Open GGLabCenter opened 4 years ago
At this point Sounds does not provide this functionality. That being said, once we finish the 1.0 release, adding streaming components to the API is at the top of our to do list. These components will allow you to do what you've mentioned here. We are currently putting a lot of time into Sounds and 1.0 is on the horizon so stay tuned.
@GGLabCenter
Maybe you can have a look to the Flutter Sound Project : it has this feature that you need.
@Larpoux You're more than welcome to participate in discussions in the sounds repository if you are helping somebody with an issue but this is not the place to advertise your own repo. This is the second time you've done this and it's been more derogatory in the past, if it happens again, you will be banned. I'm sure you can find a more productive use of your time :)
Moreover, I already commented the issue #90 of that lib he mentioned... I was already using that library lol
I am working now at the audio processing part itself, that is not (yet) included in both libraries.
Btw both projects are such a nice work, and I am sure much is still yet to come - I'll continue to have a look at them both.
Enjoy!
I am sure that many great improvement made in Sounds could be back ported into Flutter Sound. I am sure also that several developments made in Flutter Sound could benefit Sounds.
This is the way Free Software work.
I just regret than much work done in the Flutter Sound project has been used by the Sounds team, but they never did any Pull Request to Flutter Sound. This is not fair to use others work (many months) and not contribute back.
But this is not really important. The real problem for Flutter Sound (and probably for Sounds) is that there is not enough persons involved in the development. I will stop working on Flutter Sound soon, and I am really concerned by the fact that a Software not maintained become very soon a dead project.
Hi,
I have a project where I need to get in input the audio from the smartphone mic (or the headsets mic, if connected), and after applying some filtering to some frequency, I would like to play it in near-realtime in the headsets (if connected, or through the smartphone's speaker).
This can be achieved with your library? If yes, please could you give me some tip about the high level procedure? This great lib is quite big and I am getting a bit confused.
Thanks in advance!