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Cardboard VR Projects for Android

You're reading from   Cardboard VR Projects for Android Develop mobile virtual reality apps using the native Google Cardboard SDK for Android

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Product type Paperback
Published in May 2016
Publisher
ISBN-13 9781785887871
Length 386 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Matt Schoen Matt Schoen
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Matt Schoen
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Table of Contents (11) Chapters Close

Preface 1. Virtual Reality for Everyone FREE CHAPTER 2. The Skeleton Cardboard Project 3. Cardboard Box 4. Launcher Lobby 5. RenderBox Engine 6. Solar System 7. 360-Degree Gallery 8. 3D Model Viewer 9. Music Visualizer Index

Capturing audio data

Using the Android Visualizer class (http://developer.android.com/reference/android/media/audiofx/Visualizer.html), we can retrieve part of the audio data that is currently playing, at a specified sample rate. You can choose to capture data as waveform and/or frequency data:

  • Waveform: This is an array of mono audio waveform bytes, or pulse code modulation (PCM) data, representing a sample series of audio amplitudes
  • Frequency: This is an array of Fast Fourier Transform (FFT) bytes, representing a sampling of audio frequencies

The data is limited to 8 bits, so it's not useful for playback but is sufficient for visualizations. You can specify the sampling rate, although it must be a power of two.

Armed with this knowledge, we'll now go ahead and begin implementing an architecture that captures audio data and makes it available to visualization renderers that you can build.

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