I need to create an audio streamer for Android. I want it to play MP3(and other formats too if possible). I also want to be able to progressive download the audio. Does anyone knows a good way to do that?
Thanks!
You should start by checking this link: http://developer.android.com/guide/topics/media/index.html
Apparently this is already done for video, since you can specify a URL as the source for your stream.
You also will have to check some references about audio streaming and the size of the buffering you should use, as well as its dependency with the rate at which you're getting data from the stream in question.
Related
I want to create a media player in Java. The mp3 support already works with the JLayer library but which library can play m4a files?
I read about vlcj here on stackoverflow, but this seems to depend on Swing/AWT which I wouldn't use because I want to port the application to Android later on.
Have you looked at JAAD? It's a Javasound SPI that decodes AAC audio, I've used it with success previously.
Note that m4a is a container format, and while it usually contains (in my experience) AAC audio, in theory it could contain other formats instead.
You can find some information about getting it working without Javasound (and a test case) here.
This answer is indirect. I don't really know anything about m4a files. But what I have found is an open source library that can stream them as a flash server named red5. It's written in Java so theoretically you should be able to browse their code to figure out how to do it.
Hopefully someone here can give a more direct answer, this is the best I can do.
If you have Java 7 or later, you have access to the Javafx library. You can also use your media player (like iTunes or Windows Media Player) to convert to the simpler mp3 version and run that. I wouldn't recommend .wav files as they have significantly more data usage than mp3s, (which condense the file size by compressing the .wav data and omitting inaudible and otherwise garbage-y data).
import javafx.scene.media.*;
String name = "song.mp3";
Media song = new Media(name);
MediaPlayer player = new MediaPlayer(song);
player.play();
I am able to show the live streaming from my ip camera through jframe and applet , I need to convert this mpg stream to mp4 format so that i can show this in html5 video tag ..Can anybody suggest how to do that and video should be still live without any time lag ....One more thing to view streaming I am hitting the public ip of camera and this is how I am capturing video, is there any effect on the efficiency if large number of people are watching the video at the same time ..
Please suggest ...thanks in advance
First, know that you can't do live streaming with regular MP4 video format. "Progressive download" MP4 files have an index at the beginning of the file, this cannot be written before you finished encoding the entire movie. There is a variant of MP4 which indexes every small chunk of video separately, but it is not widely supported by HTML5 browsers.
I can suggest several options:
Use FLASH rather than HTML5 and convert the video to FLV. However, I'm not aware of a Java tool to do this conversion.
Use HTTP live streaming and set up a dedicated streaming server to do the transcoding. There is plenty of server software that can do that, such as Wowza server, Adobe FMS, and even Microsoft's Expression Encoder+IIS. You can also find SaaS solutions for that and EC2 images of such servers.
I need to convert mp4/flv files info mp3 in my Android application, but I don't know C/C++ and Android NDK. Do you know libraries/methods for easy converting on Java? Thank you for anyway.
Your question is how to extract audio from MP4/ FLV files and save as mp3 file. Right ?
Then, very sorry, Android SDK does not provide any API for transformating or track extraction.
Also using available media framework to achieve the same is also not trivial (and even if you do, you will lose portability).
What I would suggest is to use your MP4 & FLV Parser to extract audio track, do transcoding (if audio track is non-mp3), and save the transcoded (if audio track extracted is mp3, then extracted data) data.
Or you can port FFMPEG code base and use the same. This again may be overkill for your small task.
Suppose you just want to extract mp3 track from MP4, then you understand the native mp4 parser and use the APIs for extraction. You may have to replicate some code from stagefright / opencore.
Shash
it's probably irrelevant for you anymore but if some one still need a mp4 to mp3 parser here's an api that can do the job
Given a uncompressed input file with predefined frame format, need to build a simple video player. Could anyone advise where to start? like search keywords, what library to use or examples. Thanks!
For now, I just read all frames and store in linked list which seems not a good idea. Since it should be able to read/playback at same time.
I'm partial to Xuggler. See the MediaTool part of Xuggler that makes it really easy to write programs using media files.
You probably looking for the Java Media Framework
Samples you find here:
and here
For the computer game I'm making, I obviously want to play sound. So far, I've been using AudioClip to play WAV files. While this approach works fine, the WAV files tend to be gigantic. A few seconds of sound end up being hundreds of kB. I'm faced with having a game download that's 95% audio!
The obvious option here would be to use MP3 or Ogg Vorbis. But I've had limited success with this - I can play MP3 using JLayer (but it plays in the same thread). As for Ogg, I've had no luck at all. Worse, JLayer's legal status is a bit on the dubious side.
So my question is to both Java developers and generally people who actually know something about sound: What do I do? Can I somehow "trim the fat" off my WAVs? Is there some way of playing Ogg in Java? Is there some other sound format I should use instead?
You could use JOrbis library to play back OGG music. For working sample usage you can look at these files here.
I also experimented with some lossless audio compression, for example I had a 16 bit mono sound. I separated the upper and lower bytes of each sample and put them after each other. Then I applied a differential replacement where each byte is replaced by its difference from the last byte. And finally used GZIP to compress the data. I was able to reduce the data size to 50-60% of the original size. Unfortunately this was not enough so I turned to the OGG format.
One thing I noticed with 8 bit music is that if I change the audio volume, the playback becomes very noisy. I solved this problem by upsampling the audio data to 16 bit right before the SourceDataLine.write().
These may be outdated, but they are officially recognized by the Xiph.org team (who maintain Ogg and Vorbis, among others).
http://www.vorbis.com/software/#java
The problem you describe is addressed by the Service Provider Interface (SPI) for sound in Java. The result is that simply adding JAR files to your classpath will add functionality to the default Java Sound API. Thus enabling the handling of more sound formats without changing code.
Last time I tried this the Javazoom people offered a working MP3 SPI JAR. Which was based on the JLayer you mentioned.
For Vorbis OGG there now also seems to be an SPI library. Check out the docs on the Vorbis SPI on Javazoom.
If you decide to stay with wav format...
It is probably not very important to have high quality sound files. You can use your favorite wav editor to lower the bit rate, switch to mono, or both. That will save tons of space and you won't notice the difference in quality while playing the game.
Hope this helps.