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,
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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
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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
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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 !
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
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,
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
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
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 !