how to capture audio by using dummy sound card driver? - alsa

I hope to know how to capture audio by using dummy sound card driver.
I'm thinking how to implement the steps below.
we play audio in ubuntu, however the audio is just played through dummy sound card driver, to capture audio stream.
captured audio is sent to windows through network.
audio is actually played in windows.

What you need is to activate ALSA snd-aloop module, that provides a full-duplex virtual loopback soundcard. Please have a look to the following links for instructions about activation and example usage:
https://github.com/TheSalarKhan/Linux-Audio-Loopback-Device
https://sysplay.in/blog/linux/2019/06/playing-with-alsa-loopback-devices/
A couple of important points to consider:
The subdevices are linked in pairs; whatever you play on hw:n,0,m goes out on hw:n,1,m (see the example in the 1st link)
The first application opening one of the subdevices will force the second application to use the same set of parameters: sample rate, format, number of channels. For example, suppose the recording application opens a capture stream on hw:2,1,0 with stereo/44100/S16_LE format; the playback application on hw:2,1,0 will be forced to use a the same stereo/44100/S16_LE format
Hope this helps

Related

How do I capture the audio of a wpf window or cscore output in c#?

I made a music player in wpf using cscore. Now, I want to add a feature so I can stream the output in real-time (like a radio) to another instance of the music player over internet. I could see how to stream the data later, but first I need to know how to get the bytes of the audio output. I'm asking for help because I'm lost, I've done some research and found nothing but how to stream the desktop audio. That's not a solution, because I want to listen to the same music with some friends while hanging out on Discord, so if I stream the desktop audio, they will listen to themselves besides the music. Any help will be welcome. Thanks in advance!
I am have not used cscore I mainly use naudio a similar library that facilitates getting audio to and from the sound card. So I will try and answer in a way that allows you to find what you are looking for in cscore.
In your player code you will be pulling data from the audio file. In naudio this is done with a audio file reader. I think it is called a wavFileReader in cscore, This file reader translates the audio file into a stream of audio samples in the form of byte arrays, the byte arrays are then used to feed the WASAPI Out to allow the audio to play on the sound card.
The ideal place to start with your streaming system would be in the middle of those two processes. So rather than just passing the audio samples to the sound card you need to take a copy of the byte array containing the samples. it is this data you will need to stream to your friends.
From here you will need to look at compressing the audio and streaming protocols like RTP all can be done in c#. The issue will be, as it always is in audio having your data stream keep pace with the sound card. Every time WASAPIOut asks for more samples you need to have the ready otherwise the audio will be choppy.
I do hope this helps point you in the right direction. Others with experience with cscore may have some code examples to assist you more directly I am simply trying to point you in the right direction

Programmatic ALSA loopback

I need some pointers where to start with the following:
From any application that plays audio using ALSA to the connected speaker I'd like to grab the samples and do some audio processing.
I am not in control of the player and I'd like to be able to process the audio from any source. Basically it will be an UV-meter, perhaps later with FFT (all just on the command line). Additionally I'd like my app to be self-contained.
In my research I've found:
There is a loopback kernel module.
You can do fancy stuff with the configuration file.
There is the ability to create plugins.
Using the kernel module and altering the configuration file introduces some dependencies of my application to the configuration of the system.
And creating a plugin I give up control over the app and cannot start/terminate it whenever I want.
This is not satisfactory to me so I'd like to know if there is a way to either:
create a loopback device programmatically
or is there any other way to read from the pcm playback device other applications are writing to.
You can use the pulseaudio for linux where you can very easily create a loopback device .There ia a pactl command -it will help you create a null sink and you can loopback from it .
something like this
//this would create a null sink with specified channel conf
pactl load-module module-null-sink sink_name=sink6ch format=s16le rate=48000 channels=6 channel_map=front-left,front-right,front-center,lfe,rear-left,rear-right
//make it default
pactl set-default-sink sink6ch
you can use its monitor device to read about the monitor devices of pulse audio

How to create a video stream from a series of bitmaps and send it over IP network?

I have a bare-metal application running on a tiny 16 bit microcontroller (ST10) with 10BASE-T Ethernet (CS8900) and a Tcp/IP implementation based upon the EasyWeb project.
The application's main job is to control a led matrix display for public traffic passenger information. It generates display information with about about 41 fps and configurable display size of e.g. 160 × 32 pixel, 1 bit color depth (each led can be just either on or off).
Example:
There is a tiny webserver implemented, which provides the respective frame buffer content (equals to led matrix display content) as PNG or BMP for download (both uncompressed because of CPU load and 1 Bit color depth). So I can receive snapshots by e.g.:
wget http://$IP/content.png
or
wget http://$IP/content.bmp
or put appropriate html code into the controller's index.html to view that in a web browser.
I also could write html / javascript code to update that picture periodically, e.g. each second so that the user can see changes of the display content.
Now for the next step, I want to provide the display content as some kind of video stream and then put appropriate html code to my index.html or just open that "streaming URI" with e.g. vlc.
As my framebuffer bitmaps are built uncompressed, I expect a constant bitrate.
I'm not sure what's the best way to start with this.
(1) Which video format is the most easy to generate if I already have a PNG for each frame (but I have that PNG only for a couple of milliseconds and cannot buffer it for a longer time)?
Note that my target system is very resource restricted in both memory and computing power.
(2) Which way for distribution over IP?
I already have some tcp sockets open for listening on port 80. I could stream the video over HTTP (after received) by using chunked transfer encoding (each frame as an own chunk).
(Maybe HTTP Live Streaming doing like this?)
I'd also read about thinks like SCTP, RTP and RTSP but it looks like more work to implement this on my target. And as there is also the potential firewall drawback, I think I prefer HTTP for transport.
Please note, that the application is coded in plain C, without operating system or powerful libraries. All stuff is coded from the scratch, even the web server and PNG generation.
Edit 2017-09-14, tryout with APNG
As suggested by Nominal Animal, I gave a try with using APNG.
I'd extend my code to produce appropriate fcTL and fdAT chunks for each frame and provide that bla.apng with HTTP Content-Type image/apng.
After downloading those bla.apng it looks useful when e.g. opening in firefox or chrome (but not in
konqueror,
vlc,
dragon player,
gwenview).
Trying to stream that apng works nicely but only with firefox.
Chrome wants first to download the file completely.
So APNG might be a solution, but with the disadvantage that it currently only works with firefox. After further testing I found out, that 32 Bit versions of Firefox (55.0.2) crashing after about 1h of APNG playback were about 100 MiB of data has been transfered in this time. Looks that they don't discard old / obsolete frames.
Further restrictions: As APNG needs to have a 32 bit "sequence number" at each animation chunk (need 2 for each frame), there might to be a limit for the maximum playback duration. But for my frame rate of 24 ms this duration limit is at about 600 days and so I could live with.
Note that APNG mime type was specified by mozilla.org to be image/apng. But in my tests I found out that it's a bit better supported when my HTTP server delivers APNG with Content-Type image/png instead. E.g. Chromium and Safari on iOS will play my APNG files after download (but still not streaming). Even the wikipedia server delivers e.g. this beach ball APNG with Content-Type image/png.
Edit 2017-09-17, tryout with animated GIF
As also suggested by Nominal Animal, I now tried animated GIF.
Looks ok in some browsers and viewers after complete download (of e.g. 100 or 1000 frames).
Trying live streaming it looks ok in Firefox, Chrome, Opera, Rekonq and Safari (on macOS Sierra).
Not working Safari (on OSX El Capitan and iOS 10.3.1), Konqueror, vlc, dragon player, gwenview.
E.g. Safari (tested on iOS 10.3.3 and OSX El Capitan) first want to download the gif completely before display / playback.
Drawback of using GIF: For some reason (e.g. cpu usage) I don't want to implement data compression for the generated frame pictures. For e.g. PNG, I use uncompressed data in IDAT chunk and for a 160x32 PNG with 1 Bit color depth a got about 740 Byte for each frame. But when using GIF without compression, especially for 1 Bit black/white bitmaps, it blows up the pixel data by factor 3-4.
At first, embedded low-level devices not very friendly with very complex modern web browsers. It very bad idea to "connect" such sides. But if you have tech spec with this strong requirements...
MJPEG is well known for streaming video, but in your case it is very bad, as requires much CPU resources and produces bad compression ratio and high graphics quality impact. This is nature of jpeg compression - it's best with photographs (images with many gradients), but bad with pixel art (images with sharp lines).
Looks that they don't discard old / obsolete frames.
And this is correct behavior, since this is not video, but animation format and can be repeated! Exactly same will be with GIF format. Case with MJPEG may be better, as this is established as video stream.
If I were doing this project, I would do something like this:
No browser AT ALL. Write very simple native player with winapi or some low-level library to just create window, receive UDP packet and display binary data. In controller part, you must just fill udp packets and send it to client. UDP protocol is better for realtime streaming, it's drop packets (frames) in case of latency, very simple to maintain.
Stream with TCP, but raw data (1 bit per pixel). TCP will always produce some latency and caching, you can't avoid it. Same as before, but you don't need handshaking mechanism for starting video stream. Also, you can write your application in old good technologies like Flash and Applets, read raw socket and place your app in webpage.
You can try to stream AVI files with raw data over TCP (HTTP). Without indexes, it will unplayable almost everywhere, except VLC. Strange solution, but if you can't write client code and wand VLC - it will work.
You can write transcoder on intermediate server. For example, your controller sent UDP packets to this server, server transcode it in h264 and streams via RTMP to youtube... Your clients can play it with browsers, VLC, stream will in good quality upto few mbits/sec. But you need some server.
And finally, I think this is best solution: send to client only text, coordinates, animations and so on, everything what renders your controller. With Emscripten, you can convert your sources to JS and write exact same renderer in browser. As transport, you can use websockets or some tricks with long-long HTML page with multiple <script> elements, like we do in older days.
Please, tell me, which country/city have this public traffic passenger information display? It looks very cool. In my city every bus already have LED panel, but it just shows static text, it's just awful that the huge potential of the devices is not used.
Have you tried just piping this through a websocket and handling the binary data in javascript?
Every websocket frame sent would match a frame of your animation.
you would then take this data and draw it into an html canvas. This would work on every browser with websocket support - which would be quite a lot - and would give you all the flexibility you need. (and the player could be more high end than the "encoder" in the embedded device)

Windows TCP/UDP mouse driver

I am working on creating a touch pad device (custom hardware but similar to an android device) that acts as a touchscreen drawing pad similar to the Wacom Bamboo drawing pads. However, the key feature of the device is instead of connecting it to the computer with wires or via Bluetooth, it connects to the local WiFi network and searches for devices with a port open (currently 5000 for testing purposes). Currently, I have a client written in C that when launched opens up a DatagramSocket on port 5000 and waits for a custom UDP packet containing normalized X, Y, and pressure. Then, for testing purposes, I am putting the normalized X and Y into SendInput. SendInput "works" however injecting packets into the computers current mouse is not what I want. Instead, I want to have it considered as a seperate input device so programs like gimp will be able to detect it and assign custom functions based on the data (ie: have gimp utilize the pressure data).
The problem is I dont know where to start to create a driver that does the former. I have been extensively looking at the winddk thinking that might be the key. The problem with the winddk is I cannot find any documentation on creating a HID driver using data that is not from a ps/2 or usb. This tutorial got me thinking about using IOCTLs, but I am not really sure how to make them be considered as input.
As a side note, in the title I said TCP/UDP because I am willing, and considering for security purposes, to change from UDP connection to TCP.
If someone can push me in the right direction or link me to some related documentation and samples, that would be awesome because right now I am lost. Thank you.

PortAudio read from sound card

I was wondering if it is possible to read data that is going from the sound card to the speakers with the PortAudio API. After looking through the documentation, I found an example (http://portaudio.com/docs/v19-doxydocs/paex__record_8c_source.html) where they read data from the microphone. However, I would like to be able to capture the audio that is coming from the sound card. Is there a way to do this in PortAudio and if not please point me in the right direction. Also, it is important that this works on Windows, Mac, and Linux computers and I would prefer to write this in C.
Thanks!

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