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  • How to play audio podcast file from libsyn rss feed? (drupal)

    - by Kirk Hings
    Got an established libsyn rss feed, got a new drupal website for the podcast. Libsyn provides a player but not correct aesthetic. I can upload and play mp3 files with audio module and mp3player module, and like the mp3 player's output, a simple flash player, but I don't want to be manually moving the podcast audio files (mp3) over every week. Looked at importing automatically with Feeds, but it's not working and besides that's creating extra files unnecessarily on the drupal site. Just want to use the mp3player modulee's flash player in a drupal page, which feeds the latest mp3 file from a libsyn rss feed. Don't really need to store or play multiple episodes, just the latest episode. How would you do it?

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  • How to extract messages to translate from a Play! application

    - by Martin
    I'm writing my first application using the Play! framework and I was wondering if there was a tool that could extract the messages that need translation from my views and controllers for me ? It is rather cumbersome to fill the conf/messages(.xx) file while I'm developing my app, but I'm afraid that if I don't do it as I go, I will never be able to completely translate my application afterwards. Such tools exist with other framework such as CakePHP for instance, and I think that it shouldn't be hard to write one by myself, but if there already is one... I was also wondering, what should I name the keys of the messages in my application ? Using gettext, it's not bad practice to directly type in the message in english as the key, but is it with the system that Play! uses (MessageFormat, right ?) ? Does anyone have an advice or naming convention (something like controller.action.describe_the_message maybe) ? Thank you for your advices !

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  • play framework WS API always escape character ';' and '=' in URL

    - by user2512057
    When I send a URL like abc.efg.com/query?para1=cat;para2=dog, play WS API always convert it to abc.efg.com/query?para1=cat%03Bpara2%03Ddog. Of course, there are http:// in the beginning in the URL. my code is as below. val url= "http://abc.efg.com/query?para1=cat;para2=dog" val response = WS.url(url).get() When I use fidder or netmon to look at the data that sent to sever, I found play framework WS (2.1.5) always change to the URL above I mentioned. How do I tell WS not to convert?

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  • How to play a set of jpeg files as a movie?

    - by RJ
    I have a set of jpeg images where eacg image has an associated description. e.g. im1.jpg - suspect enters bank im7.jpg - suspect hands teller a note imj41.jpg - teller gives suspect a bag ... ... It's trivial to view these images individually and see the description but how do I play this as a movie? I need to play the images and when I encounter one with a description, display the description in a status pane. Do I need to convert the images into a movie, if so how? How do I get the player to notify me when the description frame is encountered? I'm using Windows. language doesn't matter, I just need the concept right now.

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  • How can I play a flv file that is hosted on a remote website?

    - by pennstatephil
    I'm looking to play a flash video hosted on a remote website. I've tried the following (and profuse google-ing): In source of page on http://fakesite1.com/player.jsp: <embed src = "FlashPlayer.swf?file=http://fakesite2.net/video.flv" /> I can browse to http://fakesite2.net/video.flv and ensure it's there, but the player comes back "movie not loaded" (on right-click) on fakesite1. My initial guess is that this might be some sort of security feature... is it possible to play a video hosted on a remote site?

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  • Can I play any Buffer only once at a given time?

    - by mystify
    From the OpenAL documentation: The basic OpenAL objects are a Listener, a Source, and a Buffer. There can be a large number of Buffers, which contain audio data. Each buffer can be attached to one or more Sources My problem is, that I have one sound file which I need to play multiple times per second, at the same time. The sound is 2 seconds long. So it will overlap. Would I need multiple filled buffers for this (= multiple times that sound in memory)? If I would attach one Buffer to multiple Sources, would I be able to play the sound 10 times, overlapping itself, with just one copy in memory? Or would I still have to deal with 10 copies of that sound in memory?

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  • How can I troubleshoot Windows Media Player being unable to play videos?

    - by Billy ONeal
    I have a Windows Media Player installation which is behaving strangely. I know I have the correct codecs installed for a piece of video, because it is Windows Media Video because the Zune software plays it just fine this is a recent problem; this type of video played just fine a week ago, but I have been unable to isolate the change that borked things (and I have System Restore disabled because the space on this SSD is cramped as it is) When I try to view any video in Windows Media Player, the video does not play, and I just get this: and none of the media buttons have any effect. I have already tried the following: Uninstalling and reinstalling the KLite Codec Pack Uninstalling and reinstalling Windows Media Player via "Add or Remove Windows Features" Removing and allowing WMP to rebuild it's media library by erasing the %LOCALAPPDATA%\Microsoft\Windows Media directory. sfc /scannow How can I troubleshoot this problem?

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • Are there any Pandora/Slacker like applications to create stations/play lists from personal mp3 library?

    - by Randy K
    I'm interested in having playlists created automatically much in the same way that Pandora and Slacker Radio "create" radio channels. I understand that iTunes has the Genius feature, but this requires that the files have been encoded with iTunes, which is not the case with my music, among other reasons I'm not considering iTunes. I'm running an Windows environment, but would consider Linux options as it would give me a reason to learn more about Linux. In the end the music files and play lists will end up on my Android phone and tablets. Working with Amazon's Cloud Player would be nice, but not required.

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  • Is there any way to play Netflix (stream) in Windows Media Player 11?

    - by Not So Sharp
    Googling for a solution yields a ridiculous page on eHow that instructs to insert a DVD from Netflix. But I am not interested in the DVD option. I am only interested in streaming and unfortunately none of my browsers (IE, FF, Chrome) uses the hardware acceleration built into my video card. The only way I can play non-choppy video on my PC is via Windows Media Player, but WMP doesn't list Netflix as one of the supported online stores for some reason. Any idea or trick how stream Netflix on WMP 11 instead of a browser?

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  • Play system sounds from one computer through another computer's speakers?

    - by kevinconner
    I have a Mac and a Windows PC at work. I use both at the same time with Synergy and SynergyKM, which is a great setup for me. The Mac has built-in speakers and the PC has a sound card, but no speakers. I don't want to get speakers for use at work; instead I'd rather just have all sounds from both computers play through the Mac's speakers. Is there some sort of audio service I can run on each computer to accomplish that? I would want: System alert sounds, like you configure in the Control Panel Sounds from videos in a web browser, including from Flash

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  • How to tell, before buying, if a given graphics card will play Full HD video?

    - by Dominykas Mostauskis
    I am looking for the cheapest video card that would be capable of smooth playback of Full HD (1080p) video on a Full HD screen. An answer by @Mikhail on a related question briefly mentioned that: performance of video playback is largely dependent on the video accelerators present [in the card] Is this true? Could anyone expand on that? Are there any benchmarks or specifications that could be used to tell if a given (low-end) card can play Full HD video smoothly? Benchmarks I encountered are oriented towards computer games, and using them to evaluate video playback performance may be less-than-optimal, I imagine.

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  • How to play multiple videos side-by-side synchronized?

    - by Don Salva
    I've got 3 videos, all 3 have the same time, same amount of frames, and they only differ in terms of encoding quality. Now I need them to run side-by-side in synchronized fashion for evaluation purposes. Meaning when I press "play" BOTH! videos should start. Analogically for stop, forward, backward. Anyone know any player capable of doing that? By that I mean playing more than 1 video side-by-side... Platform: Win7

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • C# trying to capture the KeyDown event on a form

    - by Patrick
    Hello! I am creating a small game, the game is printed onto a panel on a windows form. Now i want to capture the keydown event to see if its the arrow keys that has been pressed, the problem however is that i can't seem to capture it. Let me explain, on the form i have 4 buttons and various other controls and if the user for instance press one of the buttons (to trigger a game event) then the button has focus and i can't capture the movements with the arrow keys. I tried something like private void KeyDown(KeyEventArgs e) { if (e.KeyCode == Keys.Left) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.E); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Right) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.W); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Up) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.N); game.DrawObjects(panel1.CreateGraphics()); } else if (e.KeyCode == Keys.Down) { game.MovePlayer(DonutWarsLibrary.GameObjects.Direction.S); game.DrawObjects(panel1.CreateGraphics()); } } and then when the form key down event was pressed, i used this private void MainForm_KeyDown(object sender, KeyEventArgs e) { KeyDown(e); } I also added keydown for the buttons and the various other controls on the windows form, but i am not getting any response back. I have setup a breakpoint inside the function to see if it's being called, but that breakpoint never triggers? Any ideas? The most optimal was to have a general KeyDown event that triggers (regardless of what control that currently has focus) and then calls the KeyDown method.

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  • Is it possible to play multiple audio streams from one "jukebox" to multiple Airport Express devices?

    - by Alex Reynolds
    I have set up a Mac mini as a jukebox that streams audio to an Airport Express in another room in the house, using the AirPlay/AirTunes feature in iTunes. I control this with the iOS Remote app, and this works great. At the present time, it looks like the Mac mini's copy of iTunes gets taken over by the Remote app, while streaming. If I set up a second Airport Express in room B, is there a way to set it up (as well as the jukebox) so that it can receive and play its own unique music stream ("stream B"), separate from what's going on at the Mac mini, or in room A, which is playing stream A? To accomplish this, I would be happy to buy a copy of Rogue Amoeba's AirFoil if it will allow sending multiple, separate audio streams from one computer to the multiple wireless bridges, while using the Remote app (or a Rogue Amoeba equivalent for iOS). However, it is unclear to me from their site documentation, whether that is possible or not. I'd prefer to give the points to an answer that solves this problem. If you don't know if it can be done, or do not think it can be done, please allow others to answer. I appreciate your help. Thanks for your advice.

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  • What causes Windows Media Player on Windows 8 to not play the entire library?

    - by somequixotic
    Behavior 1: Verify that the WMP playlist is clear of all songs. Turn on the "Shuffle" and "Repeat" features. Double-click on a music track in the Library. Click the "Next" button (double right angle brackets). A random song from any track in the Library is randomly chosen and played. When observing the Playlist (clicking the "Play" tab), the entire contents of the Library appears in the Playlist. Behavior 2: Verify that the WMP playlist is clear of all songs. Turn on the "Shuffle" and "Repeat" features. Double-click on a music track in the Library. Click the "Next" button (double right angle brackets). The button visually depresses like it has registered the click, but nothing happens. Absolutely nothing. Moreover, the "Previous" button is grayed out. When observing the Playlist, only the one song that was double-clicked appears in the Playlist. What causes Behavior 2? I cannot correlate any specific action I've taken with Behavior 2, and Behavior 1 has been the case as long as I can remember, all the way back to Windows XP. Even earlier during my usage of Windows 8, I recall Behavior 1 working correctly. But suddenly, inexplicably, without changing any settings in WMP, Behavior 2 kicked in, and persists after reboots. I've tried sfc /scannow in an administrator prompt. All system files are in order. I've downloaded all Windows Updates and driver updates. I've attempted to alter WMP options and playback settings to no avail. So... what is causing Behavior 2? Is this an intended, valid behavior, or is something malfunctioning? How would I know what that "something" is? How would I go about fixing it without just reinstalling Windows 8 fresh?

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