receive data from microphone in scheme - windows

I want to make voice pitch classfying program in scheme
target platform is windows xp, 7
development environment is DrRacket 5.1
for that, I want to know how to receive data from microphone
could somebody kindly let me know?
any suggestion and advice are also welcome!
thanks alot!

If I wanted to accomplish this, I would probably work on extending the PortAudio connection contained in the RSound planet package. This would almost certainly involve some careful study of the PortAudio interface. Alternatively, you could connect directly to the Windows API's; I hear they're fairly nice. I'm afraid that the short answer is that it's not a simple question of using an existing interface.

Related

Is there a way to create a GUI in Lua?

I am working on a Genetic Algorithm solution to TSP in Lua, and have reached a point where I need a better method of troubleshooting and checking results. The best way to do this would be with a GUI, but I can't seem to find anything about GUIs in Lua.
I've done some searching around Google, and haven't found anything built in to the language. I have found Toolkits such as the one found here:
http://lua-users.org/wiki/GraphicalUserInterfaceToolkits
However, I am new enough to Lua that I do not know how to properly use these. Any help on the matter would be greatly appreciated.
A few ideas:
But first, what platform are you on?
Are you constrained by platform? If not, I've done very exciting things directly on an iPad, in Codea. Pure Lua, built on OpenGL, so built-in API for graphics support.
Beyond that, you could probably use Love2d. It's meant for game dev, but you could probably adapt it to your needs. It's a Lua API, has graphics support, and is cross-platform. I don't know much about it (yet), so others could pipe in with their thoughts/opinions.
If you are still shaky in Lua, I suggest to stick to the console for a while. GUI, whatever the language, is usually messy and unsatisfying for beginners.
If you already know some HTML and Javascript, consider using Lua with a web framework, and using the browser to control your program through a REST API:
Awesome-Lua#Web/Networking Platforms
Apart from that, I have yet to find a GUI framework that feels right for Lua. Almost everything is a thin wrapper around a C or C++ API and handles exactly like that. On the other hand, with the web and Electron on the rise there seems little need for it.

Changing output audio device of other Win32 applications?

I want to write a program that allows you to select the output audio device (based on currently connected devices) used by other applications on an individual basis. (E.g. Winamp to my headphones, VLC to my speakers, etc).
The program would (probably) be written in C++ for Vista/7. Most likely I'll try to use the Windows sound APIs, but not sure where to start, or if the whole attempt is futile. (seeing the answer here made me doubtful)
I'm not new to writing code, and this isn't a "please do my homework" request, but I am new to windows code and was having trouble finding much documentation on anything like this.
Is this possible? Where would you start with this? Do you know of any projects that have already done this? Thanks in advance

Cross platform 2D graphics/game library

I'm looking for suggestions for a 2d game engine or library. I'm not picky about the language used but more about the capabilities of the library and the platforms it works on.
I would like to write one code base that would work on iOS, OSX, Android, Win and *nix. I understand there would be some platform specific code but I would like the bulk to be useable on all platforms.
I have looked around and I have some ideas but I'm looking for other opinions. Anyone have any ideas?
SDL(Simple DirectMedia Layer) http://www.libsdl.org/
Here's a link to a list of game engines that might suit your needs.
I truly do not know if such a engine/framework exists. I think you are going to have to sacrifice a platform or two.
PyGame will run on everything you mentioned besides iOS.
http://www.pygame.org/news.html
That would be where I would start.
V-Play (I am part of the developer team) supports all your mentioned platforms from a single code base. A wide range of tutorials, examples, demos and full source code of some games that are already live in the App Stores will help you get started quickly.

Capture sound output on mac

I am trying to port my screensaver from windows to mac and one of its features was reacting on system sound output. On windows it was easy using Direct Sound, but I can't find any example of capturing sound output on mac. Is it possible even possible without writing something like kernel extension? Using flash it is also very easy — it even gives computeSpectrum method to get raw data or even fft transformed data.
All programs that I have already found use Soundflower or their own kernel extension. But I don't think that asking to install separate program or using kernel extension is a good way.
One thing you can do, considering that Soundflower is open source, is take a look at how they did it. You can't copy & paste GPL code, but you can surely study the techniques used and create your own solution (point you in the right direction).
You won't find Apple being very helpful here. Sound capturing, in this manner, can be used for all kinds of nefarious purposes. I'm not even sure if Core Audio lets you do this without hacks. In any case, you have a working implementation of what you're trying to accomplish. I'd take advantage of it.
I'm not on my Mac right now, but I'm pretty sure that Quartz Composer has a patch for just this thing. Depending on what language you're writing your screen saver in, it may be fairly easy for you to port your code into a QC patch. Well... it probably won't be easy, but it may be doable.

Which is easier to write drivers for? Windows or LInux?

I am trying to learn a little about driver development and my question is, which OS has an easier API to develop drivers with? Windows or Linux?
Remember that I am new to this.
Thanks
If you are doing this for learning (I guess its your case), then go for Linux, you will have a more general ideal on how an OS works, you will interact with low level implementation straight to the core.
If you are just writing a driver for a device, I recommend using Visual Studio under Windows, it has a lot of features that will really help on your devel.
I am pretty sure you'll get lots of Windows vs Linux war here, unfortunately.
On Windows, you'll get pretty good development tools, with some awkward stuff, but that you can get along with easily. API is documented provided you have access to a Windows Developer account. Remote debugging is supported and it helps a lot for these kernel stuff that are triggering BSOD so quickly.
On Linux, you'll need to get your hands more dirty. Rubini's "Linux Device Drivers" is a very good starting point. Openness will bring you more flexibility, and more understanding of what is happening.
This tutorial might be helpful.
It is about writing a simple device driver for linux.
My personal idea is Linux. You can see the entire code other than an API.
I think Windows is good.
Because it has a rich set of API's which is easier to use

Resources