Detecting Microphone Activity in Java

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Detecting Microphone Activity
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You can detect microphone activity in several ways. Like the Camera interface, you can elect to be noti ed when signi cant audio activity starts and ends, and you can see the activity level (the overall volume) at any time. The Speex codec, available in Flash Player 10 and later, can even lter out nonvoice audio and notify you when the user is speaking.
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Overall Activity
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To determine the overall volume the microphone is currently detecting, use the activityLevel accessor. Complete silence is an activity value of 0, and peak volume registers a 100. Use the gain setting to make sure audio peaks don t get clipped over 100; Example 33-3 shows one approach. You can also be noti ed of microphone activity by subscribing to the ActivityEvent.ACTIVITY event. The activating Boolean property of the event object tells you if activity is beginning (true) or ending. Activity refers to a duration of noise of a certain volume. For example, in creating a chat or broadcast application, when no one is talking, bandwidth can be saved because there is no need to send data. This information can also be used for visual feedback so that users know they (or others) are silent.
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Microphone de nes a read-only silenceLevel property that reports what the silence level of the microphone is. This can be set using setSilenceLevel(), which sets the minimum input level
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that should be considered activity and (optionally) the duration of silence necessary before activity is considered over. Silence values correspond directly to activity values. After gain is calibrated appropriately, any noise quieter than silenceLevel is not considered audio activity. This method is similar in purpose to Camera.setMotionLevel(); both methods specify when the activity event is dispatched. However, these methods have a signi cantly different impact on publishing streams:
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Camera.setMotionLevel() is designed to detect motion and does not affect bandwidth
usage. Even if a video stream does not detect motion, video is still sent.
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Part VII: Sound and Video
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Microphone.setSilenceLevel() is designed to optimize bandwidth. When an audio
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stream is considered silent, no audio data is sent. Instead, a single message is sent, indicating that silence has started.
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Voice Activity
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The Speex codec can recognize characteristics of voice and use its own heuristics to determine activity. To use voice-based activity instead of levels-based activity, follow these steps:
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1. Set the codec to SoundCodec.SPEEX. 2. Enable voice activity detection by setting enableVAD to true. 3. Set the silence level to 0 with setSilenceLevel(). This lets Speex do its job instead.
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FP10.1. Voice Activity Detection is available only in Flash Player 10.1 and later.
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Capturing and Analyzing Microphone Data
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With Flash Player 10.1 and later, you can get raw audio samples from the Microphone. Voice recognition is an obvious application; Didier Brun of was rst out of the gate to develop such an application. See his original post at Capturing audio from a Microphone is similar to dynamically sending audio to a Sound object. Simply subscribe to the Microphone s SampleDataEvent.SAMPLE_DATA event. The audio data is stored as a sequence of samples, each with a oating-point amplitude between 1 and 1. If you want frequencies instead, you have to do the Fourier transform yourself unless you want to mute all other sounds, set up a loopback, and use the SoundMixer s computeSpectrum() method. See 31 for more information about sound data. Example 33-4 draws the audio data to the screen in the simplest way possible.
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Visualizing Captured Audio Data
package { import flash.display.Sprite; import; import; import; import flash.utils.ByteArray; public class ch33ex4 extends Sprite { protected var mic:Microphone; public function ch33ex4() { mic = Microphone.getMicrophone(); mic.rate = 22; mic.addEventListener(SampleDataEvent.SAMPLE_DATA, onSampleData); }
33: Capturing Sound and Video
protected function onSampleData(event:SampleDataEvent):void { var waveform:ByteArray =; var SAMPLES:Number = waveform.length / 4; //4 bytes per float var W:Number = stage.stageWidth; var H:Number = stage.stageHeight; var xstep:Number = W/SAMPLES; graphics.clear(); graphics.lineStyle(0, 0); graphics.moveTo(0, H/2); for (var i:int = 0, x:Number = 0; i < SAMPLES; i++, x+=xstep) { var amplitude:Number = waveform.readFloat(); var y:Number = H/2 + (amplitude * H/2); //amplitude is from -1 to 1 graphics.lineTo(x, y); } } } }
You can de nitely get crazy with analyzing microphone input. You might even consider attempting to use one of the many C sound libraries using Alchemy (a product that runs C code in a virtualized C runtime inside the AVM2, allowing you to use C code alongside ActionScript 3.0).