[MOD] [MM] increase audio for headphones - Galaxy Note 4 Themes and Apps

Hi all I just bought a Note 4, immediately updated to Marshmallow, and I noticed the headphones volume was really lower than in my Note 2. I gave a look in Xda but didn't find any mod to increase audio level, so this is my solution. Of course you need root access..
Go in /Etc folder, copy default_gain.conf file to another directory and open it (I used Es note editor, which is bundled with Es file explorer).
Find the following lines:
Modifier "Normal" {
SupportedDevice {
"Headset Out"
}
Enable {
{ "Noise Gate Switch", 0 },
{ "HPOUT1L Impedance Volume", 113 },
{ "HPOUT1R Impedance Volume", 113 },
{ "HPOUT1L Input 1 Volume", 32 },
{ "HPOUT1R Input 1 Volume", 32 },
}
}
Modifier "Normal" {
SupportedDevice {
"Headphone"
}
Enable {
{ "Noise Gate Switch", 0 },
{ "HPOUT1L Impedance Volume", 113 },
{ "HPOUT1R Impedance Volume", 113 },
{ "HPOUT1L Input 1 Volume", 32 },
{ "HPOUT1R Input 1 Volume", 32 },.
All you have to do is to change the value in the strings
{ "HPOUT1L Input 1 Volume", SET THE VALUE YOU LIKE },
{ "HPOUT1R Input 1 Volume", SET THE VALUE YOU LIKE }
I changed it into 48 and it's enough for me, so my lines are as follows
Modifier "Normal" {
SupportedDevice {
"Headset Out"
}
Enable {
{ "Noise Gate Switch", 0 },
{ "HPOUT1L Impedance Volume", 113 },
{ "HPOUT1R Impedance Volume", 113 },
{ "HPOUT1L Input 1 Volume", 48 },
{ "HPOUT1R Input 1 Volume", 48 },
}
}
Modifier "Normal" {
SupportedDevice {
"Headphone"
}
Enable {
{ "Noise Gate Switch", 0 },
{ "HPOUT1L Impedance Volume", 113 },
{ "HPOUT1R Impedance Volume", 113 },
{ "HPOUT1L Input 1 Volume", 48 },
{ "HPOUT1R Input 1 Volume", 48 },
Now you have just to backup your original file, then copy the edited one in /Etc folder, set permissions to rw-r--r-- (I use root browser which is free) and reboot.
You headphones audio is much higher now
Link to my .conf file:
https://www.androidfilehost.com/?fid=24533103863138198

Hye you should share your own .conf file.
Sent from my SM-N910C using XDA-Developers mobile app

File added. Anyway maybe the mod adds a little bit of digital noise, even if I'm not sure about it. Please report your opinions.

Will it work if i am already having high loud sound..i want to make my phone sound normal

you perfect op! thank you.

gabripranzo said:
File added. Anyway maybe the mod adds a little bit of digital noise, even if I'm not sure about it. Please report your opinions.
Click to expand...
Click to collapse
because to me m8 works perfect your file thanks!!!

hmm... damn. sounds fantastic but won't work for my bluetooth headphones ... any recommendation where to change those values? thanks in advance!
edit: got it after reboot it was neccessary to decrease and increase the volume at the headphones. now the maximum is quite enough thanks mate.

Finally Found This!!! Thanks Alot @gabripranzo , i tried something different i've read somewhere the first row that contains "Headphone" & The 1st row that contains "Headset Out" in it i changed the value there of both (Left & Right) 113 to 125 & It works perfectly without any music stops! This Works better IMO. than the bottom lines that has 32 bec. When i changed the values there to 44 music always stopped at max volume.

MTranceAvB said:
Finally Found This!!! Thanks Alot @gabripranzo , i tried something different i've read somewhere the first row that contains "Headphone" & The 1st row that contains "Headset Out" in it i changed the value there of both (Left & Right) 113 to 125 & It works perfectly without any music stops! This Works better IMO. than the bottom lines that has 32 bec. When i changed the values there to 44 music always stopped at max volume.
Click to expand...
Click to collapse
I'm glad you found the right solution for you. I think music stops when you overcharge the amplifier, I experienced the same thing with my Note 8.0 tablet with Boeffla kernel: it allows to tweak the volume, but if it's set too high (I did it because I have high impedance headphones) music stops, probably to avoid damages.
In the end I bought a USB DAC/amp to connect to my Note 4 and I'm very happy with it

Related

[HOT AUDIO MOD]♫♫♫ Increase Note2 volume significantly ♫♫♫

[HOT AUDIO MOD]♫♫♫ Increase Note2 volume significantly ♫♫♫
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WORKS FOR ODEXED/DEOXED ROMS, all you need just root
and default_gain.conf file /system/etc
•••ORIGINAL default_gain.conf file if you have forgot to backup•••
https://www.box.com/s/zk7uccelynr8v3i4tipt
INSTALLATION:
Video how to install this mod, big credits to ashwin123
FIRST METHOD:
1.Download this file:
ULTRA VOLUME MOD
MID VOLUME MOD (58DB WHILE ULTRA HAS 60DB)
NORMAL VOLUME MOD( A BIT LOUDER THAN DEFAULT (55DB)
2.Make backup default_gain.conf file which you can find at /system/etc
3.With root explorer overwrite downloaded default_gain.conf and if it will be successfully overwritten, reboot device. Dont forget to give permissions RW- RW- RW-
If you wont be able to overwrite that file, reboot device and try again to overwrite.
Attached file (default_gain.conf) was modified and was increased volume of:
ringtones
in call
speaker
headphones
Within 60dB!!!!! Be careful, listening to music so loud!!!!
SECOND METHOD (edit manually default_gain.conf if you want only boost volume of headphones and etc):
1.With root explorer (personally i use es file explorer) copy your default_gain.conf file to sd card or external.
2.Open that file and find this:
Modifier "Normal" {
SupportedDevice {
"Headset Out"
}
Enable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Headphone Volume", 57 },
}
Disable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Headphone Volume", 57 },
}
}
Modifier "Normal" {
SupportedDevice {
"Headphone"
}
Enable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Headphone Volume", 57 },
}
Disable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Headphone Volume", 52 },
}
}
By default DB of volume is 50, i have increased it to 57 and so far everything is fine.
Be carefully with increasing those values too much. 57 seems to be really loud listening music via headphones.
So after you change values in that file, save changes and then copy it to /system/etc and dont forget to give permissions!!!!
BE CAREFUL, I'M NOT RESPONSIBLE FOR YOUR ACTIONS!
Don' forget, for this mod you need root!!!
Thanks!
Sent from my GT-N7100 using Tapatalk 2
Reb0rn said:
Thanks!
Sent from my GT-N7100 using Tapatalk 2
Click to expand...
Click to collapse
worked for you? ;D so far no feedbacks lol
Yeah I saw that no one actually wrote anything... so I thought this awesome mod needed a bump
Sent from my GT-N7100 using Tapatalk 2
Reb0rn said:
Yeah I saw that no one actually wrote anything... so I thought this awesome mod needed a bump
Sent from my GT-N7100 using Tapatalk 2
Click to expand...
Click to collapse
thanks, btw i have increased to 59, no problems ;D i think siyah kernel for s3 used this method to increase headphones audio boosting ;D
EdgaBimbam said:
thanks, btw i have increased to 59, no problems ;D i think siyah kernel for s3 used this method to increase headphones audio boosting ;D
Click to expand...
Click to collapse
i increased to 57 and i definitely felt the diffrence,only thing bothers me is bass boost,previosly i have galaxy s1 and dsp manager does the trick but now i am not enjoying listening music on note 2,i tried to mess around with equilizer also but no luck with that.
gaurav2009 said:
i increased to 57 and i definitely felt the diffrence,only thing bothers me is bass boost,previosly i have galaxy s1 and dsp manager does the trick but now i am not enjoying listening music on note 2,i tried to mess around with equilizer also but no luck with that.
Click to expand...
Click to collapse
yeh same here, s3 with siyah kernel was so good at audio quality, bass was amazing. Maybe later will be more audio mods for note 2, i will try to ask gokhanmoral is it possible to implent his eargasm on note 2 stock kernel ;D
MBB_Gnex_v2_d3h.zip
Worked for me...
Google it.
Sent from my GT-N7100 using Tapatalk 2
hmmm got reply from gokhanmoral and he said that when he will have time, he will try to implent mdnie display tweak and audio tweak ;D
greaaaaat thank please help how can i increas IN CALL VOLUME:crying::crying::crying:
http://forum.xda-developers.com/showthread.php?t=1922715
Sent from my GT-N7100 using Tapatalk 2
Will this work on note 1
srinivas07 said:
Will this work on note 1
Click to expand...
Click to collapse
you could try, if you find these values, make copy of your old default_gain.conf and try to replace with modified. BUT MODIFY MANUALLY, DONT TRY TO REPLACE WITH DOWNLOADED FROM HERE!!!!!
navydata said:
greaaaaat thank please help how can i increas IN CALL VOLUME:crying::crying::crying:
Click to expand...
Click to collapse
you could try to edit this in your default_gain.cof
#Modifier : Incall
Modifier "Incall" {
SupportedDevice {
"Earpiece"
}
Enable {
{ "AIF2DAC2L Mixer AIF2 Switch", 0 },
{ "AIF2DAC2R Mixer AIF2 Switch", 0 },
{ "AIF2ADC HPF Mode", 1 },
{ "AIF2ADC HPF Switch", 1 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF2DAC Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "AIF2 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Output Volume", 57 },
{ "Earpiece Volume", 1 },
}
Disable {
{ "AIF1DAC1 Volume", 96 },
{ "AIF2DAC Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "AIF2 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Output Volume", 61 },
{ "Earpiece Volume", 1 },
}
}
try to increase to 59 or 60.
#Modifier : Incall
Modifier "Incall" {
SupportedDevice {
"Earpiece"
}
Enable {
{ "AIF2DAC2L Mixer AIF2 Switch", 0 },
{ "AIF2DAC2R Mixer AIF2 Switch", 0 },
{ "AIF2ADC HPF Mode", 1 },
{ "AIF2ADC HPF Switch", 1 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF2DAC Volume", 96 },
{ "AIF1 Boost Volume", 55 },
{ "AIF2 Boost Volume", 55 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Output Volume", 63 },
{ "Earpiece Volume", 1 },
}
Disable {
{ "AIF1DAC1 Volume", 96 },
{ "AIF2DAC Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "AIF2 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Output Volume", 61 },
{ "Earpiece Volume", 60 },
i make this and it working GREAAAAAAAAAAAAAAAAAAAAAAAT THANKS MATE u save my live
Raised level to 59 and working perfectly. Sweeet.
gaurav2009 said:
i increased to 57 and i definitely felt the diffrence,only thing bothers me is bass boost,previosly i have galaxy s1 and dsp manager does the trick but now i am not enjoying listening music on note 2,i tried to mess around with equilizer also but no luck with that.
Click to expand...
Click to collapse
I don't know for you, but with Beats audio Monster in-ear headphones (the cheapest ones which were given with the HTC Sensation XE), I have very good sound without this mod (not tried yet) with bass boost and even better with the Custom equalizer, not even extended. I'm on Vein droid Rom, which is amazing by the way.
f.
Sent from my GT-N7100 using Tapatalk
I have installed this https://play.google.com/store/apps/details?id=com.motioncoding.beats and now sound quality is better, especially bass
Bit stuck on whether to do this or not?
I really really really HATE the low output I have in my car and have been re-directed from this thread I created: http://forum.xda-developers.com/showthread.php?p=33160556
I'm a bit worried about bricking my new device if I root it... Please can someone answer these questions for me as I am new to Android..
1 - If I root my device, JUST root it (not install a custom ROM or anything like that), will I still get the standard OTA updates for the next versions of Android?
2 - If I root my device JUST to change this stupid decibel thing, will it revert back to the standard 50db when I get a new update and it unroots my device?
3 - Is my warranty still void if I root my device? I've read about "flash counter" or something but I havent a clue what it means.
4 - If the rooting fails for some reason, is it easy enough to fix?
Thanks in advance. I'm pretty clueless to all this as you can see!!
Seriously your on the wrong forum buddy @srinivas

Drawing buttons at different times

I am having a problem with my first Android app. I am posting here looking for guidance to find a solution, or to decide if maybe what I am attempting is to bothersome for someone just learning the android platform. My Java and OO are very strong though.
I am writing a calculator app as my first android app.
I have a mode button on the calculator that changes the buttons to make new functions available.
When mode switches, certain buttons get changed to a different drawable with different colors, and all the text gets updated on all the buttons.
Each mode has a new string array corresponding to the text for that mode.
What I am currently trying to achieve is having a delay between the time that each button is updated, a sort of cascade effect. I have not successfully implemented this.
In the following code I have a toggleLabels method which attempts to do this. It has three if blocks corresponding to the three modes, which each gets a new set of text and buttons. There are two nested for loops in each running i=width and j=height.
To create the cascade effect I grabbed system time, and then subtracted from current time to see that 100ms had passed.
No cascade effect takes place, and when I hit the mode button, there is a long delay then all of the buttons switch at once. The delay seems to be exactly 2 seconds, which corresponds to the cumulative delay of 100ms per button X 20 buttons.
I also tried an alternate method of Thread.Sleep() which yielded the same result, and which I read was bad practice to implement in your UI thread.
Basically I am doing..
loop through each button
{
Change button drawable
Change button text
delay X time
}
But what is showing in the app is
loop through each button
{
Change button drawable
Change button text
}
delay (X * N buttons) amount of time
draw all the buttons at once
I
After doing a lot of investigating, and not finding to much relevant info out there, I am thinking I need to implement a new thread to do this in.
I also came up with the idea of extending a new class of button and overriding the ondraw method with a delay in it. Not sure this is a horribly improper way of doing it.
My code is as follows....
Code:
package com.example.calculator;
import android.app.Activity;
import android.os.Bundle;
import android.view.Menu;
import android.view.MotionEvent;
import android.view.View;
import android.widget.Button;
import android.widget.EditText;
import android.widget.LinearLayout;
public class MainActivity extends Activity {
EditText displayUpper;
EditText displayLower;
//View root;
LinearLayout keyPanel;
Button[][] buttons;
int width;
int height;
String[] labels1;
String[] labels2;
String[] labels3;
int mode;
long time;
boolean click;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
width=4;
height=5;
mode=3;
click=false;
// root = (LinearLayout)findViewById(R.id.root);
keyPanel = (LinearLayout)findViewById(R.id.keyPanel);
displayUpper = (EditText)findViewById(R.id.editText1);
displayLower = (EditText)findViewById(R.id.editText1);
labels1=getResources().getStringArray(R.array.first_panel);
labels2=getResources().getStringArray(R.array.second_panel);
labels3=getResources().getStringArray(R.array.third_panel);
assignButtons(); //<-must come before toggleLabel
toggleLabel(); //<-must come after assignButtons
final Runnable r = new Runnable()
{
public void run()
{
toggleLabel();
}
};
buttons[3][0].setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
// Perform action on click
r.run();
}
});
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
//---This method stores all the buttons in a multi-dimensional array
//--- Assigns buttons starting at left column from top to bottom
private void assignButtons()
{
buttons=new Button[width][height];
LinearLayout temp;
for(int i=0;i<width;i++)
{
temp = (LinearLayout)keyPanel.getChildAt(i);
for(int j=0;j<height;j++)
{
buttons[i][j] = (Button)temp.getChildAt(j);
}
}
}
//--This method set and toggles all the button labels
private void toggleLabel()
{
int pos=0;
boolean notchange=true;
if(mode==0)//<--If mode=0 change to second set of buttons
{
mode=1;
time=System.currentTimeMillis();
for(int i=0;i<width;i++)
{
for(int j=0;j<height;j++)
{
notchange=true;
while(notchange)
{
if(System.currentTimeMillis()-time>100)
{
notchange=false;
buttons[i][j].setText(labels2[pos]);
pos++;
if(i==3||j==0)
{
buttons[i][j].setBackgroundResource(R.drawable.sec_button);
}
time=System.currentTimeMillis();
}
}
}
}
}
else if(mode==1)//<--If mode=1 change to third set of buttons
{
mode=2;
time=System.currentTimeMillis();
for(int i=0;i<width;i++)
{
for(int j=0;j<height;j++)
{
notchange=true;
while(notchange)
{
if(System.currentTimeMillis()-time>100)
{
notchange=false;
buttons[i][j].setText(labels3[pos]);
pos++;
if(i==3||j==0)
{
buttons[i][j].setBackgroundResource(R.drawable.third_button);
}
time=System.currentTimeMillis();
}
}
}
}
}
else//<--else change back to first set of buttons
{
mode=0;
time=System.currentTimeMillis();
for(int i=0;i<width;i++)
{
for(int j=0;j<height;j++)
{
notchange=true;
while(notchange)
{
if(System.currentTimeMillis()-time>100)
{
notchange=false;
buttons[i][j].setText(labels1[pos]);
pos++;
if(i==3||j==0)
{
buttons[i][j].setBackgroundResource(R.drawable.calcbutton);
}
time=System.currentTimeMillis();
}
}
}
}
}
}
}
Does anyone have any input on this?

[Q] want to increase volume in [4.4.2] DN3 (Ditto Note 3) V5 60 or 63db

is there anyway to Increase Volume in [4.4.2] DN3 (Ditto Note 3) V5 60 or 63db
Hurricane sound boost tool is the best of the universe. Flash v2 and choose the level 60 or 63
http://forum.xda-developers.com/showthread.php?t=2634647
Regards.
Sent from my GT-N7100 using XDA Premium 4 mobile app
q
:good:
Just download es file manager.. give it root privileges and open the following..
System/etc and find file default_gain.conf
Modifier "Normal" {
SupportedDevice {
"Speaker"
}
Enable {
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "SPKL DAC1 Volume", 1 },
{ "SPKR DAC1 Volume", 1 },
{ "Speaker Mixer Volume", 3 },
{ "Speaker Boost Volume", 4 },
{ "Speaker Volume", XX},
}
Disable {
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "SPKL DAC1 Volume", 1 },
{ "SPKR DAC1 Volume", 1 },
{ "Speaker Mixer Volume", 0 },
{ "Speaker Volume", XX },
{ "Speaker Boost Volume", 0 },
}
}
Modifier "Normal" {
SupportedDevice {
"Headset Out"
}
Enable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Headphone Volume", XX },
}
Disable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Headphone Volume", XX },
}
}
Just change the values in the 'XX' to 60 but not more than 65.
U r done my friend
Modifier "Normal" {
SupportedDevice {
"Headphone"
}
Enable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Headphone Volume", XX },
}
Disable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Headphone Volume", XX },
}
Sent from my GT-N7100 using Tapatalk
Bhupen Gaitonde said:
Just download es file manager.. give it root privileges and open the following..
System/etc and find file default_gain.conf
Modifier "Normal" {
SupportedDevice {
"Speaker"
}
Enable {
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "SPKL DAC1 Volume", 1 },
{ "SPKR DAC1 Volume", 1 },
{ "Speaker Mixer Volume", 3 },
{ "Speaker Boost Volume", 4 },
{ "Speaker Volume", XX},
}
Disable {
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "SPKL DAC1 Volume", 1 },
{ "SPKR DAC1 Volume", 1 },
{ "Speaker Mixer Volume", 0 },
{ "Speaker Volume", XX },
{ "Speaker Boost Volume", 0 },
}
}
Modifier "Normal" {
SupportedDevice {
"Headset Out"
}
Enable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Headphone Volume", XX },
}
Disable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Headphone Volume", XX },
}
}
Just change the values in the 'XX' to 60 but not more than 65.
U r done my friend
Modifier "Normal" {
SupportedDevice {
"Headphone"
}
Enable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Left Output Mixer DAC Volume", 7 },
{ "Right Output Mixer DAC Volume", 7 },
{ "Headphone Volume", XX },
}
Disable {
{ "Headphone ZC Switch", 0 },
{ "AIF1DAC1 Volume", 96 },
{ "AIF1 Boost Volume", 0 },
{ "DAC1 Volume", 96 },
{ "Headphone Volume", XX },
}
Sent from my GT-N7100 using Tapatalk
Click to expand...
Click to collapse
Please don't mind mate.
These methods are so complicated for noobs and a hassle also for everyone.
Why should one do these much things while a simple recovery flashable zip with options like 58db/60db/63db in aroma is available!!
Regards.
Sent from my GT-N7100 using XDA Premium 4 mobile app
I know friend..
But this is the easiest way.
It's very easy. I am also a noob compared to all of u. But still I find it very easy by this method.
Sent from my GT-N7100 using Tapatalk
Bhupen Gaitonde said:
I know friend..
But this is the easiest way.
It's very easy. I am also a noob compared to all of u. But still I find it very easy by this method.
Sent from my GT-N7100 using Tapatalk
Click to expand...
Click to collapse
You mean editing system file is easier than flash a zip?☺
Sent from my GT-N7100 using XDA Premium 4 mobile app
At least for this case it's easy. Because it works.
U just have to change the values as per ur requirement. Keeping in mind the potential of ur handset Speaker and Headset.
Sent from my GT-N7100 using Tapatalk
Bhupen Gaitonde said:
At least for this case it's easy. Because it works.
U just have to change the values as per ur requirement. Keeping in mind the potential of ur handset Speaker and Headset.
Sent from my GT-N7100 using Tapatalk
Click to expand...
Click to collapse
Maybe mate, but universal truth is every user prefers cwm flashable zips and if it has aroma to choose, then it feels like 'finally I got what I want'. The sound boost mod of @wesamothman got four options, stock medium high and extreme, so, one can choose his desired boost, if he feels it is not good, simply flash the zip again and choose another mod, no need to edit system files. Suppose I am a noob, I don't know anything, just got a rooted device, in this case which questions will arise?
#which file explorer should I use?
#how to open that file?
#how to edit that file?
#how to save the edited file?
#should I keep the original one? Or just edit the existing one?
#what to do if I want my stock sound back?
#i want more sound, not happy
#..........
Regards.
Sent from my GT-N7100 using XDA Premium 4 mobile app
Wow.. good answer.
Appreciate it. But I still feel that the option I mentioned is better than flash.
U just think..
Sent from my GT-N7100 using Tapatalk
Bhupen Gaitonde said:
Wow.. good answer.
Appreciate it. But I still feel that the option I mentioned is better than flash.
U just think..
Sent from my GT-N7100 using Tapatalk
Click to expand...
Click to collapse
Lol...thinking about it is just wastage of time for me mate. Users will choose the easier way.
Regards.
Sent from my GT-N7100 using XDA Premium 4 mobile app
Then go ahead..
Regards to u too..
Sent from my GT-N7100 using Tapatalk
i also have a thread.. files can be taken from there..
i am a noob but have done a decent job..
geekynoob said:
i also have a thread.. files can be taken from there..
i am a noob but have done a decent job..
Click to expand...
Click to collapse
Lol mate...I used your file for a long long time. It's really noob friendly.
Regards.
Sent from my GT-N7100 using XDA Premium 4 mobile app

Make your own music player with Audio Kit: Part 3

More information like this, you can visit HUAWEI Developer Forum​
Original article link: https://forums.developer.huawei.com/forumPortal/en/topicview?tid=0201327669408150034&fid=0101187876626530001
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After completing part two, which is "); background-size: 1px 1px; background-position: 0px calc(1em + 1px); font-size: 18px; text-decoration: underline;">here, not much left to implement, don’t you worry. Now. we will implement our playlist and a few additional UX-related features about it. Then we will implement advanced playback control buttons to further develop our versatility.
We will be using RecyclerView for the playlist and AudioKit play modes for the advanced playback controls. AudioKit makes it incredibly easy to implement those modes. Also, for viewing the playlist, I will use a bit “unconventional” ways and you can decide how unconventional it is.
If you remember our "); background-size: 1px 1px; background-position: 0px calc(1em + 1px); font-size: 18px; text-decoration: underline;">part 1, I said this:
Now, it is time to explain that code, because we will first implement the playlist feature, before implementing the advanced playback controls.
There I did this:
It first gets my custom adapter called PlaylistAdapter, set the layout manager of my RecyclerView (my playlist), sets the onClickListeners (to choose a song from) and finally calls the super method so that after initializing our managers in the task, let the AsyncTask do the rest that needs to be done.
If you have uncommented here previously, it is time to uncomment now and also let me share and explain the code of PlaylistAdapter, so you will not get ‘undefined’ errors. Create a new Java file for this, as you do for all adapters.
Code:
public class PlaylistAdapter extends RecyclerView.Adapter {
public interface OnItemClickListener {
void onItemClick (List myPlayList, int position);
}
private PlaylistAdapter.OnItemClickListener onItemClickListener;
List myPlayList;
public PlaylistAdapter(List myPlayList){
this.myPlayList = myPlayList;
}
public void setOnItemClickListener(PlaylistAdapter.OnItemClickListener onItemClickListener) {
this.onItemClickListener = onItemClickListener;
}
static class PlayListView extends RecyclerView.ViewHolder {
TextView songNameTextView;
TextView songArtistTextView;
TextView durationTextView;
ImageView moreOptionsImageView;
public PlayListView(View itemView) {
super(itemView);
songNameTextView = itemView.findViewById(R.id.songTitleTextView);
songArtistTextView = itemView.findViewById(R.id.songArtistTextView);
durationTextView = itemView.findViewById(R.id.durationTextView);
moreOptionsImageView = itemView.findViewById(R.id.moreOptionsImageView);
}
}
@NonNull
@Override
public PlayListView onCreateViewHolder(ViewGroup parent, int viewType) {
View layoutView = LayoutInflater.from(parent.getContext()).inflate(R.layout.playlist_detail_layout, parent, false);
return new PlayListView(layoutView);
}
@Override
public void onBindViewHolder(final PlayListView holder, final int position) {
HwAudioPlayItem currentItem = myPlayList.get(holder.getAdapterPosition());
holder.songNameTextView.setText(currentItem.getAudioTitle());
holder.songArtistTextView.setText(currentItem.getSinger());
long durationOfSong = currentItem.getDuration();
String totalDurationText = String.format(Locale.US, "d:d",
TimeUnit.MILLISECONDS.toMinutes(durationOfSong),
TimeUnit.MILLISECONDS.toSeconds(durationOfSong) -
TimeUnit.MINUTES.toSeconds(TimeUnit.MILLISECONDS.toMinutes(durationOfSong))
);
holder.durationTextView.setText(totalDurationText);
holder.itemView.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
if(onItemClickListener != null) {
onItemClickListener.onItemClick(myPlayList, position);
}
}
});
}
@Override
public int getItemCount() {
return myPlayList.size();
}
}
This is one of the efficient and expandable (or let’s say: future-proof) ways of implementing onClickListener for a RecyclerView. There are other methods too and if you are knowledgable, you can implement your own way clicking RecyclerView items.
Since in part 1, I assumed some level of Android knowledge for this tutorial, I will not explain everything in the adapter, because it is not very very different than a normal custom adapter. I additionally implemented button interfaces. My constructor only has the playlist element, which I later process to view it in the playlist. I still convert my time 00:00 format because it is still a long value.
Also, do not forget to do this in your MainActivity:
And, because of that, you must implement onItemClick(…) method in the activity.
Code:
@Override
public void onItemClick(List myPlayList, int position) {
if (mHwAudioPlayerManager != null && mHwAudioQueueManager != null && mHwAudioQueueManager.getAllPlaylist() != null) {
/*
* 1. Obtains a playlist using the mHwAudioQueueManager.getAllPlaylist() method.
* 2. Compare myPlayList with mHwAudioQueueManager.
*/
if (mHwAudioQueueManager.getAllPlaylist() == myPlayList) {
//If the two playlists are the same, the user-specified song is played.
mHwAudioPlayerManager.play(position);
} else {
//If the two playlists are different, the mHwAudioPlayerManager playlist is updated.
//The music specified by the user is played.
mHwAudioPlayerManager.playList(playList, position, 0);
mHwAudioPlayerManager.setPlayMode(0);
mHwAudioQueueManager.setPlaylist(playList);
Log.w("Playlist", mHwAudioQueueManager.getAllPlaylist() + "");
}
}
}
/*
@Override
public void onItemClick(int position) {
if(mHwAudioPlayerManager != null){
mHwAudioPlayerManager.play(position);
}
}*/
And in MainActivity’s onItemClick(…) method, comments are put to further explain the code. If you do not like the verbose and think that this code looks complex, just comment the whole method and uncomment the below method (which is the same method with a simpler implementation). Be aware though, you should test it yourself to see whether it works for all cases.
Should you have any other questions regarding here (or anywhere else), please comment below, so I can address them.
Control Visibility
Now that our adapter is ready, we should control when/how the user can open it and when/how s/he can close it.
As I said before, my method may be a bit unconventional, so if you think you have a better idea you can implement it yourself. However, what I do is to add a constraint layout to the screen from the cover image to the bottom of the screen. Then, I control its visibility from GONE to VISIBLE, whenever the user clicks on the music button; and from VISIBLE to GONE whenever the user clicks on the music button and additionally, clicks on the back button.
Programmatically, I control the visibility in onCreate(…) method of the activity. And for the back button I override the onBackPressed(…) method. You can comment the onBackPressed(…) method completely and run the app, to see why I did it. This completely for user experience, in case the user wants to close the playlist with the back button click. I do it like this, it is simple enough to code them both:
Code:
@Override
protected void onCreate(Bundle savedInstanceState) {
//... your other codes
binding.containerLayout.setVisibility(View.GONE);
binding.playlistImageView.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
if(binding.containerLayout.getVisibility() == View.GONE){
binding.containerLayout.setVisibility(View.VISIBLE);
}
else{
binding.containerLayout.setVisibility(View.GONE);
}
}
});
}
@Override
public void onBackPressed() {
if(binding.containerLayout.getVisibility() == View.VISIBLE){
binding.containerLayout.setVisibility(View.GONE);
}
else{
super.onBackPressed();
}
}
At first, I programmatically ensuring that the visibility of constraint layout is gone. You can also make it gone in the layout screen after you are done with the xml changes.
You should be done with the playlist now.
Advanced Playback Controls
Although they are called advanced controls, with the help of Huawei AudioKit, they are simpler to implement than they sound.
AudioKit offers 4 playback modes:
Code:
Playback modes:
0: sequential playback
1: shuffling songs
2: repeating a playlist
3: repeating a song
If you remember the code above, I set the playback mode as 0 in onItemClick(…) method, because we want the playback to be sequential if the user does not change anything explicitly.
Code:
protected void onCreate(Bundle savedInstanceState) {
//... your other codes
final Drawable shuffleDrawable = getDrawable(R.drawable.menu_shuffle_normal);
final Drawable orderDrawable = getDrawable(R.drawable.menu_order_normal);
final Drawable loopItself = getDrawable(R.drawable.menu_loop_one_normal);
final Drawable loopPlaylist = getDrawable(R.drawable.menu_loop_normal);
binding.shuffleButtonImageView.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
if(mHwAudioPlayerManager != null){
if(binding.shuffleButtonImageView.getDrawable().getConstantState().equals(shuffleDrawable.getConstantState())){
mHwAudioPlayerManager.setPlayMode(0);
binding.shuffleButtonImageView.setImageDrawable(getDrawable(R.drawable.menu_order_normal));
Toast.makeText(MainActivity.this,"Normal order",Toast.LENGTH_SHORT).show();
}
else if(binding.shuffleButtonImageView.getDrawable().getConstantState().equals(orderDrawable.getConstantState())){
mHwAudioPlayerManager.setPlayMode(1);
binding.shuffleButtonImageView.setImageDrawable(getDrawable(R.drawable.menu_shuffle_normal));
Toast.makeText(MainActivity.this,"Shuffle songs",Toast.LENGTH_SHORT).show();
}
}
}
});
binding.loopButtonImageView.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
if(mHwAudioPlayerManager != null){
if(binding.loopButtonImageView.getDrawable().getConstantState().equals(loopItself.getConstantState())){
mHwAudioPlayerManager.setPlayMode(2);
binding.loopButtonImageView.setImageDrawable(getDrawable(R.drawable.menu_loop_normal));
Toast.makeText(MainActivity.this,"Loop playlist",Toast.LENGTH_SHORT).show();
}
else if(binding.loopButtonImageView.getDrawable().getConstantState().equals(loopPlaylist.getConstantState())){
mHwAudioPlayerManager.setPlayMode(3);
binding.loopButtonImageView.setImageDrawable(getDrawable(R.drawable.menu_loop_one_normal));
Toast.makeText(MainActivity.this,"Loop the song",Toast.LENGTH_SHORT).show();
}
}
}
});
}
Let’s understand here. I get my drawables at first to compare them to each other. (You should know where to get them from by now, if you do not have them already.) After that, I implement onClicks of the buttons and change the playback modes as per the list I have given above. Also, I change the drawable to current playback drawable for better usability. At the end of every change, I notify the user about the change so that s/he knows what s/he just has changed into.
This feature also gives a good competitive edge, because with these buttons implemented, our music player looks more professional.
That is the end of my tutorial. I hope that you have benefitted from it. If you have any questions about any part of this tutorial, please comment in the related section. See you in the next tutorial!

How to Integrate Face Stickers into Your Apps with HUAWEI ML Kit

More information like this, you can visit HUAWEI Developer Forum​
Original link: https://forums.developer.huawei.com/forumPortal/en/topicview?tid=0201333611965550036&fid=0101187876626530001
Introduction
Nowadays, you’ll see cute and funny face stickers everywhere. They’re not only used in camera apps, but also in social media and entertainment apps. In this post, I’m going to show you how to create a 2D sticker using HUAWEI ML Kit. We’ll share the development process for 3D stickers soon, so keep an eye out!
Scenarios
Apps that are used to take and edit photos, such as beauty cameras and social media apps (TikTok, Weibo, and WeChat, etc.), often offer a range of stickers which can be used to customize images. With these stickers, users can create content which is more engaging and shareable.
Preparations
Add the Huawei Maven Repository to the Project-Level build.gradle File
Open the build.gradle file in the root directory of your Android Studio project.
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"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
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"lightbox_download": "Download",
"lightbox_share": "Share",
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"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
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Add the Maven repository address.
Code:
buildscript {
{
maven {url 'http://developer.huawei.com/repo/'}
}
}
allprojects {
repositories {
maven { url 'http://developer.huawei.com/repo/'}
}
}
Add SDK Dependencies to the App-Level build.gradle File
Code:
// Face detection SDK.
implementation 'com.huawei.hms:ml-computer-vision-face:2.0.1.300'
// Face detection model.
implementation 'com.huawei.hms:ml-computer-vision-face-shape-point-model:2.0.1.300'
Apply for Camera, Network Access, and Storage Permissions in the AndroidManifest.xml File
Code:
<!--Camera permission-->
<uses-feature android:name="android.hardware.camera" />
<uses-permission android:name="android.permission.CAMERA" />
<!--Write permission-->
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<!--Read permission-->
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
Code Development
Set the Face Analyzer
Code:
MLFaceAnalyzerSetting detectorOptions;
detectorOptions = new MLFaceAnalyzerSetting.Factory()
.setFeatureType(MLFaceAnalyzerSetting.TYPE_UNSUPPORT_FEATURES)
.setShapeType(MLFaceAnalyzerSetting.TYPE_SHAPES)
.allowTracing(MLFaceAnalyzerSetting.MODE_TRACING_FAST)
.create();
detector = MLAnalyzerFactory.getInstance().getFaceAnalyzer(detectorOptions);
Obtain Face Contour Points and Pass Them to the FacePointEngine
Use the camera callback to obtain camera frame data, then call the face analyzer to obtain face contour points, and pass the points to the FacePointEngine. This will allow the sticker filter to use them later.
Code:
@Override
public void onPreviewFrame(final byte[] imgData, final Camera camera) {
int width = mPreviewWidth;
int height = mPreviewHeight;
long startTime = System.currentTimeMillis();
// Set the shooting directions of the front and rear cameras to be the same.
if (isFrontCamera()){
mOrientation = 0;
}else {
mOrientation = 2;
}
MLFrame.Property property =
new MLFrame.Property.Creator()
.setFormatType(ImageFormat.NV21)
.setWidth(width)
.setHeight(height)
.setQuadrant(mOrientation)
.create();
ByteBuffer data = ByteBuffer.wrap(imgData);
// Call the face analyzer API.
SparseArray<MLFace> faces =
detector.analyseFrame(MLFrame.fromByteBuffer(data,property));
// Determine whether face information is obtained.
if(faces.size()>0){
MLFace mLFace = faces.get(0);
EGLFace EGLFace = FacePointEngine.getInstance().getOneFace(0);
EGLFace.pitch = mLFace.getRotationAngleX();
EGLFace.yaw = mLFace.getRotationAngleY();
EGLFace.roll = mLFace.getRotationAngleZ() - 90;
if (isFrontCamera())
EGLFace.roll = -EGLFace.roll;
if (EGLFace.vertexPoints == null) {
EGLFace.vertexPoints = new PointF[131];
}
int index = 0;
// Obtain the coordinates of a user's face contour points and convert them to the floating point numbers in normalized coordinate system of OpenGL.
for (MLFaceShape contour : mLFace.getFaceShapeList()) {
if (contour == null) {
continue;
}
List<MLPosition> points = contour.getPoints();
for (int i = 0; i < points.size(); i++) {
MLPosition point = points.get(i);
float x = ( point.getY() / height) * 2 - 1;
float y = ( point.getX() / width ) * 2 - 1;
if (isFrontCamera())
x = -x;
PointF Point = new PointF(x,y);
EGLFace.vertexPoints[index] = Point;
index++;
}
}
// Insert a face object.
FacePointEngine.getInstance().putOneFace(0, EGLFace);
// Set the number of faces.
FacePointEngine.getInstance().setFaceSize(faces!= null ? faces.size() : 0);
}else{
FacePointEngine.getInstance().clearAll();
}
long endTime = System.currentTimeMillis();
Log.d("TAG","Face detect time: " + String.valueOf(endTime - startTime));
}
You can see the face contour points which the ML Kit API returns in the image below.
Sticker JSON Data Definition
Code:
public class FaceStickerJson {
public int[] centerIndexList; // Center coordinate index list. If the list contains multiple indexes, these indexes are used to calculate the central point.
public float offsetX; // X-axis offset relative to the center coordinate of the sticker, in pixels.
public float offsetY; // Y-axis offset relative to the center coordinate of the sticker, in pixels.
public float baseScale; // Base scale factor of the sticker.
public int startIndex; // Face start index, which is used for computing the face width.
public int endIndex; // Face end index, which is used for computing the face width.
public int width; // Sticker width.
public int height; // Sticker height.
public int frames; // Number of sticker frames.
public int action; // Action. 0 indicates default display. This is used for processing the sticker action.
public String stickerName; // Sticker name, which is used for marking the folder or PNG file path.
public int duration; // Sticker frame displays interval.
public boolean stickerLooping; // Indicates whether to perform rendering in loops for the sticker.
public int maxCount; // Maximum number of rendering times.
...
}
Make a Cat Sticker
Create a JSON file of the cat sticker, and find the center point between the eyebrows (84) and the point on the tip of the nose (85) through the face index. Paste the cat’s ears and nose, and then place the JSON file and the image in the assets directory.
Code:
{
"stickerList": [{
"type": "sticker",
"centerIndexList": [84],
"offsetX": 0.0,
"offsetY": 0.0,
"baseScale": 1.3024,
"startIndex": 11,
"endIndex": 28,
"width": 495,
"height": 120,
"frames": 2,
"action": 0,
"stickerName": "nose",
"duration": 100,
"stickerLooping": 1,
"maxcount": 5
}, {
"type": "sticker",
"centerIndexList": [83],
"offsetX": 0.0,
"offsetY": -1.1834,
"baseScale": 1.3453,
"startIndex": 11,
"endIndex": 28,
"width": 454,
"height": 150,
"frames": 2,
"action": 0,
"stickerName": "ear",
"duration": 100,
"stickerLooping": 1,
"maxcount": 5
}]
}
Render the Sticker to a Texture
We use the GLSurfaceView to render the sticker to a texture, which is easier than using the TextureView. Instantiate the sticker filter in the onSurfaceChanged, pass the sticker path, and start the camera.
Code:
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mTextures = new int[1];
mTextures[0] = OpenGLUtils.createOESTexture();
mSurfaceTexture = new SurfaceTexture(mTextures[0]);
mSurfaceTexture.setOnFrameAvailableListener(this);
// Pass the samplerExternalOES into the texture.
cameraFilter = new CameraFilter(this.context);
// Set the face sticker path in the assets directory.
String folderPath ="cat";
stickerFilter = new FaceStickerFilter(this.context,folderPath);
// Create a screen filter object.
screenFilter = new BaseFilter(this.context);
facePointsFilter = new FacePointsFilter(this.context);
mEGLCamera.openCamera();
}
Initialize the Sticker Filter in onSurfaceChanged
Code:
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
Log.d(TAG, "onSurfaceChanged. width: " + width + ", height: " + height);
int previewWidth = mEGLCamera.getPreviewWidth();
int previewHeight = mEGLCamera.getPreviewHeight();
if (width > height) {
setAspectRatio(previewWidth, previewHeight);
} else {
setAspectRatio(previewHeight, previewWidth);
}
// Set the image size, create a FrameBuffer, and set the display size.
cameraFilter.onInputSizeChanged(previewWidth, previewHeight);
cameraFilter.initFrameBuffer(previewWidth, previewHeight);
cameraFilter.onDisplaySizeChanged(width, height);
stickerFilter.onInputSizeChanged(previewHeight, previewWidth);
stickerFilter.initFrameBuffer(previewHeight, previewWidth);
stickerFilter.onDisplaySizeChanged(width, height);
screenFilter.onInputSizeChanged(previewWidth, previewHeight);
screenFilter.initFrameBuffer(previewWidth, previewHeight);
screenFilter.onDisplaySizeChanged(width, height);
facePointsFilter.onInputSizeChanged(previewHeight, previewWidth);
facePointsFilter.onDisplaySizeChanged(width, height);
mEGLCamera.startPreview(mSurfaceTexture);
}
Draw the Sticker on the Screen Using onDrawFrame
Code:
@Override
public void onDrawFrame(GL10 gl) {
int textureId;
// Clear the screen and depth buffer.
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);
// Update a texture image.
mSurfaceTexture.updateTexImage();
// Obtain the SurfaceTexture transform matrix.
mSurfaceTexture.getTransformMatrix(mMatrix);
// Set the camera display transform matrix.
cameraFilter.setTextureTransformMatrix(mMatrix);
// Draw the camera texture.
textureId = cameraFilter.drawFrameBuffer(mTextures[0],mVertexBuffer,mTextureBuffer);
// Draw the sticker texture.
textureId = stickerFilter.drawFrameBuffer(textureId,mVertexBuffer,mTextureBuffer);
// Draw on the screen.
screenFilter.drawFrame(textureId , mDisplayVertexBuffer, mDisplayTextureBuffer);
if(drawFacePoints){
facePointsFilter.drawFrame(textureId, mDisplayVertexBuffer, mDisplayTextureBuffer);
}
}
And that’s it, your face sticker is good to go.
Let’s see it in action!
We have open sourced the demo code in Github, you can download the demo and have a try:
https://github.com/HMS-Core/hms-ml-demo/tree/master/Face2D-Sticker
For more details, you can go to Our official website:
https://developer.huawei.com/consumer/en/hms
Our Development Documentation page, to find the documents you need:
https://github.com/HMS-Core
Stack Overflow to solve any integration problems:
https://stackoverflow.com/questions/tagged/huawei-mobile-services?tab=Newest

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