Can this be accomplished on mobile devices? This could be a clever trick to implement interesting multiplayer games on train rides, airplanes, where wifi is not available. From a quick research, it seems that iPhones are not able to play ultrasonic sound: "iPhone 4s is rated for 20Hz - 20,000Hz, which means it cannot generate ultrasonic frequencies." - http://stackoverflow.com/questions/10034346/ios-how-to-produ...
I would suspect those environments to be much too noisy for that to work.
Quietnet: Chat client that works over near-ultrasonic sound
51–60 of 66 posts
Re: Quietnet: Chat client that works over near-ultrasonic sound
#52Just installed and tried all the necessary packages, but for some reason it simply doesn't work. Here's a screenshot: http://cl.ly/image/180b0k3X332g I'm using a retina macbook pro 15 inches
Tried again, this time I get an 'o'. http://cl.ly/image/0e1A2c2i1Y16
Re: Quietnet: Chat client that works over near-ultrasonic sound
#53Earlier quoted context omitted.
Are you sending and receiving on the same computer? I feel like that might cause issues. Are you able to use two separate computers to test?
It actually works much better when sending an receiving on the same computer. It's not as fun though.
Re: Quietnet: Chat client that works over near-ultrasonic sound
#54Can this be accomplished on mobile devices? This could be a clever trick to implement interesting multiplayer games on train rides, airplanes, where wifi is not available. From a quick research, it seems that iPhones are not able to play ultrasonic sound: "iPhone 4s is rated for 20Hz - 20,000Hz, which means it cannot generate ultrasonic frequencies." - http://stackoverflow.com/questions/10034346/ios-how-to-produ...
Those "ratings" mean the sound will be distortion-free +/- 3dB over that range. You can still make some noise higher or lower than that, it will just be more distorted. I know iPhones support audio formats with at least 96 kHz sample rate, so you should be able to play half that or 48 kHz sounds without too much trouble. It might have some kind of band-pass filter built in, but the ratings won't tell you.
No it doesn't. All speaker drivers act as bandpass filters. On the ends of their frequency ranges those +/-3dB points are generally their -3dB points. For most speaker drivers their low frequency cutoff will be caused by the resonance of their motor, dropping off rapidly after that point. The upper frequency limit will be caused by the inductance of their motor's coil with a similar drop off above it.
It's unlikely that the iPhone speaker could reach 48kHz. If you look at expensive high frequency units (tweeters) they'll generally top out at 20-30k. A lot of headphone drivers (which are more similar to what's in the iPhone) barely make it to 20k.
> You can still make some noise higher or lower than that, it will just be more distorted.
Again, nothing about distortion here. A speaker driver will output sound outside of its -3dB points, but, obviously it's going to be much quieter (-3dB is already half as quiet).
Re: Quietnet: Chat client that works over near-ultrasonic sound
#55Earlier quoted context omitted.
Heh, I just visualized my laptop keyboard transposed onto an 88 key piano, and then tried to imagine what a typical vim session would sound like on it...
This must be done.
Re: Quietnet: Chat client that works over near-ultrasonic sound
#56Earlier quoted context omitted.
Until you get crumbs under the keys... EDIT: "a wireless, powerless keyboard where every key's click is tuned to a slightly different sound" hang on, like a piano?
Heh, I just visualized my laptop keyboard transposed onto an 88 key piano, and then tried to imagine what a typical vim session would sound like on it...
Re: Quietnet: Chat client that works over near-ultrasonic sound
#57New computer security system: owning a dog
Re: Quietnet: Chat client that works over near-ultrasonic sound
#58Can this be accomplished on mobile devices? This could be a clever trick to implement interesting multiplayer games on train rides, airplanes, where wifi is not available. From a quick research, it seems that iPhones are not able to play ultrasonic sound: "iPhone 4s is rated for 20Hz - 20,000Hz, which means it cannot generate ultrasonic frequencies." - http://stackoverflow.com/questions/10034346/ios-how-to-produ...
Not ultra-sonic but this app sends photos from iPhone to iPhone using the speaker and microphone. https://itunes.apple.com/us/app/acoustic-picture-transmitter... Fun to play around with and think of the possibilities of using sensors in unintended ways.
Re: Quietnet: Chat client that works over near-ultrasonic sound
#59A webapp using the Web Audio API adopting the same sort of approach: http://smus.com/ultrasonic-networking/
Running fully in the browser with visualizations might make a good teaching tool for digital signal processing (although you'd need better DSP code to demo, mine is not a shining example.)
Re: Quietnet: Chat client that works over near-ultrasonic sound
#60I'm glad people are realizing that radio waves aren't the only ways to send signals around a room. I really want someone to make a wireless, powerless keyboard where every key's click is tuned to a slightly different sound. Keylogging by acoustic emanations is a well researched technique, I just think it could be a feature if we made the keyboard right. https://www.schneier.com/blog/archives/2005/09/snooping_on_t...
Interestingly, some early wireless TV remotes used sound this way. The battery-free remotes would strike a tone when a button was pressed, and carefully tuned forks in the TV set would resonate in response, triggering the remote function. http://www.tvhistory.tv/1957_Zentih_Ad-Remote1.JPG