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2014/10/15 ¤U¤È 10:03:35

iphone Programming Glossary: amplitude

Tone Generation in Cocoa Touch

http://stackoverflow.com/questions/347250/tone-generation-in-cocoa-touch

mono if start now now start duration internalRender now mono class MonoSinNote public MonoNote Time freq Sample amplitude protected void internalRender double now Sample mono const double v sin 2 M_PI now start freq mono amplitude v public MonoSinNote.. Sample amplitude protected void internalRender double now Sample mono const double v sin 2 M_PI now start freq mono amplitude v public MonoSinNote Time s Time d Time f Sample a MonoNote s d freq f amplitude a ~MonoSinNote share improve this answer..

water effect in cocos2d

http://stackoverflow.com/questions/3926711/water-effect-in-cocos2d

grid ccg 15 10 duration 4 id liquid CCLiquid actionWithSize ccg 15 10 duration 1 id wave CCWaves3D actionWithWaves 18 amplitude 80 grid ccg 15 10 duration 10 Bonus question where can I find any good documentation for cocos2d effects I found default..

Audio Processing: Playing with volume level

http://stackoverflow.com/questions/3982723/audio-processing-playing-with-volume-level

update Here's how I'm reading the input file and writing the output. Below code lowers the sound level for some of the amplitude values but with lots of noise. Interestingly if I choose 0.5 as amplitude value it increases the sound level instead of.. code lowers the sound level for some of the amplitude values but with lots of noise. Interestingly if I choose 0.5 as amplitude value it increases the sound level instead of lowering it but when I use 0.1 as amplitude value it lowers the sound. Both.. if I choose 0.5 as amplitude value it increases the sound level instead of lowering it but when I use 0.1 as amplitude value it lowers the sound. Both cases involve disturbing noise. I think that's why Art is talking about normalization but..

Reading audio samples via AVAssetReader

http://stackoverflow.com/questions/4972677/reading-audio-samples-via-avassetreader

bufferCount SInt16 samples SInt16 audioBufferList.mBuffers bufferCount .mData for int i 0 i numSamplesInBuffer i amplitude for the sample is samples i assuming you have linear pcm to start with Release the buffer when done with the samples retained..

Drawing waveform with AVAssetReader

http://stackoverflow.com/questions/5032775/drawing-waveform-with-avassetreader

methods #define absX x x 0 0 x x #define minMaxX x mn mx x mn mn x mx mx x #define noiseFloor 90.0 #define decibel amplitude 20.0 log10 absX amplitude 32767.0 UIImage audioImageLogGraph Float32 samples normalizeMax Float32 normalizeMax sampleCount.. x 0 0 x x #define minMaxX x mn mx x mn mn x mx mx x #define noiseFloor 90.0 #define decibel amplitude 20.0 log10 absX amplitude 32767.0 UIImage audioImageLogGraph Float32 samples normalizeMax Float32 normalizeMax sampleCount NSInteger sampleCount..

PCM audio amplitude values?

http://stackoverflow.com/questions/5890499/pcm-audio-amplitude-values

audio amplitude values I am starting out with audio recording using my Android smartphone. I successfully saved voice recordings to a PCM.. data and print out the signed 16 bit values I can create a graph like the one below. However I do not understand the amplitude values along the y axis. What exactly are the units for the amplitude values The values are signed 16 bit so they must range.. the one below. However I do not understand the amplitude values along the y axis. What exactly are the units for the amplitude values The values are signed 16 bit so they must range from 32K to 32K. But what do these values represent Decibels If I..