I was able to match a single "a" - although even with a straight "a" there
can be some subtle variation. So I  mapped variations that come close and I
don't need to match every value in the complete waveform over time... every
couple together or even the first value with buffer comes pretty close. this
is with a known, unchanging vocal waveform. So I doubt this would be very
useful outside of this current system, which is a bummer.

I think it's time for me to retire this code and move on. Oh well...

Eric


On Fri, Jun 4, 2010 at 9:28 AM, Eric E. Dolecki <edole...@gmail.com> wrote:

> I can get waveforms... but say "a" takes 1 second to speak. I get different
> waveforms over that 1 second... so I'm not matching against a single
> waveform, but many waveforms in succession. This seems like a tricky thing
> to match against.
>
> What might be a good approach to matching values over a certain amount of
> time? Is AS3 fast enough to sync quick enough? I imagine it would need to
> check for all vowels every frame matching values in waveforms over a certain
> amount of time.
>
> Eric
>
>
> On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki <edole...@gmail.com>wrote:
>
>> I've started implementing some code this morning in the hopes to match the
>> vowel "a" this morning. Of course there are several intonations for this
>> depending on the word it's located in, but if I can get a match on a naked
>> "a" I may be on to something. Like you said, I have a higher chance of
>> success since the voice is software generated and not from random people's
>> speech patterns.
>>
>> If I don't get something today I'm going to bail on the engine in the
>> hopes of finding something useful some other time. This isn't a critical
>> feature for me as I have the jaw moving with precision and the effect comes
>> across. Mouth shapes would be the icing on the cake.
>>
>> Eric
>>
>>
>> On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti <ka...@kurst.co.uk> wrote:
>>
>>> Yeh - not sure this will help
>>>
>>> however - a (very talented) colleague of mine worked on a simple speech
>>> recognition software for mobile - it was built to recognise about 20
>>> commands with 90% success rate.
>>>
>>> His approach (in my simplistic terms) was:
>>>
>>> 1) get recordings / audio samples of the commands (in your case vowels -
>>> it should be easier as it's generated so you wont have to compare against
>>> too many/different intonations ) -
>>> 2) create / store a graph of the audio commands ( this used FFT (s) - to
>>> abstract and simplify, the pattern of the commands - the result was a square
>>> voice print graph )
>>> 3) The stored patterns/voiceprints were then compared against the users
>>> voice recording.
>>>
>>> The trickiest part of this whole business were the Fast Fourier
>>> Transforms - these things get very complicated, and confuse the life out of
>>> me. Anyway, hopefully this
>>> will help you - seems like it might be the best approach. if you do crack
>>> it - you will end up with a simple voice recognition system. Which would be
>>> a brilliant and useful thing bit of code to
>>> have...
>>>
>>> hope this was of any use..
>>>
>>> - karim
>>>
>>> On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote:
>>>
>>> > I would try using that to figure out a way of maping the sounds and
>>> then translate that to your project. You are able to see the wave forms in
>>> soundbooth? Haven't used it. If so, can you run your cursor over it at any
>>> point to get the readings? Might be a little trivial, but may yeild a
>>> pattern that you can utilize.
>>> >
>>> > JAT
>>> >
>>> > Karl
>>> >
>>> > Sent from losPhone
>>> >
>>> > On Jun 3, 2010, at 6:18 PM, "Eric E. Dolecki" <edole...@gmail.com>
>>> wrote:
>>> >
>>> >> SoundBooth
>>> >>
>>> >> On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers <
>>> k...@designdrumm.com>wrote:
>>> >>
>>> >>> Do you have SoundEdit? Or the like?
>>> >>>
>>> >>>
>>> >>> Karl
>>> >>>
>>> >>>
>>> >>>
>>> >>> On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote:
>>> >>>
>>> >>> I think I might make waveform bitmaps and then try and compare
>>> against the
>>> >>>> current waveform (block EQ) - and if it's a close match, then fire
>>> off
>>> >>>> specific vowel events. If that works, I could do consonants too. If
>>> this
>>> >>>> works, I'll do jumping jacks and shots of Jack.
>>> >>>>
>>> >>>> So how would I compare two bitmaps to see if a waveform (
>>> >>>> On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers <
>>> k...@designdrumm.com
>>> >>>>> wrote:
>>> >>>>
>>> >>>> If you need any of these files or can't find them, lmk and I can
>>> send off
>>> >>>>> list.
>>> >>>>>
>>> >>>>> Best,
>>> >>>>>
>>> >>>>> Karl
>>> >>>>>
>>> >>>>>
>>> >>>>>
>>> >>>>> On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote:
>>> >>>>>
>>> >>>>> Don't know if this will help, but have you looked into
>>> WaveAnalyzer.as
>>> >>>>> or
>>> >>>>>
>>> >>>>>> Flash MX - Audio: Sound completion event (The source files for
>>> this can
>>> >>>>>> be
>>> >>>>>> found in the Flash MX/Samples folder.)
>>> >>>>>> They both let you control the sound. I am thinking this will point
>>> you
>>> >>>>>> in
>>> >>>>>> a good direction. Its AS2 though.
>>> >>>>>>
>>> >>>>>> HTH,
>>> >>>>>>
>>> >>>>>> Karl
>>> >>>>>>
>>> >>>>>>
>>> >>>>>> On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote:
>>> >>>>>>
>>> >>>>>> Ya - I have the data for both things, but they extend over time
>>> and are
>>> >>>>>>
>>> >>>>>>> difficult to compare. It's the boiling down the signatures into
>>> >>>>>>> something
>>> >>>>>>> simple and being able to read the playing audio looking for the
>>> match
>>> >>>>>>> (or
>>> >>>>>>> near match). I thought about using bitmap data and trying to
>>> match up
>>> >>>>>>> waveforms, etc. but I don't know enough about it to pull that
>>> off. It
>>> >>>>>>> seems
>>> >>>>>>> like a hack in a way, but if it worked, who cares I suppose.
>>> >>>>>>>
>>> >>>>>>> On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano <
>>> >>>>>>> califa010.flashcod...@gmail.com> wrote:
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>>>>>>> I'm not Henrik, but I've done some lip-synch stuff for
>>> Disney. We
>>> >>>>>>>> did
>>> >>>>>>>> it pretty much the way Eric described--we just used amplitude.
>>> It's
>>> >>>>>>>> not as accurate as Disney would demand on a film, but it's ok in
>>> the
>>> >>>>>>>> kids' game market.
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>>>> I see, amplitudes could be just good enough for some stuff.
>>> >>>>>>>>
>>> >>>>>>>> Although the "speed" and the intensitiy of the speech could give
>>> >>>>>>>> misleading
>>> >>>>>>>> results, I think. I'm under the impression that you should
>>> somehow try
>>> >>>>>>>> to
>>> >>>>>>>> compare the shape of the waves (somehow simplifiy your input to
>>> some
>>> >>>>>>>> value
>>> >>>>>>>> of sets of values that are easier to compare, possibly in a
>>> "time
>>> >>>>>>>> window")
>>> >>>>>>>> and compare it in some meaningful way to precalculated samples
>>> to find
>>> >>>>>>>> a
>>> >>>>>>>> matching pattern. That's the part I have no clue about!
>>> >>>>>>>>
>>> >>>>>>>> Cheers
>>> >>>>>>>> Juan Pablo Califano
>>> >>>>>>>>
>>> >>>>>>>> 2010/6/3 Kerry Thompson <al...@cyberiantiger.biz>
>>> >>>>>>>>
>>> >>>>>>>> Juan Pablo Califano wrote:
>>> >>>>>>>>
>>> >>>>>>>>>
>>> >>>>>>>>> Wow. That was really uncalled for.
>>> >>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>> That was my reaction, too. I didn't see Eric as
>>> complaining--just
>>> >>>>>>>>> asking. Maybe Henrik was just having a bad day.
>>> >>>>>>>>>
>>> >>>>>>>>> For me, the hard part, which you seem to imply is rather simple
>>> >>>>>>>>> here,
>>> >>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>> is
>>> >>>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> *matching+ the input audio against said profiles. Admitedly, I
>>> don't
>>> >>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>> know
>>> >>>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> anything about digital signal processing and audio programming
>>> in
>>> >>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>> general,
>>> >>>>>>>>>
>>> >>>>>>>>> but "matching" sounds a bit vague. Perhaps you could enlighten
>>> us, I
>>> >>>>>>>>>>
>>> >>>>>>>>>> you
>>> >>>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>> feel like.
>>> >>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>>>
>>> >>>>>>>>> I'm not Henrik, but I've done some lip-synch stuff for Disney.
>>> We did
>>> >>>>>>>>> it pretty much the way Eric described--we just used amplitude.
>>> It's
>>> >>>>>>>>> not as accurate as Disney would demand on a film, but it's ok
>>> in the
>>> >>>>>>>>> kids' game market.
>>> >>>>>>>>>
>>> >>>>>>>>> Doing something more accurate would probably involve at least 6
>>> mouth
>>> >>>>>>>>> positions, and if you're doing it in real time, you'd have to
>>> do a
>>> >>>>>>>>> reverse FFT. It can be done--there was a really good commercial
>>> >>>>>>>>> lip-synch program that generated Action Script to control mouth
>>> >>>>>>>>> positions. I don't know if it's still around--that was 5 years
>>> ago,
>>> >>>>>>>>> and it was pretty expensive (about $2,500 for one seat, I
>>> think). It
>>> >>>>>>>>> may even have been a Director Xtra that worked with a Flash
>>> Sprite,
>>> >>>>>>>>> but let's not talk about Director :-P
>>> >>>>>>>>>
>>> >>>>>>>>> Cordially,
>>> >>>>>>>>>
>>> >>>>>>>>> Kerry Thompson
>>> >>>>>>>>> _______________________________________________
>>> >>>>>>>>> Flashcoders mailing list
>>> >>>>>>>>> Flashcoders@chattyfig.figleaf.com
>>> >>>>>>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>>>>>>>
>>> >>>>>>>>> _______________________________________________
>>> >>>>>>>>>
>>> >>>>>>>> Flashcoders mailing list
>>> >>>>>>>> Flashcoders@chattyfig.figleaf.com
>>> >>>>>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>>
>>> >>>>>>>
>>> >>>>>>> --
>>> >>>>>>> http://ericd.net
>>> >>>>>>> Interactive design and development
>>> >>>>>>> _______________________________________________
>>> >>>>>>> Flashcoders mailing list
>>> >>>>>>> Flashcoders@chattyfig.figleaf.com
>>> >>>>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>>>>>
>>> >>>>>>>
>>> >>>>>> Karl DeSaulniers
>>> >>>>>> Design Drumm
>>> >>>>>> http://designdrumm.com
>>> >>>>>>
>>> >>>>>> _______________________________________________
>>> >>>>>> Flashcoders mailing list
>>> >>>>>> Flashcoders@chattyfig.figleaf.com
>>> >>>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>>>>
>>> >>>>>>
>>> >>>>> Karl DeSaulniers
>>> >>>>> Design Drumm
>>> >>>>> http://designdrumm.com
>>> >>>>>
>>> >>>>> _______________________________________________
>>> >>>>> Flashcoders mailing list
>>> >>>>> Flashcoders@chattyfig.figleaf.com
>>> >>>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>>>
>>> >>>>>
>>> >>>>
>>> >>>>
>>> >>>> --
>>> >>>> http://ericd.net
>>> >>>> Interactive design and development
>>> >>>> _______________________________________________
>>> >>>> Flashcoders mailing list
>>> >>>> Flashcoders@chattyfig.figleaf.com
>>> >>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>>
>>> >>>
>>> >>> Karl DeSaulniers
>>> >>> Design Drumm
>>> >>> http://designdrumm.com
>>> >>>
>>> >>> _______________________________________________
>>> >>> Flashcoders mailing list
>>> >>> Flashcoders@chattyfig.figleaf.com
>>> >>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> >>>
>>> >>
>>> >>
>>> >>
>>> >> --
>>> >> http://ericd.net
>>> >> Interactive design and development
>>> >> _______________________________________________
>>> >> Flashcoders mailing list
>>> >> Flashcoders@chattyfig.figleaf.com
>>> >> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>> > _______________________________________________
>>> > Flashcoders mailing list
>>> > Flashcoders@chattyfig.figleaf.com
>>> > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>
>>>
>>> _______________________________________________
>>> Flashcoders mailing list
>>> Flashcoders@chattyfig.figleaf.com
>>> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>>>
>>
>>
>>
>> --
>> http://ericd.net
>> Interactive design and development
>>
>
>
>
> --
> http://ericd.net
> Interactive design and development
>



-- 
http://ericd.net
Interactive design and development
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