So it turns out that:
- My new Android 2.2 phone does not support AIR, and is therefore useless for development.
- Pitch detection is not a trivial problem and involves several steps and lots of signal processing maths to do right.
- The built in spectrum analysis methods (SoundMixer.computeSpectrum) cannot be used with mic input.
Annoying point number one is at least mitigated by the fact that I am developing audio-based apps, which are perfectly testable on the dev machine. I'll just need to try securing an iPad at school a few times to test and make sure things still work.
Annoying point number three is mitigated by the generous Gerry Beauregard and the FFT that he wrote in AS3 that I am allowed to steal. He is using his own FFT to analyse mic data in realtime, so this suits me perfectly. Initial tests are promising.
So that just leaves annoying point number two. While I have had some success getting a pitch number to change as I make noises (whistling is definitely the cleanest so far), the numbers will need some serious filtering and the games will have to be designed around this. For the racing game, I think this is quite doable, but the Tune Flight game needs a bit more finesse than I can currently get. At least one of my concepts is not dependant on pitch detection.
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