Search Results

Search found 9122 results on 365 pages for 'sound card'.

Page 130/365 | < Previous Page | 126 127 128 129 130 131 132 133 134 135 136 137  | Next Page >

  • Games on windows 8 in bootcamp lag even on lowest graphics

    - by Jackson Gariety
    I've been playing Crysis 2 and Skyrim on my Retina MacBookPro (10,1) for months now. The two games used to run super smoothly even on nearly maxed out settings. This laptop has an Nvidia GeForce GT 650M graphics card inside, it runs great. But I recently replaced my Windows 8 consumer preview with the retail copy, and since then, 3D games lag in this odd way, no matter what the graphics settings. Every second Skyrim and Crysis alternates between running smoothly and lagging. It's a cyclical lag that comes and goes like clockwork. I can turn the graphics down to 800x600 with no antialiasing and low texture quality, and it runs much smoother on the "up" motion of the cycle, but every second it moves back into this lag spike. I've tried installing beta graphics drivers, re installing the operating system, re installing the bootcamp support software, and freeing up space (I have about 20 GB free). I can't figure out what suddenly caused this other than some obscure difference between the consumer preview and the retail version. What can I try? Is my video card failing? Are there some other drivers I can install? This isn't normal lag from maxing out the card, it

    Read the article

  • I really need help resolving a Window Vista BSOD (Blue Screen Crash) on my desktop

    - by anonymous
    Hi, thanks for taking the time to read this. I'll get straight to the details. My desktop is on the fritz; it keeps going to blue screen with the stop message of 0x0000007E immediately after the loading bar of vista, right before transitioning to the account selection screen. My desktop runs on a dual-core 32-bit processor with windows Vista Home(?) installed. I have 3 GB of ram as two separate modules, a 1GB acer module and a 2GB geil module. I have an ati video card, unfortunately I cannot recall the exact name but the chipset is ATI and the manufacturer is Sapphire and the card is on the lower end. My hard drive is 320GB (i think) partitioned into two. The C:\ partition is red lined, while the D:\ partition is still pretty empty. As per the advice of my friend, i tried restarting the system with the graphics card removed. Upon failure, i repeated the process removing one RAM module one at a time, but the system still failed to load. Vista would attempt to repair the system and it would initially report that the system was fixed, but vista really failed to fix the problem. After removing the memory modules, vista started to report it's inability to fix the problem. I tried running on safe mode and the driver listing would always stop at crcdisk.sys. I ran memory diagnostics using the windows memory diagnostic tool found in the screen after vista's failed attempt to fix the problem with no luck. the problem details are as such: Problem Event Name : StartupRepairV2 Problem Signature 01: AutoFailover 02: (vista's version number?) 03: 6 04: 720907 05: 0x7e 06: 0x7e 07: 0 08: 2 09: WrpRepair 10: 0 OS Version: 6.0.6000.2.0.0.256.1 Locale ID 1033 any correct advice would be appreciated as i really need my pc to work so i can work on my projects. kinda sad, but i'm college of computer science and i have no idea what to do :P

    Read the article

  • Nvidia 9800GT randomly prevents computer from booting

    - by Blender
    My computer has been running Windows and Linux perfectly fine with my 9800GT for the past year or so, but today it refused to boot. When I press the power button, this is what happens: Power button flashes once. Fans whir. Graphics card makes clicking noise. Computer reboots. Go back to 1. The cycle just keeps going, and I have to yank the cord to make the computer stop. After about 30 attempts at booting it, the computer powers on and everything works. I'm pretty sure that the graphics card isn't malfunctioning, as I've been GPU computing on it for a while now without any hiccups. But the strange thing is, the computer boots perfectly fine in only 5 boots if I remove the card. The computer is a HP Pavilion a6028x Desktop PC: Processor: AMD Athlon 64 X2 (W) 4600+ 2.4 GHz (AM2 socket) Motherboard: ECS MCP61PM-HM (Nettle 1) RAM: 3GB DDR2 (two different brands) More specs here Does anybody know what could be the problem? Any help or information would be greatly appreciated!

    Read the article

  • Internet keeps connecting and disconnecting

    - by OmerPT
    I have a PC running 32bit Windows 7 Professional. My wireless internet card is Edimax EW-7128G, it is inside my computer case and it is connected to an antenna. My problem is: I have a wireless connection to my router, the signal is fine and it's not slow or anything, but it just keeps disconnecting every 30 seconds or so, then connects back, then it disconnects, then connects back and so on. This is new - it only started about a week ago, everything worked just fine until then. I know it's not a problem with the router because: Other computers can connect to it easily and they work just fine, no disconnections (My phone too). I know it's not a problem with the computer or the wireless card itself because: I have Ubuntu installed side-by-side with my Windows, and when I switch to Ubuntu the internet works great. This caused me to think it's probably a problem with the wireless card drivers installed on windows (Ubuntu auto-installed them, I installed them manually on windows): I tried uninstalling them, and then installing them back again, sadly that didn't help. I'm kind of lost here - can anyone think of anything else I should try? Thanks :)

    Read the article

  • Python Wildcard Import Vs Named Import

    - by Dan
    Ok, I have some rather odd behavior in one of my Projects and I'm hoping someone can tell me why. My file structure looks like this: MainApp.py res/ __init__.py elements/ __init__.py MainFrame.py Inside of MainFrame.py I've defined a class named RPMWindow which extends wx.Frame. In MainApp.py this works: from res.elements.MainFrame import * And this does not: from res.elements.MainFrame import RPMWindow I realize that the wild card import won't hurt anything, but I'm more interested in understanding why the named import is failing when the wild card succeeds.

    Read the article

  • GSM Modem Wavecom 900

    - by Sopolin
    Dear All, I have one GSM Modem Series 900. I want to test it for sending and receiving message to mobile. I can connect with this modem, but when I put my SIM Card and I type AT command like here: AT: Status "OK" AT+CPIN?: Status "+CPIN: PH-NET PIN" AT+CPIN="xxxx": Status "Error" I don't know why it can't connect with the SIM Card. So do you any solution to help me on this problem? Thanks, Sopolin

    Read the article

  • Are all swf files open source

    - by Behrooz Karjooravary
    I am new to flash. Does anyone know if the swf files which are sold in istockphoto are open source. I want to purchase this flash piano but i would have to change some of its functionality so I need to make sure it's possible before i purchase. For instance I need it to play a sound on hover not on mouse press. And I'd like it to play my own piano sound samples rather than the ones it comes with. Thanks

    Read the article

  • want to build an alarm app in iphone.

    - by Sumit Kr Singh
    Hi, I want to build an alarm application for iphone. I want to ignore iphone device state and volume buttons state. I want to play sound anyhow in full volume and also want that user cant modify volume using iphone hardware buttons while sound is played. Does anybody know how to implement it? Please post the code here....... Thankx in Advance.......

    Read the article

  • Handling aces and finding a segfault in a blackjack program

    - by Bill Adams
    Here's what i have so far... I have yet to figure out how i'm going to handle the 11 / 1 situation with an ace, and when the player chooses an option for hit/stand, i get segfault. HELP!!! #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #define DECKSIZE 52 #define VALUE 9 #define FACE 4 #define HANDSIZE 26 typedef struct { int value; char* suit; char* name; }Card; typedef struct { int value; char* suit; char* name; }dealerHand; typedef struct { int value; char* suit; char* name; }playerHand; Card cards[DECKSIZE]; dealerHand deal[HANDSIZE]; playerHand dealt[HANDSIZE]; char *faceName[]={"two","three", "four","five","six", "seven","eight","nine", "ten", "jack","queen", "king","ace"}; char *suitName[]={"spades","diamonds","clubs","hearts"}; void printDeck(){ int i; for(i=0;i<DECKSIZE;i++){ printf("%s of %s value = %d\n ",cards[i].name,cards[i].suit,cards[i].value); if((i+1)%13==0 && i!=0) printf("-------------------\n\n"); } } void shuffleDeck(){ srand(time(NULL)); int this; int that; Card temp; int c; for(c=0;c<10000;c++){ //c is the index for number of individual card shuffles should be set to c<10000 or more this=rand()%DECKSIZE; that=rand()%DECKSIZE; temp=cards[this]; cards[this]=cards[that]; cards[that]=temp; } } /*void hitStand(i,y){ // I dumped this because of a segfault i couldn't figure out. int k; printf(" Press 1 to HIT or press 2 to STAND:"); scanf("%d",k); if(k=1){ dealt[y].suit=cards[i].suit; dealt[y].name=cards[i].name; dealt[y].value=cards[i].value; y++; i++; } } */ int main(){ int suitCount=0; int faceCount=0; int i; int x; int y; int d; int p; int k; for(i=0;i<DECKSIZE;i++){ //this for statement builds the deck if(faceCount<9){ cards[i].value=faceCount+2; }else{ //assigns face cards as value 10 cards[i].value=10; } cards[i].suit=suitName[suitCount]; cards[i].name=faceName[faceCount++]; if(faceCount==13){ //this if loop increments suit count once cards[i].value=11; //all faces have been assigned, and also suitCount++; //assigns the ace as 11 faceCount=0; } //end building deck } /*printDeck(); //prints the deck in order shuffleDeck(); //shuffles the deck printDeck(); //prints the deck as shuffled This was used in testing, commented out to keep the deck hidden!*/ shuffleDeck(); x=0; y=0; for(i=0;i<4;i++){ //this for loop deals the first 4 cards, dealt[y].suit=cards[i].suit; //first card to player, second to dealer, dealt[y].name=cards[i].name; //as per standard dealing practice. dealt[y].value=cards[i].value; i++; y++; deal[x].suit=cards[i].suit; deal[x].name=cards[i].name; deal[x].value=cards[i].value; x++; } printf(" Dealer's hand is: %s of %s and XXXX of XXXX. (Second card is hidden!)\n",deal[0].name,deal[0].suit,deal[1].name,deal[1].suit); printf(" Player's hand is: %s of %s and %s of %s.\n",dealt[0].name,dealt[0].suit,dealt[1].name,dealt[1].suit); printf(" the current value of the index i=%d\n",i); //this line gave me the value of i for testing d=deal[0].value+deal[1].value; p=dealt[0].value+dealt[1].value; if(d==21){ printf(" The Dealer has Blackjack! House win!\n"); }else{ if(d>21){ printf(" The dealer is Bust! You win!\n"); }else{ if(d>17){ printf(" Press 1 to HIT or 2 to STAND"); scanf("%d",k); if(k==1){ dealt[y].suit=cards[i].suit; dealt[y].name=cards[i].name; dealt[y].value=cards[i].value; y++; i++; } }else{ if(d<17){ printf(" Dealer Hits!"); deal[x].suit=cards[i].suit; deal[x].name=cards[i].name; deal[x].value=cards[i].value; x++; i++; } } } } return 0; }

    Read the article

  • Testing Paypal error messages using ActiveMerchant

    - by vrish88
    Hello, Is there a way to test your application's processing and handling of Paypal generated credit card errors? I'd like to verify that my application can handle a declined credit card or something like that. So is there a way to have Paypal send an error message? Or would it be better to generate a stub and use it in the testing environment? If this is the better way, how would one generate a stub? Thanks!

    Read the article

  • jQuery tabs using radio buttons instead of list navigation

    - by caleb
    I'm following a tutorial to create a simple jquery tabs show/hide content. Wondering if there's a way to re-engineer it to use a list of radio buttons instead of a list? Tutorial here: http://www.sohtanaka.com/web-design/simple-tabs-w-css-jquery/ My js: $(".tab_content").hide(); //Hide all content $("ul.tabs li:first").addClass("active").show(); //Activate first tab $(".tab_content:first").show(); //Show first tab content //On Click Event $("ul.tabs li").click(function() { $("ul.tabs li").removeClass("active"); //Remove any "active" class $(this).addClass("active").children("input[@type=radio]").click(); //Add "active" class to selected tab $(".tab_content").hide(); //Hide all tab content var activeTab = "#" + $(this).children("input").attr("value"); //Find the href attribute value to identify the active tab + content $(activeTab).fadeIn(); //Fade in the active ID content return false; }); My HTML: <ul class="tabs"> <li><input type="radio" name="card" id="one" value="gallery" /> <label for="one">gallery</label></li> <li><input type="radio" name="card" id="two" value="submit" /> <label for="two">submit</label></li> <li><input type="radio" name="card" id="three" value="resources" /> <label for="three">resources</label></li> <li><input type="radio" name="card" id="four" value="contact" /> <label for="four">contact</label></li> </ul> <div class="tab_container"> <div id="gallery" class="tab_content"> <h2>Gallery</h2> </div> <div id="submit" class="tab_content"> <h2>Submit</h2> </div> <div id="resources" class="tab_content"> <h2>Resources</h2> </div> <div id="contact" class="tab_content"> <h2>Contact</h2> </div> </div> I'm able to actively select the radio button within the list, but not activate the actual div.

    Read the article

  • Creating thousands of records in Rails

    - by willCosgrove
    Let me set the stage: My application deals with gift cards. When we create cards they have to have a unique string that the user can use to redeem it with. So when someone orders our gift cards, like a retailer, we need to make a lot of new card objects and store them in the DB. With that in mind, I'm trying to see how quickly I can have my application generate 100,000 Cards. Database expert, I am not, so I need someone to explain this little phenomena: When I create 1000 Cards, it takes 5 seconds. When I create 100,000 cards it should take 500 seconds right? Now I know what you're wanting to see, the card creation method I'm using, because the first assumption would be that it's getting slower because it's checking the uniqueness of a bunch of cards, more as it goes along. But I can show you my rake task desc "Creates cards for a retailer" task :order_cards, [:number_of_cards, :value, :retailer_name] => :environment do |t, args| t = Time.now puts "Searching for retailer" @retailer = Retailer.find_by_name(args[:retailer_name]) puts "Retailer found" puts "Generating codes" value = args[:value].to_i number_of_cards = args[:number_of_cards].to_i codes = [] top_off_codes(codes, number_of_cards) while codes != codes.uniq codes.uniq! top_off_codes(codes, number_of_cards) end stored_codes = Card.all.collect do |c| c.code end while codes != (codes - stored_codes) codes -= stored_codes top_off_codes(codes, number_of_cards) end puts "Codes are unique and generated" puts "Creating bundle" @bundle = @retailer.bundles.create!(:value => value) puts "Bundle created" puts "Creating cards" @bundle.transaction do codes.each do |code| @bundle.cards.create!(:code => code) end end puts "Cards generated in #{Time.now - t}s" end def top_off_codes(codes, intended_number) (intended_number - codes.size).times do codes << ReadableRandom.get(CODE_LENGTH) end end I'm using a gem called readable_random for the unique code. So if you read through all of that code, you'll see that it does all of it's uniqueness testing before it ever starts creating cards. It also writes status updates to the screen while it's running, and it always sits for a while at creating. Meanwhile it flies through the uniqueness tests. So my question to the stackoverflow community is: Why is my database slowing down as I add more cards? Why is this not a linear function in regards to time per card? I'm sure the answer is simple and I'm just a moron who knows nothing about data storage. And if anyone has any suggestions, how would you optimize this method, and how fast do you think you could get it to create 100,000 cards? (When I plotted out my times on a graph and did a quick curve fit to get my line formula, I calculated how long it would take to create 100,000 cards with my current code and it says 5.5 hours. That maybe completely wrong, I'm not sure. But if it stays on the line I curve fitted, it would be right around there.)

    Read the article

  • ANSI C blackjack assignment, linux GCC compiler, i'm stuck...

    - by Bill Adams
    Here's what i have so far... I have yet to figure out how i'm going to handle the 11 / 1 situation with an ace, and when the player chooses an option for hit/stand, i get segfault. HELP!!! #include <stdio.h> #include <string.h> #include <stdlib.h> #include <time.h> #define DECKSIZE 52 #define VALUE 9 #define FACE 4 #define HANDSIZE 26 typedef struct { int value; char* suit; char* name; }Card; typedef struct { int value; char* suit; char* name; }dealerHand; typedef struct { int value; char* suit; char* name; }playerHand; Card cards[DECKSIZE]; dealerHand deal[HANDSIZE]; playerHand dealt[HANDSIZE]; char *faceName[]={"two","three", "four","five","six", "seven","eight","nine", "ten", "jack","queen", "king","ace"}; char *suitName[]={"spades","diamonds","clubs","hearts"}; void printDeck(){ int i; for(i=0;i<DECKSIZE;i++){ printf("%s of %s value = %d\n ",cards[i].name,cards[i].suit,cards[i].value); if((i+1)%13==0 && i!=0) printf("-------------------\n\n"); } } void shuffleDeck(){ srand(time(NULL)); int this; int that; Card temp; int c; for(c=0;c<10000;c++){ //c is the index for number of individual card shuffles should be set to c<10000 or more this=rand()%DECKSIZE; that=rand()%DECKSIZE; temp=cards[this]; cards[this]=cards[that]; cards[that]=temp; } } /*void hitStand(i,y){ // I dumped this because of a segfault i couldn't figure out. int k; printf(" Press 1 to HIT or press 2 to STAND:"); scanf("%d",k); if(k=1){ dealt[y].suit=cards[i].suit; dealt[y].name=cards[i].name; dealt[y].value=cards[i].value; y++; i++; } } */ int main(){ int suitCount=0; int faceCount=0; int i; int x; int y; int d; int p; int k; for(i=0;i<DECKSIZE;i++){ //this for statement builds the deck if(faceCount<9){ cards[i].value=faceCount+2; }else{ //assigns face cards as value 10 cards[i].value=10; } cards[i].suit=suitName[suitCount]; cards[i].name=faceName[faceCount++]; if(faceCount==13){ //this if loop increments suit count once cards[i].value=11; //all faces have been assigned, and also suitCount++; //assigns the ace as 11 faceCount=0; } //end building deck } /*printDeck(); //prints the deck in order shuffleDeck(); //shuffles the deck printDeck(); //prints the deck as shuffled This was used in testing, commented out to keep the deck hidden!*/ shuffleDeck(); x=0; y=0; for(i=0;i<4;i++){ //this for loop deals the first 4 cards, dealt[y].suit=cards[i].suit; //first card to player, second to dealer, dealt[y].name=cards[i].name; //as per standard dealing practice. dealt[y].value=cards[i].value; i++; y++; deal[x].suit=cards[i].suit; deal[x].name=cards[i].name; deal[x].value=cards[i].value; x++; } printf(" Dealer's hand is: %s of %s and XXXX of XXXX. (Second card is hidden!)\n",deal[0].name,deal[0].suit,deal[1].name,deal[1].suit); printf(" Player's hand is: %s of %s and %s of %s.\n",dealt[0].name,dealt[0].suit,dealt[1].name,dealt[1].suit); printf(" the current value of the index i=%d\n",i); //this line gave me the value of i for testing d=deal[0].value+deal[1].value; p=dealt[0].value+dealt[1].value; if(d==21){ printf(" The Dealer has Blackjack! House win!\n"); }else{ if(d>21){ printf(" The dealer is Bust! You win!\n"); }else{ if(d>17){ printf(" Press 1 to HIT or 2 to STAND"); scanf("%d",k); if(k==1){ dealt[y].suit=cards[i].suit; dealt[y].name=cards[i].name; dealt[y].value=cards[i].value; y++; i++; } }else{ if(d<17){ printf(" Dealer Hits!"); deal[x].suit=cards[i].suit; deal[x].name=cards[i].name; deal[x].value=cards[i].value; x++; i++; } } } } return 0; }

    Read the article

  • How to program a real-time accurate audio sequencer on the iphone?

    - by Walchy
    Hi... I want to program a simple audio sequencer on the iphone but I can't get accurate timing. The last days I tried all possible audio techniques on the iphone, starting from AudioServicesPlaySystemSound and AVAudioPlayer and OpenAL to AudioQueues. In my last attempt I tried the CocosDenshion sound engine which uses openAL and allows to load sounds into multiple buffers and then play them whenever needed. Here is the basic code: init: int channelGroups[1]; channelGroups[0] = 8; soundEngine = [[CDSoundEngine alloc] init:channelGroups channelGroupTotal:1]; int i=0; for(NSString *soundName in [NSArray arrayWithObjects:@"base1", @"snare1", @"hihat1", @"dit", @"snare", nil]) { [soundEngine loadBuffer:i fileName:soundName fileType:@"wav"]; i++; } [NSTimer scheduledTimerWithTimeInterval:0.14 target:self selector:@selector(drumLoop:) userInfo:nil repeats:YES]; In the initialisation I create the sound engine, load some sounds to different buffers and then establish the sequencer loop with NSTimer. audio loop: - (void)drumLoop:(NSTimer *)timer { for(int track=0; track<4; track++) { unsigned char note=pattern[track][step]; if(note) [soundEngine playSound:note-1 channelGroupId:0 pitch:1.0f pan:.5 gain:1.0 loop:NO]; } if(++step>=16) step=0; } Thats it and it works as it should BUT the timing is shaky and instable. As soon as something else happens (i.g. drawing in a view) it goes out of sync. As I understand the sound engine and openAL the buffers are loaded (in the init code) and then are ready to start immediately with alSourcePlay(source); - so the problem may be with NSTimer? Now there are dozens of sound sequencer apps in the appstore and they have accurate timing. I.g. "idrum" has a perfect stable beat even in 180 bpm when zooming and drawing is done. So there must be a solution. Does anybody has any idea? Thanks for any help in advance! Best regards, Walchy

    Read the article

  • Playing an arbitrary tone with Android.

    - by fiXedd
    Is there any way to make Android emit a sound of arbitrary frequency (meaning, I don't want to have pre-recorded sound files)? I've looked around and ToneGenerator was the only thing I was able to find that was even close, but it seems to only be capable of outputting the standard DTMF tones. Any ideas?

    Read the article

  • List input and output audio devices in Applet

    - by Jhonny Everson
    I am running a signed applet that needs to provide the ability for the user to select the input and output audio devices ( similar to what skype provides). I borrowed the following code from other thread: import javax.sound.sampled.*; public class SoundAudit { public static void main(String[] args) { try { System.out.println("OS: "+System.getProperty("os.name")+" "+ System.getProperty("os.version")+"/"+ System.getProperty("os.arch")+"\nJava: "+ System.getProperty("java.version")+" ("+ System.getProperty("java.vendor")+")\n"); for (Mixer.Info thisMixerInfo : AudioSystem.getMixerInfo()) { System.out.println("Mixer: "+thisMixerInfo.getDescription()+ " ["+thisMixerInfo.getName()+"]"); Mixer thisMixer = AudioSystem.getMixer(thisMixerInfo); for (Line.Info thisLineInfo:thisMixer.getSourceLineInfo()) { if (thisLineInfo.getLineClass().getName().equals( "javax.sound.sampled.Port")) { Line thisLine = thisMixer.getLine(thisLineInfo); thisLine.open(); System.out.println(" Source Port: " +thisLineInfo.toString()); for (Control thisControl : thisLine.getControls()) { System.out.println(AnalyzeControl(thisControl));} thisLine.close();}} for (Line.Info thisLineInfo:thisMixer.getTargetLineInfo()) { if (thisLineInfo.getLineClass().getName().equals( "javax.sound.sampled.Port")) { Line thisLine = thisMixer.getLine(thisLineInfo); thisLine.open(); System.out.println(" Target Port: " +thisLineInfo.toString()); for (Control thisControl : thisLine.getControls()) { System.out.println(AnalyzeControl(thisControl));} thisLine.close();}}} } catch (Exception e) {e.printStackTrace();}} public static String AnalyzeControl(Control thisControl) { String type = thisControl.getType().toString(); if (thisControl instanceof BooleanControl) { return " Control: "+type+" (boolean)"; } if (thisControl instanceof CompoundControl) { System.out.println(" Control: "+type+ " (compound - values below)"); String toReturn = ""; for (Control children: ((CompoundControl)thisControl).getMemberControls()) { toReturn+=" "+AnalyzeControl(children)+"\n";} return toReturn.substring(0, toReturn.length()-1);} if (thisControl instanceof EnumControl) { return " Control:"+type+" (enum: "+thisControl.toString()+")";} if (thisControl instanceof FloatControl) { return " Control: "+type+" (float: from "+ ((FloatControl) thisControl).getMinimum()+" to "+ ((FloatControl) thisControl).getMaximum()+")";} return " Control: unknown type";} } But what I get: Mixer: Software mixer and synthesizer [Java Sound Audio Engine] Mixer: No details available [Microphone (Pink Front)] I was expecting the get the real list of my devices (My preferences panels shows 3 output devices and 1 Microphone). I am running on Mac OS X 10.6.7. Is there other way to get that info from Java?

    Read the article

  • Triggering event when Button is pressed down in Android

    - by Cody
    I have the following code for Android which works fine to play a sound once a button is clicked: Button SoundButton2 = (Button)findViewById(R.id.sound2); SoundButton2.setOnClickListener(new OnClickListener() { public void onClick(View v) { mSoundManager.playSound(2); } }); My problem is that I want the sound to play immediately upon pressing the button (touch down), not when it is released (touch up). Any ideas on how I can accomplish this?

    Read the article

  • SoundMixer.computeSpectrum with microphone

    - by paleozogt
    Flex has the SoundMixer.computeSpectrum function that lets you compute an FFT from the currently playing sound. What I'd like to do is compute an FFT without playing the sound. Since Flash 10.1 lets us access the microphone bytes directly, it seems like we should be able to compute the FFT directly off of what the user is speaking.

    Read the article

  • SoundMixer.computeSpectrum with microphone

    - by paleozogt
    Flex has the SoundMixer.computeSpectrum function that lets you compute an FFT from the currently playing sound. What I'd like to do is compute an FFT without playing the sound. Since Flash 10.1 lets us access the microphone bytes directly, it seems like we should be able to compute the FFT directly off of what the user is speaking.

    Read the article

  • how to do iis 7 url rewrite to avoid processing static html file requests for an aspnet mvc applicat

    - by ROHITH
    currently i am developing an aspnet mvc application on iis 5.5.So i have given wild card mapping.I know if we give wild card mapping ,all request go through the asp.net execution pipeline pipeline.(correct me if i am wrong).and in iis7 or above ,we have in built url rewrite engine.What i want to know,in iis7 or above will a request to static html page will go through the aspnet mvc execution pipeline?

    Read the article

  • Creating simple waveforms with CoreAudio

    - by Koning Baard
    I am new to CoreAudio, and I would like to output a simple sine wave and square wave with a given frequency and amplitude through the speakers using CA. I don't want to use sound files as I want to synthesize the sound. What do I need to do this? And can you give me an example or tutorial? Thanks.

    Read the article

  • error to connect soap server in php

    - by rajabhaskar
    hai all, i am working on shopping cart project, i need globalpay integration . i got the sample code and run in my localhost it shows me error this. Warning: SoapClient::__construct() [function.SoapClient---construct]: SSL: fatal protocol error in C:\wamp\www\exampls\PHP Web Service Sample (Credit Card) 4.0.0\PHP Web Service Sample (Credit Card) 4.0.0\globalpay.inc.php on line 37 i enabled soap server in php.ini. can any have the idea about this error please help. thanxs,

    Read the article

  • Is the Finch audio library for iPhone capable of doing this?

    - by mystify
    I need to: - start / stop sounds with lengths between 0.1 and 10 seconds - change the playback volume I want to / would like to / would be nice to have to: - change the playback speed - change the playback pitch / frequency - pause an sound and resume playing it later - play a sound backwards Is Finch my best friend here?

    Read the article

< Previous Page | 126 127 128 129 130 131 132 133 134 135 136 137  | Next Page >