I have an security cam which sends the video stream over 2,4 GHz to a receiver. I now want to know, if it's possible to receive this signal on iPhone and show the video stream. As WiFi is also sending on 2,4 GHz, the iPhone should be able to receive that signal. Or not?
Security Cam: http://www.jay-tech.de/jaytech/servlet/frontend/content.html?articleOID=d583e45:-495a2735:120c7c04348:446c&keywordOID=d583e45:946c233:1182e6a651d:e4e.
My iPhone is a iPhone 5s on iOS 8.1
If it's not possible over iPhone, is it may possible to catch the signal with any other device? I have this devices which I could use:
Raspberry PI, old WiFi USB Stick, Arduino Uno and a buch of cables for TV/Audio/Video etc
Thanks iComputerfreak
Sorry for my bad English, I'm German ;)
In short, no. To receive the signal, you'd need some dedicated hardware to receive the signal and encode it into a format that the iPhone could understand. It's not possible to arbitrarily capture wireless signals on a particular frequency and decode them in software - not on an iPhone, anyway.
Your best solution would be to look for some external hardware which operates on the same frequency, and can encode the video signal over a wifi network - I'd be surprised if such a device doesn't exist, though it may not be cheap. The iPhone can then simply receive the encoded video via wifi and use it like any other video stream.
Related
I have a device with a camera and i want to connect to it using my iPhone via Bluetooth, so the question: is it possible to send real-time video stream by bluetooth using Swift/Objective - C?
It is not possible. The transmission speed of Bluetooth is not strong enough to stream a video in real-time to another device. If it was audio it is potentially a different story.
You can use bluetooth to transfer a video to another device, but not to stream as far as I know.
I'm trying to determine how Apple Airpods pair and connect as seamlessly as they do, but I couldn't find any in-depth technical explanation so I embarked on a journey to figure it out for myself. I have used an Ellysis Explorer Bluetooth sniffer to sniff both BLE and Bluetooth Classic packets from the Airpods and the iPhone I have used to connect with it.
The issue is that I lack the background knowledge in Bluetooth to fully understand what I am looking at so I'm hoping somebody can explain what is appearing on the BT sniffer in the snapshots below:
The below picture is a list of the BLE packets captured after the Airpods case has been opened but BEFORE connecting to the phone.
The below picture is a list of the Bluetooth Classic packets captured after the Airpods case has been opened but BEFORE connecting to the phone.
The below picture is a list of the Bluetooth Classic packets AFTER connecting to the phone captured on top of the previous ones.
Note that there are no new BLE packets picked up after connecting.
The 1st pic shows that both ears are sending advertising packets.
Then one of the ear is paging the other ear and exchanging information.
Then the iPhone is connected to one of the ear just like normal A2DP connection.
More captures while audio is just started playing would be helpful.
Before analysing packets you need to learn about CoreBluetooth framework. CoreBluetooth deals with scanning, connecting and writing and reading data from "Bluetooth Low Energy" (BLE) devices. BLEs (Peripherals) continuously broadcast a small packet of data when they are not connected with any device Central.
First images shows data which is being broadcasted by BLE, in your case an airpod.
I want to develop an android app which uses push to talk or Voip to communicate between 2 mobile devices using a Wi-Fi connection without using a data or the internet.
Is it possible to develop this?
I am looking for a 'free' Wi-Fi Walkie Talkie but I don't know how to start doing it?
For a very simple, initial version, I'd do the following:
Assign a static IP address on each phone
Record the audio and packetise it into a UDP stream that you'll send to the remote IP address
Repackage again the UDP stream and play the audio.
Microphone ---> Samples ----> UDP (over WiFi) ----> Samples ----> Speaker.
There are plenty of enhancements that you can add over the time:
Device discovery
Signalling separate (SIP or custom messages via TCP or UDP to indicate when to start the audio transmission and negotiate the media channel that will be used).
Support for third party devices (SIP)
Use standard paketization using RTP and encode the audio using G711alaw/G711ulaw...
There are plenty options, but you should start by capturing the audio, and sending it over the network, even make packets of 2 seconds with the incurring delay, but that's a point to start. Then, you should lower the packet length to contain 20ms of audio to avoid delays in the transmission.
Hope this helps.
Can I transfer audio stream from one iOS device to other iOS device (for example from 4s to new iPad) using CoreBluetooth framework. Maybe BLE is too slow fo media streaming?
Bluetooth Low Energy (BLE) is not intended to stream data !
If you want to a stream you MUST use Bluetooth 2.X+EDR and an appropriate profile. Therefore, if you want to stream audio, you need a headset or A2DP profile.
CoreBluetooth API give only access to BLE devices.
Audio streaming wont work any good, since BLE can stream 20 byte packets at a time, with 37.5ms delay between each transfer on iOS5. So this would be laggy and as good as useless. There is always the possibility of buffering the data, but in the end, this is not a good way to stream audio.
|packet| --- 37.5ms --- |packet| --- 37.5ms --- |packet...
I am building an assistive iOS app for a kid that uses a switch to control his computer (a simple button that can send only one massege to the computer).
I am looking for a way to connect my app to a switch that can send click events to my app.
It can through by BT, IR or even through the earphone connection (headset port).
(BTW he can not use the iOS screen as the switch).
Any ideas ?
A BT connection requires you to be a certified MFi developer, and that requires money and a real company.
The headphone port would be a great place to interface with. You could wire a simple switch over the microphone line and ground line which, I think, would create a square wave duty cycle for on and off. I've done something similar where we used the headphone port to communicate to a microcontroller through a sound wave that was then converted to 16 bit packets and used to control additional hardware and also give feedback from that hardware.
Another option is a wifi connection, an arduino with a wifi shield and the button on that.
Edit:
The more I think about it, the more I would say use the headphone port. It will be super cheap, the programming to detect the presses will be really easy, and this will probably be the fastest way to achieve your solution. Provided you can solder.
I'm going to suggest going down a different path. Instead of trying to connect the switch directly to the iPhone, use something like an Arduino board with both physical switch and ethernet I/O ports plugged into the local network, and create what amounts to a physical I/O server.
The Arduino handles the physical interfacing and your iPhone app only has to handle the communications protocol to the Arduino over Wi-Fi.
One inexpensive solution would be to use the mic or mic input on the headset port. Connect the switch up to some sort of tone generator (555 timer or Arduino, plus piezo speaker or headset cable). Have the app run an input Audio Queue, and pass the Audio Queue input buffers to a DSP narrow band filter or an FFT. Monitor the frequency band of the tone generator for any significant energy burst above the background noise level. Potentially use multiple separate tone frequencies for more than one switch.
Added: Another simple alternative might be to use the switch to activate a solenoid or small motor (scavenged from an old motorized toy or similar) to tap a capacitive pen or ball of conductive foam on the iPod Touch display. No MFi, WIFI or audio DSP coding required.