So after searching like crazy I can't find any useful information regarding
Pocketsphinx and the iPhone. All I could find on these forums was a brief post
by DHD from over a year ago that stated that PocketSphinx works on the iPhone.
Basically I'm looking into whether it would be possible to put a version of an
Urdu handwriting application I developed (using Sphinxtrain and Sphinx-4) onto
the iPhone.
Possible without TOO many headaches that is... I probably can't convince my
boss to let me do it if there's no possibility of a basic prototype running
within a month or two.
My research did turn up
(http://www.cactusvoice.com/), an
apparently discontinued iPhone app which uses PocketSphinx. I emailed the
author of course, but figured I'd put up a post here to see if anyone might be
able to throw me a bone.
Thanks for any advice!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
You will need to build the sphinxbase first, and then build pocketsphinx.
Once you have built and installed them you then have to add the
libsphinxbase.a and libpocketsphinx.a files to your xcode project.
Finally, to get xcode to find the libraries and the headers during a build,
you need to add paths to the "Header Search Paths" and "Library Search Paths"
for your project. This is discussed in the link above ... for reference mine
look like:
We would be interested in importing xcode project into pocketsphinx/sphinxbase
source. Corresponding headers could be put into separate locations like they
are now for Win32. It's nice to support pocketsphinx on Mac so if someone
could contribute the makefiles, that will be appreciated.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
iphonesphinxbase.zip and iphonepocketsphinx.zip each contain the full thing,
including all source files, as well as a text file explaining the changes I
had to make in order to make it build on iPhone OS. From that you'll see that
it was pretty quick and dirty but it worked... ;)
Note that I haven't worked on any iPhone software for more than a year so
nothing has been tested on iPhone OS 3.x but that should probably work.
Basically, these projects can serve as a base for someone (else than me) to
make official XCode projects for pocketsphinx/sphinxbase.
Please not that I don't have any set up for development under Mac OS now (nor
do I have any spare time) so don't expect me to support any of this. I'm just
putting it out there since I don't have any time to work on Cactus, others
might as well make the most of it. Also, I'm tired of having people emailing
me directly to ask about this thing, now I'll have a place to point at. ;)
If anyone does use these to make something useful, please post it on these
forums. Same goes for any questions you might have.
cheers,
antoine
As a bonus, I also include the iPhone version of flite, which I used to
generate name pronunciations for Cactus (I have never tested the full
synthesis, but the LTS worked).
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Anonymous
-
2010-02-09
Thanks for your help Antoine! Sorry to be the one to push you over the edge
;^)
I took your lead and added .xcodeproject's to the sphinxbase / pocketsphinx
projects a little more aligned with the project structure - although the unit
tests aren't running against the xcode-compiled code. Once I get my project
linking and something working I can post a patch. This doesn't have any of the
LTS stuff either.
XCode process is pretty simple:
./configure # This generate sphinx_config.h and config.h
open sphinxbaseiphone.xcodeproj # This is an XCode project that will create libsphinxbaseiphone.a for linking in your iphone app
I was hoping that I could get the unit test files to link to the object files
from the xcode build, but the unit tests link against a .la which xcode does
not build. I imagine this would be possible with a little bit of
investigation.
That's the easy part though! I guess I'll try passing off a sound in my iphone
app to pocketsphinx and see if the gears turn. I have been stumbling trying to
get pocketsphinx_continuous or pocketsphinx_batch working with data from my
microphone. But I'll try passing off some of my sounds in my iphone app into
pocketsphinx and see what happens. Any assistance on the mac toolchain (like
an ad_darwin for example) would be great.
You know if you wanted to release the source for cactus it would be a great
reference point ;^)
Brian King
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Anonymous
-
2010-02-09
2 more steps I found at link:
1) Add the iconv framework to your project
2) add the following ~ line 102
Did anyone get the Flite Xcode project from anchan77 to work? I built it,
included the Debug-iphonesimulator lib file (.a) in my Xcode project, and
pointed the "Header Search paths" to the includes folder. Now I get the
message "Cannot locate file cst_synth.c" when I do:
(or even "none" instead of "play"). I don't know why it should even be looking
for a source file when the static library should be serving that purpose...
any ideas?
Thanks!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Anonymous
-
2010-04-05
Hello, being a total newbie at audio/speech related code. Does anyone have any
example code on just simple voice commands. I have a app for the iPhone which
I want to add speech commands to. Literally like 3 or 4 commands. It sounds
like pocketsphinx is what I want to use but I'm having a hard time getting
started.
Thanks!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
This sample code works fine in xcode... I just added Audio Queuing to Record
(Save audio file first) and pass it to PS for decoding... works fine... But
bit slower in iPhone device!!!!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Okay, I've written something about how to get PocketSphinx working inside
iPhone using pre-recorded audio and added my xcode project to be downloaded…
My english is not in professional level, but I'm sure you can manage.
So after searching like crazy I can't find any useful information regarding
Pocketsphinx and the iPhone. All I could find on these forums was a brief post
by DHD from over a year ago that stated that PocketSphinx works on the iPhone.
Basically I'm looking into whether it would be possible to put a version of an
Urdu handwriting application I developed (using Sphinxtrain and Sphinx-4) onto
the iPhone.
Possible without TOO many headaches that is... I probably can't convince my
boss to let me do it if there's no possibility of a basic prototype running
within a month or two.
My research did turn up
(http://www.cactusvoice.com/), an
apparently discontinued iPhone app which uses PocketSphinx. I emailed the
author of course, but figured I'd put up a post here to see if anyone might be
able to throw me a bone.
Thanks for any advice!
So Antoine (Cactusvoice dev) says it wasn't too bad at all, just required some
modifications to get pocketsphinx and sphinxbase to build in Xcode.
I'll post again when I've got it building about what I had to do.
That said, if anyone has done this already I'd appreciate any tips!
Hello,
Was anyone able to get PocketSphinx running in xcode? If so, could you post
the steps necessary to get it to work?
Thanks!
You need to build Sphinx outside of xcode using configure. Have a look at the
following page for tips and a script to help with that process:
http://pseudogreen.org/blog/build_autoconfed_libs_for_iphone.html
You will need to build the sphinxbase first, and then build pocketsphinx.
Once you have built and installed them you then have to add the
libsphinxbase.a and libpocketsphinx.a files to your xcode project.
Finally, to get xcode to find the libraries and the headers during a build,
you need to add paths to the "Header Search Paths" and "Library Search Paths"
for your project. This is discussed in the link above ... for reference mine
look like:
Hope that helps.
Sean.
We would be interested in importing xcode project into pocketsphinx/sphinxbase
source. Corresponding headers could be put into separate locations like they
are now for Win32. It's nice to support pocketsphinx on Mac so if someone
could contribute the makefiles, that will be appreciated.
So I uploaded the XCode projects I used to build Sphinxnase and Pocketsphinx
for my Cactus iPhone app at the following URL:
http://www.mediafire.com/?sharekey=4fbb55a4bdc073f01bee9a6e9edd9c7691f90c4b22
03ede26d217c73094ddc3b
iphonesphinxbase.zip and iphonepocketsphinx.zip each contain the full thing,
including all source files, as well as a text file explaining the changes I
had to make in order to make it build on iPhone OS. From that you'll see that
it was pretty quick and dirty but it worked... ;)
Note that I haven't worked on any iPhone software for more than a year so
nothing has been tested on iPhone OS 3.x but that should probably work.
Basically, these projects can serve as a base for someone (else than me) to
make official XCode projects for pocketsphinx/sphinxbase.
Please not that I don't have any set up for development under Mac OS now (nor
do I have any spare time) so don't expect me to support any of this. I'm just
putting it out there since I don't have any time to work on Cactus, others
might as well make the most of it. Also, I'm tired of having people emailing
me directly to ask about this thing, now I'll have a place to point at. ;)
If anyone does use these to make something useful, please post it on these
forums. Same goes for any questions you might have.
cheers,
antoine
As a bonus, I also include the iPhone version of flite, which I used to
generate name pronunciations for Cactus (I have never tested the full
synthesis, but the LTS worked).
Thanks for your help Antoine! Sorry to be the one to push you over the edge
;^)
I took your lead and added .xcodeproject's to the sphinxbase / pocketsphinx
projects a little more aligned with the project structure - although the unit
tests aren't running against the xcode-compiled code. Once I get my project
linking and something working I can post a patch. This doesn't have any of the
LTS stuff either.
XCode process is pretty simple:
I was hoping that I could get the unit test files to link to the object files
from the xcode build, but the unit tests link against a .la which xcode does
not build. I imagine this would be possible with a little bit of
investigation.
That's the easy part though! I guess I'll try passing off a sound in my iphone
app to pocketsphinx and see if the gears turn. I have been stumbling trying to
get pocketsphinx_continuous or pocketsphinx_batch working with data from my
microphone. But I'll try passing off some of my sounds in my iphone app into
pocketsphinx and see what happens. Any assistance on the mac toolchain (like
an ad_darwin for example) would be great.
You know if you wanted to release the source for cactus it would be a great
reference point ;^)
Brian King
2 more steps I found at link:
1) Add the iconv framework to your project
2) add the following ~ line 102
Thanks Again.
Brian
btw thanks all, this was very helpful!
Hi all,
I'm having some issues getting pocketsphinx to work properly for the iphone. I
used the pocketsphinx lib files from anchan77, and the issues I'm having are
reported here: https://sourceforge.net/projects/cmusphinx/forums/forum/5471/t
opic/3581798/index/page/1
If you have faced similar issues and could point me in the right direction,
that would be greatly appreciated. Thanks!
Did anyone get the Flite Xcode project from anchan77 to work? I built it,
included the Debug-iphonesimulator lib file (.a) in my Xcode project, and
pointed the "Header Search paths" to the includes folder. Now I get the
message "Cannot locate file cst_synth.c" when I do:
audioLen = flite_text_to_speech(hyp, voice, "play");
(or even "none" instead of "play"). I don't know why it should even be looking
for a source file when the static library should be serving that purpose...
any ideas?
Thanks!
Hello, being a total newbie at audio/speech related code. Does anyone have any
example code on just simple voice commands. I have a app for the iPhone which
I want to add speech commands to. Literally like 3 or 4 commands. It sounds
like pocketsphinx is what I want to use but I'm having a hard time getting
started.
Thanks!
joint the club! I also wanted to do the same thing!
there is an example code you could use(http://cmusphinx.sourceforge.net/wiki/
pocketsphinxmigration),
but not sure about xcode! If you find anything, please do share...
Thanks
This sample code works fine in xcode... I just added Audio Queuing to Record
(Save audio file first) and pass it to PS for decoding... works fine... But
bit slower in iPhone device!!!!
Okay, I've written something about how to get PocketSphinx working inside
iPhone using pre-recorded audio and added my xcode project to be downloaded…
My english is not in professional level, but I'm sure you can manage.
download it at: http://www.rajeevan.co.uk/pocketsphinx_in_iphone/