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gst/gst.h not found in iphone xcode project

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mindthief
2010-05-06
2012-09-22
  • mindthief

    mindthief - 2010-05-06

    Hi all,
    I am trying to build the latest pocketsphinx (0.6) in xcode for iphone. I get
    this error:
    error: gst/gst.h: No such file or directory

    There doesn't seem to be any file called "gst.h" so this makes sense. What
    doesn't make sense is that when I try to compile pocketsphinx at the shell
    prompt (not iphone/xcode), it builds fine. I'm not sure why there is a
    difference between these two cases, and not sure why it would build at the
    shell without complaining even though "gst/gst.h" really doesn't seem to
    exist.

    Any idea what I'd need to do to get it to compile on xcode?

    Thanks,

     
  • Anonymous

    Anonymous - 2010-05-06

    If you're working on developing on pocketsphinx inside XCode, that's not
    working well currently. I looked at doing it, but I found that pocketsphinx is
    well tied with the configure scripts and trying to work around / against that
    will not be a fun experience. Simple things from creating #defines to running
    the unit tests are all very well built into the shell and ./configure system.
    I did have a XCode project where after you ran configure you could build
    pocket sphinx inside XCode, but it was far more confusing that I was hoping.

    If you're looking to use pocket sphinx in your Mac project, check out a
    library I wrote, VocalKit: http://github.com/KingOfBrian/VocalKit/. I'm looking to make it as simple as
    possible. If you have any build issues you can direct them to me or the
    mailing list there. I hope to have it simple to build on apple as soon as
    possible.

    Thanks!

    Brian

     
  • mindthief

    mindthief - 2010-05-07

    Hi Brian,
    Are you referring to pocketsphinx 0.6 specifically? I was earlier using 0.5,
    which anchan77 gave excellent instructions for compiling on iphone here: http
    s://sourceforge.net/projects/cmusphinx/forums/forum/5471/topic/3467961
    (linked
    xcode project downloads)

    It seems a little more complicated with 0.6 now that gstreamer is involved
    (not sure what it does for pocketsphinx but I'm sure it's something cool)... I
    am interested in building my project with the source as opposed to a library
    since I'm hoping to be able to have a lot of control over things like getting
    phonemes and words as they are recognized (similar to one of the demo videos
    on the sphinx homepage). But I'll check out VocalKit, it sounds cool! And
    kudos for taking the initiative to do something like this.

    Thanks,
    M

     
  • Anonymous

    Anonymous - 2010-05-07

    Hello,
    anchan77's project was a subset of the pocket sphinx project and is a hard-to-
    maintain fork of the pocketsphinx code base. Even so, it built a static
    library, none of the command line tools or unit tests. If you were developing
    for pocketsphinx it would be less than ideal and any changes you made would be
    very hard to contribute back. If you are working on the code base, I strongly
    suggest you learn the environment they have setup, as you will always have
    forking/merging issues with this approach.

    That said, I believe you can get all of those features using the public API's
    in pocket sphinx. Once you get them working, I'd love to get your help in
    pulling them into VocalKit !

     

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