Spark AR | how to freeze and stop camera scene while recording - spark-ar-studio

I'm creating a instagram filter which requires the scene to stop or the frame to freeze for a few seconds while recording. Is there any way I can do so? Thanks.

Not yet. But seems like a relatively popular question/request on the SparkAR Facebook community. When it becomes available, it'll be big news.
https://www.facebook.com/groups/SparkARcommunity/permalink/605773363168043/
https://www.facebook.com/groups/SparkARcommunity/permalink/583833255362054/
https://www.facebook.com/groups/SparkARcommunity/permalink/760366351042076/
https://www.reddit.com/r/SparkArStudio/comments/d50xd5/delay_on_camera_texture/

Related

AS3: Recording sound as they are output/played

I understand how to record microphone input in AS3 from this doc.
Is it possible to record sound exactly as they are being output/played?
The reason is I applied some sound transform (via the global SoundMixer) to sounds that are currently playing; and I also want to record this sound data while it is being played.
I just saw this question, to clarify, I am not trying to record just all sounds on the user's computer (which is not possible). My flash app has a Youtube player in it (via their AS3 API), and it's playing some sounds. I applied transforms using SoundMixer.soundTransform, and I want to record what's being played when the user is playing it.
Thanks in advance.
Just a passing suggestion.. on my desktop it seems ABLE to record sound into Flash from a different tab playing Youtube (HTML5).. I don't know how it's doing that!!
I allow microphone here.. (none actually plugged in, and speaker out has in-ear headphones)
http://code.tutsplus.com/tutorials/create-a-useful-audio-recorder-app-in-actionscript-3--active-5836
PS: Anyone trying this must reduce Windows volume since anything above 10-20% is distorted audio into the Flash app.
And this HTML5 youtube trailer was recorded fine into the Wav file produced by Flash app above
http://www.youtube.com/watch?v=MVt32qoyhi0
So after a quick search it seems my Realtek Audio is classed as a Full-Duplex soundcard and also within its own control panel I have an option called "Multi-streaming" which is enabled/ticked. I think Full-Duplex is enough to do this though. Try options within your soundcard's own settings software. Don't know about your end-users. Some hardware will do it, some wont, there is no all-round solution outside of AIR (which makes desktop apps out of your AS3 code).

Windows phone 8: how to play background next song?

I'm programming an app which is able to play music in background. I'm using mediaplayer and Song(class xnalib), well since is not possible put file into mediaplayer.queue I can't figure out how can play next song in the "playlist".
I'll try to make this scenario more clear with an example:
I play music with mediaplayer: MediaPlayer.Play(MysongArray[CurrentIndex]);
well now user put my app in background.
but when MysongArray[CurrentIndex] song is ended how play next song if my application is in background?
thanks
That's probably because you are playing a Song not a SongCollection - once it's ended it stops playing. Source: MSDN1, MSDN2. I belive (thounght I've not tried it) that you should create SongCollection (if it's possible) or Manage existing one. But this can be a hard job as #ToniPetrina answered here.
As for me I would consider using Background Audio Player and How to play.
Maybe this will help if you decide to use BAP - example how to use playlist.
You cannot do that since background player can only stream or play from isolated storage. You cannot play songs from MediaLibrary.

How to build iOS7 Style Audio Recorder App

I am trying to build an audio recorder app similar to iOS7 built in one and looking for guidance on what controls to use for the recording app. I understand I will be using a tableview for the list of previous recordings and a UIView for the top recording view and on tapping record adjust the table view and move down the black recording view.
How should I implement the endless horizontal scrolling view? Should I use a collection view and keep adding elements to the model array as the time increments. Also what should I use for the timer. Is there something like setInterval for Objective C like in Javascript that I can use to keep updating the UI at regular time interval?
If someone also knows of a cocoa pod or sample code that would be greatly appreciated.
For recording the simplest audiorecorder is AVAudioRecorder. Here is a simple implementation of an audio recording app: https://github.com/calmez/Recorder. AVAudioRecorder has simple metering methods where you can read volume output of the channels
Honestly though, Apple would probably use CoreAudio to get the audio because it is more optimized. Novocaine is a good core audio engine that could get you started https://github.com/alexbw/novocaine
For rendering the waveform, I would guess that Apple probably uses OpenGL. I don't see how to do it easily and efficiently otherwise. You could draw them using the standard drawing APIs for UIView like this project does (https://github.com/fulldecent/FDWaveformView) but I don't see this animating well.
For the timer, there is NSTimer

KEEP_AWAKE, but turn off screen to save battery?

I have built a fun little MP3 player using FlashDevelop and Flash CS5.5 IDE (no Flex).
The app 'emulates' old school style radio by fading tracks from any chosen m3u playlist while interspersing random radio stabs, silly fake ads and dj chatter (much like Flash FM from GTA Vice City).
The app itself works very well, however, if I set SystemIdleMode.NORMAL the app stops when the screen saver kicks in, and when I set to SystemIdleMode.KEEP_AWAKE, the screen never kicks in and the app runs until the battery dies ... which unfortunately doesn't take too long ;)
Is it possible to 'disable' the screen while leaving the app running to help save battery?
If no, can I at least control brightness, and perhaps display a black overlay? Would this have much effect on battery life?
Any suggestions would be hugely appreciated.
Cheers.

Starling pauses when mouse leaves the stage area

I have just started using starling (framework based on stage3d) and i am working on a simple ping pong game.
What my problem is the moment my mouse leaves the stage area everything just stops and resumes working when the mouse enter the area again. I guess this is some feature in the framework but how can i control it... is there some kind of event being fired..?? or is there some way to stop this feature ??
If its relevant i am using the 'TouchEvent.Touch' event and using the 'moved' phase. Any other details if required i am ready to provide....
Thanks. :-)
Ok i finally got the solution from the official starling forums.
As my mouse left the stage my 'touch' was getting null... hence the whole 'pausing' of game code.. I don't know why i didn't get an error of some kind.
Still if someone is facing something similar.. might check ur values are not null...