireShark which can sniff your app and find what APIs you are calling.
there are some ways to do this. some try to generate temprory links whenever the app (with a user that is logged in) calls a say play API they provide the app wit ha temporary link that will invalidates some minuets (or hour) later. then app uses that link to play the music or whatever.
another scenario is to encrypt the music bytes and decrypt in the application side that has more complicated considerations.
You can use player.setDataSource(Context context, Uri uri, Map<String, String> headers) to send a custom header. You can then check for that custom header in PHP or in Apache before returning the mp3.
To check in Apache, you would use a rewrite rule to check for and allow only connections with the correct header.
In PHP, you could use $_SERVER['HTTP_*YOUR_HEADER_HERE*'] and then echo the MP3 file along with the correct headers. Might be a bit tricky if you allow seeking.
The Apache rewrite rule may be the easiest to implement.

Capture video to memory and play back with actionscript?

This may or may not even be possible, but here's the situation: I want to use the ActionScript 3 Camera class to capture a video from a local camera (webcam, built-in camera, etc) and then play that video back within the flash application.
I'm considering the possibility of sending it to a Flash Media Server and then streaming it back as an on-demand video, but I would ideally like to keep the whole thing client-side for best performance.
I'm open to the idea of using a different platform (Java was one consideration) as long as it can be embedded in a web page, but I would like to keep development as straightforward as possible and make the process of accessing the application as easy as possible for the end user, which is why I chose Flash initially.
If anyone knows of a way to do this I welcome any input.
Okay, here's an update for anyone else who might be up against the same hurdle I was. I was able to accomplish what I wanted — to record a video, allow the user to preview it, then upload it from one flash application — by utilizing a utility written by Lee Felarca (zeropointnine — http://www.zeropointnine.com/ ) called flvEncoder.
The concept is as such:
Record audio and video data to raw format (much like Valentin Simonov suggested)
Pass the data to flvEncoder for encoding in Flash FLV format and get a ByteArray back. I know it seems redundant to say Flash FLV, but I word it that way because Flash and Adobe Media Player appear to be the only things capable of interpreting the result.
Create a NetStream instance and put it in Data Generation Mode, use the appendBytes() method to pass the encoded data to a Video object linked to an input NetStream.
Use FileReference.upload() to send the data to the server in an HTTP request.
It could potentially eat a lot of memory, but I only needed to record short videos anyway. I won't post the code here because it's messy and tied to a proprietary project, but I hope this information is helpful to someone. Thanks for the responses!
The easiest way would be to use FMS, Wowza or Red5 media servers. You just use NetStream to send data to your server, save movies there and stream back.
Also I suppose it is the only reliable way of doing it. Camera, Video or NetStream objects don't have access to actual video bytes. What you could do is to add an instance of Video to your Camera and draw it into a bitmap every 1/24th a second. After that you will still have to encode data or you'll run out ouf memory very fast. Here I'm not sure if there are any flv/h264 codecs made with as3 available. But anyway I bet it will be slow.

Live Streaming Topic

This could be quite an intresting topic for people who are intrested in livestreaming from your device to a webserver. (Primary Android/Java)
I have finally found a way on how to livestream from my device's camera to my webserver (website). On a wifi network it takes approx. 1 frame/ second to show on a wifi network, It also works on EDGE/3G network. In this topic/question, I want to discuss new techniques, improvements, ideas about livestreaming as I will share mine with yours (codes are appreciated too.)
My code repeatedly takes a snapshot from the camera preview using setOneShotPreviewCallback() to call onPreviewFrame(). The frame is delivered in YUV format so raw2jpg() converts it into 32 bit ARGB for the jpeg encoder. NV21 is a YUV planar format.
getPicture() is called, by the application, and produces the jpeg data for the image in the private byte array mCurrentFrame and returns that array.
After this, the byteArray mCurrentFrame gets Base64Encoded and send to my webserver in a HTTP POST method together with the string value of Base64 and a own ID code so people won't be able to also send another image to it. At the webserver, it gets decoded again and putted into the file test.jpg. PHP and Javascript is running on the webserver. PHP gets the POST method and JavaScript reloads the image every 750 seconds. This is basically how it works.
Now I am very intrested in your ideas, improvements and other things you would like to add/ask. Here are some of my questions:
1) What would be the best method for live streaming WITH audio? Video Recording OR my method + Audio recording?
2) How would you approach video record streaming?
3) How would you stream audio to the webserver? (Main goal) (With Java, PHP and JavaScript)
4) I am also planning to add typical live streaming feautures to i, e.g. when a famous person appears, you could have the ability to show his name while you are live streaming, or just add an image from your sd directory to your livestream. Would you also decode it and overlay the image, or put the image in your livestream in some way?
This topic is primarly for questions, so please this could be some great help for some people out here. Therefore I added a bounty of 50 (woot!) rep to it.
Sincerely,
XverhelstX
It strikes me that http posting is probably not a good way to do live streaming of video to your server. Other people have been playing with live streaming and they've used a socket to broadcast live video streams and audio streams to their servers.
I thought this was fascinating -- here's a link.
http://www.mattakis.com/blog/kisg/20090708/broadcasting-video-with-android-without-writing-to-the-file-system
But the guy also posted a partial code sample -
String hostname = "your.host.name";
int port = 1234;
Socket socket = new Socket(InetAddress.getByName(hostname), port);
ParcelFileDescriptor pfd = ParcelFileDescriptor.fromSocket(socket);
MediaRecorder recorder = new MediaRecorder();
// Additional MediaRecorder setup (output format ... etc.) omitted
recorder.setOutputFile(pfd.getFileDescriptor());
recorder.prepare();
recorder.start();
The cool part I didn't know about is the ParcelFileDescriptor - which creates a file on the android filesystem that is actually a pipe to a socket - so anything that gets written to the file gets broadcast out over the web to a remote server. Sockets are the right way to go about doing this sort of thing too because they allow you to continuously send data until your recording is complete without having to re-send headers over and over.
What I think is cool about this technique is that he's literally taking the output from MediaRecorder (which is going to be an encoded video stream) and pumping it over a socket to his server. Then he can simply save out the data that's coming in over the socket. No frame by frame, no processing (Android SDK doesn't expose the encoders in the SDK very well and they're pretty performance intensive).
People report that it works, but I haven't tested. Anyway, hope this is helpful.
You are sending a whole snapshot each time? Why don't you try to use some video compressing techniques, like instead of sending a full image each time you send a compressed version (maybe a diff or something like that) and them on the server you create the image based on your last image and the data just received. I think all video codecs do this, you could try looking at some of the open codecs specification to get some ideas.
About audio. I would send the audio stream separated and them sync it with the video streaming based on which video frame we are showing right now.
Basically, I would try to get my streaming as close as possible to how a real video streaming works. Maybe you could look into ffmpeg, ffmpeg has an rtsp server if you could build that for android them you would simplify your work a lot.
Note: I'm not an Android developer.
From what you've said it seems like your just taking a snapshot instead of any real streaming. If your worried about bandwidth then use a lower resolution. Exactly how to do this in android I'm not sure
I think that if there's built in streaming classes that you'll be able to get both the video stream and the audio stream. Don't do any local transcoding (your raw2jpg() counts as transcoding) as it might use too much processing power. Just take the stream, compress it, and send it to your server.
EDIT:
Some Links to get you started
An interesting project that turns the Android phone into an IP camera. You could dig around the code to figure out how they get ahold of the camera stream
An SO question on this topic
1) What would be the best method for live streaming WITH audio? Video Recording OR my method + Audio recording?
This really depends on your view of "best". If you are looking for resources and not the quality, then your way is really good.
Otherwise, you should use a native streaming mechanism or maybe implement a video streaming technique to stream and encode video.
3) How would you stream audio to the webserver? (Main goal) (With Java, PHP and JavaScript)
I suggest that you stick to MediaRecorder because it really does what your doing in a good way. Still try to find a way to get the stream in order to send in your way as files are not the best choice although you could stick to files and send small files in a timely manner. In this way you could put a bigger portion of the load on the server rather than the client.
4) I am also planning to add typical live streaming feautures to i, e.g. when a famous person appears, you could have the ability to show his name while you are live streaming, or just add an image from your sd directory to your livestream. Would you also decode it and overlay the image, or put the image in your livestream in some way?
Do not even try to put it in your livestream. With your php server, you have more capabilities to send this info alone with certain tag and let the server do the processing or maybe integration of these with the video

How do I record sound and send it to a server from a web application?

I'm developing a web application. It will allow people to link written phrases with spoken phrases. In order for this application to be useful, random users must be able to record their own voices and send the sounds to the server. If I just have an "upload wav" form, no one will use it. If I have a "record" button that streams or packages up audio to the server, people will use it.
I'd be happy to use Flash to do this.
I'd be happy to use Java to do this.
I'd be willing to use .NET to do this ;)
I could use an external service API if there is one available.
The format of the audio is not important as long as I could replay it on other web pages.
How do I put a record button on my website?
Sounds like you're reinventing Forvo.com ;-)
AFAIR, they use Flash to record.
Flash has the ability to record sounds.
You don't need a flash media server because you don't need to "stream" audio to the server. The server side of your site can be written in PHP, .Net, or whatever you prefer.
One problem that may come up with using Flash: NellyMoser Codec.
Sounds like there are some tools that can do the conversion (though I'm not sure of the legality), and obviously some sites have gotten this sort of functionality working, but it's something to be aware of.

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