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  • How do audio based games such as Audiosurf and Beat Hazard work?

    - by The Communist Duck
    Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games produce levels based on them, such as Audiosurf and Beat Hazard. Here is a video of Audiosurf in action, to show what I mean. If you provide a heavy metal song, you would get a completely different set of obstacles, enemies, and game experience from something like Vivaldi. What does interest me is how these games work. I do not know much about audio (well, data-side), but how do they process the song to understand when it is settling down or when it's speeding up? I guess they could just feed the pitch values (assuming those sorts of things exist in audio files) to form a level, but it wouldn't fully explain it. I'm either looking for an explanation, some links to articles about this sort of thing (I'm sure there's a term or terms for it), or even an open-source implementation of this kind of thing ;-) EDIT: After some searching and a little help, I found out about FFT (Fast Fourier Transform). This maybe a step in the right direction, but it is something that does not make any sense to me..or fits with my physics knowledge of waves.

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  • Why is this beat detection code failing to register some beats properly?

    - by Quincy
    I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new List<double>(); public SoundAnalyzer(string path) { soundData = new SoundBuffer(path); sound = new Sound(soundData); } // C = threshold, N = size of history buffer / 1024 B = bands public void PlaceBeatMarkers(float C, int N, int B) { List<double>[] instantEnergyList = new List<double>[B]; GetEnergyList(B, ref instantEnergyList); for (int i = 0; i < B; i++) { PlaceMarkers(instantEnergyList[i], N, C); } beatMarkers.Sort(); } private short[] getRange(int begin, int end, short[] array) { short[] result = new short[end - begin]; for (int i = 0; i < end - begin; i++) { result[i] = array[begin + i]; } return result; } // get a array of with a list of energy for each band private void GetEnergyList(int B, ref List<double>[] instantEnergyList) { for (int i = 0; i < B; i++) { instantEnergyList[i] = new List<double>(); } short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; int samplesPerBand = nextSamples / B; // for the whole song while (sampleIndex + nextSamples < samples.Length) { complex[] FFT = FastFourier.Calculate(getRange(sampleIndex, nextSamples + sampleIndex, samples)); // foreach band for (int i = 0; i < B; i++) { double energy = 0; for (int j = 0; j < samplesPerBand; j++) energy += FFT[i * samplesPerBand + j].GetMagnitude(); energy /= samplesPerBand; instantEnergyList[i].Add(energy); } if (sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; samplesPerBand = nextSamples / B; } } // place the actual markers private void PlaceMarkers(List<double> instantEnergyList, int N, float C) { double timePerSample = 1 / (double)soundData.SampleRate; int index = N; int numInBuffer = index; double historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } } } For some reason it's only detecting beats from 637 sec to around 641 sec, and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates, and it seems that it's assigning a beat to each instant energy value in between those values. It's modeled after this: http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats register properly?

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  • How to reduce celeryd memory consumption?

    - by Gringo Suave
    I'm using celery 2.5.1 with django on a micro ec2 instance with 613mb memory and as such have to keep memory consumption down. Currently I'm using it only for the scheduler "celery beat" as a web interface to cron, though I hope to use it for more in the future. I've noticed it is the biggest consumer of memory on my micro machine even though I have configured the number of workers to one. I don't have many other options set in settings.py: import djcelery djcelery.setup_loader() BROKER_BACKEND = 'djkombu.transport.DatabaseTransport' CELERYBEAT_SCHEDULER = 'djcelery.schedulers.DatabaseScheduler' CELERY_RESULT_BACKEND = 'database' BROKER_POOL_LIMIT = 2 CELERYD_CONCURRENCY = 1 CELERY_DISABLE_RATE_LIMITS = True CELERYD_MAX_TASKS_PER_CHILD = 20 CELERYD_SOFT_TASK_TIME_LIMIT = 5 * 60 CELERYD_TASK_TIME_LIMIT = 6 * 60 Here's the details via top: PID USER NI CPU% VIRT SHR RES MEM% Command 1065 wuser 10 0.0 283M 4548 85m 14.3 python manage_prod.py celeryd --beat 1025 wuser 10 1.0 577M 6368 67m 11.2 python manage_prod.py celeryd --beat 1071 wuser 10 0.0 578M 2384 62m 10.6 python manage_prod.py celeryd --beat That's about 214mb of memory (and not much shared) to run a cron job occasionally. Have I done anything wrong, or can this be reduced about ten-fold somehow? ;) Update: here's my upstart config: description "Celery Daemon" start on (net-device-up and local-filesystems) stop on runlevel [016] nice 10 respawn respawn limit 5 10 chdir /home/wuser/wuser/ env CELERYD_OPTS=--concurrency=1 exec sudo -u wuser -H /usr/bin/python manage_prod.py celeryd --beat --concurrency=1 --loglevel info --logfile /var/tmp/celeryd.log Update 2: I notice there is one root process, one user child process, and two grandchildren from that. So I think it isn't a matter of duplicate startup. root 34580 1556 sudo -u wuser -H /usr/bin/python manage_prod.py celeryd wuser 577M 67548 +- python manage_prod.py celeryd --beat --concurrency=1 wuser 578M 63784 +- python manage_prod.py celeryd --beat --concurrency=1 wuser 271M 76260 +- python manage_prod.py celeryd --beat --concurrency=1

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  • SEO For Artists and Musicians

    Artists are a special breed. Creative and often off beat, many artists march to the beat of their own drummers and strive to find new and unique ways of doing even the most ordinary tasks. It should come as no surprise then, that many artists haven't made the leap to online marketing.

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  • Formula For Search Engine Optimization

    There is no secret formula for search engine optimization. All what you need to do is to beat your competitors. The method to beat your competitors is to do things better than he does. To achieve this, what you need to do is to select the correct key words, write quality content, make correct back links etc. When you choose the right key words and place them correctly at the correct frequency, you will achieve search engine optimization automatically.

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  • Which MySQL Datatype to use for storing boolean values from/to PHP?

    - by Beat
    Since MySQL doesn't seem to have any 'boolean' datatype, which datatype do you 'abuse' for storing true/false information in MySQL? Especially in the context of writing and reading from/to a PHP-Script. Over time I have used and seen several approaches: tinyint, varchar fields containing the values 0/1, varchar fields containing the strings '0'/'1' or 'true'/'false' and finally enum Fields containing the two options 'true'/'false'. None of the above seems optimal, I tend to prefer the tinyint 0/1 variant, since automatic type conversion in PHP gives me boolean values rather simply. So which datatype do you use, is there a type designed for boolean values which I have overlooked? Do you see any advantages/disadvantages by using one type or another?

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  • What You Said: Your Favorite Co-Op Games

    - by Jason Fitzpatrick
    While competitive gaming is fun, reader response to this week’s Ask the Readers question shows that good old beat-the-bad-guys-together cooperative gaming is as popular as ever. Read on to see what your fellow readers are playing. By far the most popular nomination for favorite co-op game was an outright classic: 1987′s smash hit Contra. Originally released as an arcade game, it was ported to the Nintendo Entertainment System in 1988. Contra was groundbreaking for the time as it featured simultaneous play for the two players–you and a friend could play side by side without waiting to take your turn. Clearly that kind of side-by-side play resonated with readers. RJ writes: When my fiance and I played and beat Contra on the NES. I knew she was the one and we got married and its been great. That’s no small feat; Contra was voted “Toughest Game to Beat” by IGN.com readers. Even readers who had moved on to newer games still recall Contra fondly; Jami writes: The Gears of War trilogy on 360 is my favorite co-op currently, although I do have fond memories of bonding with my brother playing some co-op Contra on the NES. HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • Sun Fire X4270 M3 SAP Enhancement Package 4 for SAP ERP 6.0 (Unicode) Two-Tier Standard Sales and Distribution (SD) Benchmark

    - by Brian
    Oracle's Sun Fire X4270 M3 server achieved 8,320 SAP SD Benchmark users running SAP enhancement package 4 for SAP ERP 6.0 with unicode software using Oracle Database 11g and Oracle Solaris 10. The Sun Fire X4270 M3 server using Oracle Database 11g and Oracle Solaris 10 beat both IBM Flex System x240 and IBM System x3650 M4 server running DB2 9.7 and Windows Server 2008 R2 Enterprise Edition. The Sun Fire X4270 M3 server running Oracle Database 11g and Oracle Solaris 10 beat the HP ProLiant BL460c Gen8 server using SQL Server 2008 and Windows Server 2008 R2 Enterprise Edition by 6%. The Sun Fire X4270 M3 server using Oracle Database 11g and Oracle Solaris 10 beat Cisco UCS C240 M3 server running SQL Server 2008 and Windows Server 2008 R2 Datacenter Edition by 9%. The Sun Fire X4270 M3 server running Oracle Database 11g and Oracle Solaris 10 beat the Fujitsu PRIMERGY RX300 S7 server using SQL Server 2008 and Windows Server 2008 R2 Enterprise Edition by 10%. Performance Landscape SAP-SD 2-Tier Performance Table (in decreasing performance order). SAP ERP 6.0 Enhancement Pack 4 (Unicode) Results (benchmark version from January 2009 to April 2012) System OS Database Users SAPERP/ECCRelease SAPS SAPS/Proc Date Sun Fire X4270 M3 2xIntel Xeon E5-2690 @2.90GHz 128 GB Oracle Solaris 10 Oracle Database 11g 8,320 20096.0 EP4(Unicode) 45,570 22,785 10-Apr-12 IBM Flex System x240 2xIntel Xeon E5-2690 @2.90GHz 128 GB Windows Server 2008 R2 EE DB2 9.7 7,960 20096.0 EP4(Unicode) 43,520 21,760 11-Apr-12 HP ProLiant BL460c Gen8 2xIntel Xeon E5-2690 @2.90GHz 128 GB Windows Server 2008 R2 EE SQL Server 2008 7,865 20096.0 EP4(Unicode) 42,920 21,460 29-Mar-12 IBM System x3650 M4 2xIntel Xeon E5-2690 @2.90GHz 128 GB Windows Server 2008 R2 EE DB2 9.7 7,855 20096.0 EP4(Unicode) 42,880 21,440 06-Mar-12 Cisco UCS C240 M3 2xIntel Xeon E5-2690 @2.90GHz 128 GB Windows Server 2008 R2 DE SQL Server 2008 7,635 20096.0 EP4(Unicode) 41,800 20,900 06-Mar-12 Fujitsu PRIMERGY RX300 S7 2xIntel Xeon E5-2690 @2.90GHz 128 GB Windows Server 2008 R2 EE SQL Server 2008 7,570 20096.0 EP4(Unicode) 41,320 20,660 06-Mar-12 Complete benchmark results may be found at the SAP benchmark website http://www.sap.com/benchmark. Configuration and Results Summary Hardware Configuration: Sun Fire X4270 M3 2 x 2.90 GHz Intel Xeon E5-2690 processors 128 GB memory Sun StorageTek 6540 with 4 * 16 * 300GB 15Krpm 4Gb FC-AL Software Configuration: Oracle Solaris 10 Oracle Database 11g SAP enhancement package 4 for SAP ERP 6.0 (Unicode) Certified Results (published by SAP): Number of benchmark users: 8,320 Average dialog response time: 0.95 seconds Throughput: Fully processed order line: 911,330 Dialog steps/hour: 2,734,000 SAPS: 45,570 SAP Certification: 2012014 Benchmark Description The SAP Standard Application SD (Sales and Distribution) Benchmark is a two-tier ERP business test that is indicative of full business workloads of complete order processing and invoice processing, and demonstrates the ability to run both the application and database software on a single system. The SAP Standard Application SD Benchmark represents the critical tasks performed in real-world ERP business environments. SAP is one of the premier world-wide ERP application providers, and maintains a suite of benchmark tests to demonstrate the performance of competitive systems on the various SAP products. See Also SAP Benchmark Website Sun Fire X4270 M3 Server oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 Enterprise Edition oracle.com OTN Disclosure Statement Two-tier SAP Sales and Distribution (SD) standard SAP SD benchmark based on SAP enhancement package 4 for SAP ERP 6.0 (Unicode) application benchmark as of 04/11/12: Sun Fire X4270 M3 (2 processors, 16 cores, 32 threads) 8,320 SAP SD Users, 2 x 2.90 GHz Intel Xeon E5-2690, 128 GB memory, Oracle 11g, Solaris 10, Cert# 2012014. IBM Flex System x240 (2 processors, 16 cores, 32 threads) 7,960 SAP SD Users, 2 x 2.90 GHz Intel Xeon E5-2690, 128 GB memory, DB2 9.7, Windows Server 2008 R2 EE, Cert# 2012016. IBM System x3650 M4 (2 processors, 16 cores, 32 threads) 7,855 SAP SD Users, 2 x 2.90 GHz Intel Xeon E5-2690, 128 GB memory, DB2 9.7, Windows Server 2008 R2 EE, Cert# 2012010. Cisco UCS C240 M3 (2 processors, 16 cores, 32 threads) 7,635 SAP SD Users, 2 x 2.90 GHz Intel Xeon E5-2690, 128 GB memory, SQL Server 2008, Windows Server 2008 R2 DE, Cert# 2012011. Fujitsu PRIMERGY RX300 S7 (2 processors, 16 cores, 32 threads) 7,570 SAP SD Users, 2 x 2.90 GHz Intel Xeon E5-2690, 128 GB memory, SQL Server 2008, Windows Server 2008 R2 EE, Cert# 2012008. HP ProLiant DL380p Gen8 (2 processors, 16 cores, 32 threads) 7,865 SAP SD Users, 2 x 2.90 GHz Intel Xeon E5-2690, 128 GB memory, SQL Server 2008, Windows Server 2008 R2 EE, Cert# 2012012. SAP, R/3, reg TM of SAP AG in Germany and other countries. More info www.sap.com/benchmark

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  • I&rsquo;m sorry RPGs, it&rsquo;s not you, it&rsquo;s me: The birth of my game idea

    - by George Clingerman
    One of the things I’ve had to give up in order to have some development time at night is gaming. It’s something I refused to admit for years but I’ve just had to face the facts. I’m no longer a gamer. I just don’t have hours and hours of free time to pour into gaming and when I do have hours and hours of free time I want to pour them into game development. That doesn’t mean I don’t game at all! I play games pretty much every day. It just means I’ve moved more into the casual game realm. It’s all I have time for when juggling priorities in my life. That means that games like Gears of War 2 sit shrink wrapped on my shelf and although I popped Dragon Age into my Xbox 360 one time, I barely made it through the opening sequence and haven’t had time to sit down and play again. Instead I’m playing short games like Jamestown, Atom Zombie Smasher, Fortix or if I have time to jump in and play a few rounds maybe some Monday Night Combat or Team Fortress 2. These are games I can instantly get into and play for just a short period of time and then walk away. Breath of Death VII saved my life: Back in the day (way, way back in the day) I used to be a pretty big RPG fan. Not big by a lot of RPG gamers' standards (most of the RPGs RPG fans about I’ve never heard of) but I used to LOVE to play them on the NES, SNES and Genesis and considered that my genre. Final Fantasy, Shining in the Darkness, Bard’s Tale, Faxanadu, Shadowrun, Ultima, Dragon Warrior, Chrono Trigger, Phantasy Star, Shining Force and well the list could go on but those are the ones I remember off the top of my head. I loved playing RPGs and they were my games of choice. After my first son was born (this was just about 12 years ago), I tried to continue playing RPGs and purchased games like Baldur’s Gate I & II, Neverwinter Nights, Fable, then a few of the Final Fantasy’s then Kingdom Hearts. I kept buying these games and then only playing for about fifteen minutes and never getting back to them. I still loved RPGs but they just no longer fit into my life (I still haven’t accepted that since I still purchased Dragon Age II for some reason and convinced myself I’d find the time). Adding three more sons to the mix (that’s 4 total) didn’t help much to finding more RPG time (except for Breath of Death VII and other XBLIG RPG titles, thanks guys!) All work and no RPG: A few months ago as I was sitting thinking about the lack of RPGs in my life and talking to my wife about why I wish RPGs were different and easier for a dad like me to get into. She seemed like she was listening, so I started listing all the things that made them impossible for me to play. Here’s a short list I came up with. They take 15 billion hours to complete I have a few minutes at a time I can grab to play them if I want to have time to code. At that rate it would take me 9 trillion years to beat just one RPG. There’s such long spans of times between when I can play them I forget what I was even doing so I have to spend most of the playtime I have just figuring that out and then my play time is over. Repeat. I’ll never finish one and since it takes so long to get to the fun part in an RPG, I’m never having fun. RPGs aren’t fun if you don’t have hours to play them at a time. As you can see based on my science and math, RPGs aren’t fun for me any more. From there my brain started toying around with ideas of RPGs that would work for me. They would have to be a short RPG, you know one you could beat in a single play session. A dad sized play session. I started thinking, wouldn’t it be awesome if there was a fifteen minute RPG? That got me laughing and I took that as a good sign that it sounded fun and so I thought about it a little more. I immediately discarded the idea of doing a real RPG. I’m sure a short RPG like that could be done but it wasn’t the vibe that I had in my head. No this was going to be something that just had the core essence of an RPG. In reality what I’d be making would be more of an arcade style game. One with high scores and lots of crazy action on the screen. And that’s when it hit me. It would be a speed run RPG. That’s the basics of the game I’m working on.   The Elevator Pitch: It’s a 2D top down RPG themed arcade game focused on speed. It sounds like an RPG, smells like an RPG but it’s merely emulating an RPG. The game is focused on fun and mayhem in RPG form with players leveling up in seconds instead of hours and rushing to finish quests as quickly as possible because they’ve only got fifteen minutes before EVIL overtakes the world. If the player takes longer than fifteen minutes, it’s game over man. One to four player co-operative play to really see just how fast players can level up and beat the game. Gamers will compete on leaderboards for bragging rights for fastest 1, 2, 3, and 4 player speed runs, lowest leveled characters to beat the game, highest leveled characters to beat the game and so on. Times will be tracked for everything from how long a player sat distributing stats, equipping items, talking to NPCs to running around the level. These stats will be shown at the end of each quest/level so the players can work on improving their speed run for that part of the game next time around. It’s the perfect RPG for those of us who only have fifteen minutes of game time! Where I’m at: I’m still at the prototyping stage attempting to but all the basic framework pieces in place that will at minimum give me one level to rush through. I’ve been working on this prototype for about a month now though so I’m going to have to step it up a bit or I’m not going to get finished in time (remember I’ve only got 85 days left!) Lots of the game code is in place (although pretty sloppy) but I still can’t play through that first quest/level just yet. That’s my goal to finish up by the end of next Sunday (3/25/2012). You can all hold me to that and cheer me on or heckle me throughout the week. Either way that should help me stay a bit more motivated and focused. In my head this feels like it’s going to be a fun game so I’m looking forward to seeing how it actually plays!

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  • Python Tkinter after loop not working fast enough

    - by user2658538
    I am making a simple metronome where it plays a tick sound every few milliseconds depending on the bpm and plays the sound using the winsound module. I use tkinter because there will be a gui component later but for now the metronome code is working, it plays the sound at a constant rate, but even though I set the after loop to play the sound every few milliseconds, it waits longer and the beat is slower than it should be. Is it a problem with the code or a problem with the way I calculate the time? Thanks. Here is my code. from Tkinter import * import winsound,time,threading root=Tk() c=Canvas(root) c.pack() class metronome(): def __init__(self,root,canvas,tempo=100): self.root=root self.root.bind("<1>",self.stop) self.c=canvas self.thread=threading.Thread(target=self.play) self.thread.daemon=True self.pause=False self.tempo=tempo/60.0 self.tempo=1.0/self.tempo self.tempo*=1000 def play(self): winsound.PlaySound("tick.wav",winsound.SND_FILENAME) self.sound=self.c.after(int(self.tempo),self.play) def stop(self,e): self.c.after_cancel(self.sound) beat=metronome(root,c,120) beat.thread.start() root.mainloop()

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  • 8 Bit Beats – Video Game Themes Remixed

    - by Jason Fitzpatrick
    What do you get when you cross classic video game themes with a club beat? These Subwoofer-maxing remixes take Link and Mario to the dance floor. Courtesy of NickplosionFX, the above video remixes The Legend of Zelda and Pac-Man with a healthy dose of back beat. Other offerings from 8 Bit Beats include a Super Mario Bros. 3 remix. Have a source for other great video game remixes? Sound off in the comments. 8 Bit Beats – Zelda/Pac-Man [YouTube] What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked HTG Explains: What is the Windows Page File and Should You Disable It?

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  • Caption Competition 9: Carry on Captioning

    - by Simple-Talk Editorial Team
    This picture below – the one with the rabbits, yes – is clearly something to do with databases. But what? Tell us in the comments – the best / funniest entry wins a $50 Amazon gift card.  Some suggestions to help turn on the comedy tap: The world’s first self-replicating cryptocurrency was hit by hyperinflation almost immediately. Early punchcard computers were ineffective but adorable. Elmer Fud teams up with Wile E Coyote to create the ultimate drop database. You can beat that. A child could beat that. Prove it in the comments below.

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  • Why I&rsquo;m Getting an iPad

    - by andrewbrust
    I have never purchased an Apple product in my life.  That’s a “true fact.”  And, for that matter, the last Apple product I really wanted was an Apple IIe, back in the 1980s.  I couldn’t afford it though (I was in high school), so I got a Commodore 64 instead…it had the same microprocessor, after all.  If the iPhone were on Verizon, I probably would have picked one up in December, when I got my Droid.  And if the iPod Touch worked with my Napster subscription (which of course it does not, but my Sonos does) I might have picked on of those instead. That’s three strikes, but Apple’s not out.  I’ve decided I want the iPad.  Why?  Well, to start with, my birthday is March 31st…the iPad comes out on April 3rd, and my wife wanted to know what to get me.  Also, my house is a 7-minute walk from the Apple Store on West 14th Street in Manhattan.  This makes it easy to get my pre-ordered device on launch day, and get home quickly with it.  Oh, and I agreed to write an article for Redmond Magazine, the fee for which will pay for the device…that way the birthday present doesn’t have to be an extravagant expense.  Plus, I’m a contrarian, so I want to buy the one device from Apple that the fanboys have actually panned. Think those are bad reasons? How about this: I want to experience iPhone and iPad development and, although my app will probably never hit the App Store and run on the actual device, I still think owning one will help me develop something better.  i want to see if the slate form factor has good business usage scenarios.  I want to see if Business Intelligence technology on a device like this can work.  Imagine a dashboard on this thing. And, for the consumer experience, I really want a touch device on which I can surf the Web while I’m in the kitchen, or on the couch.  I don’t want the small form factor of my phone, I don’t want to use my TV, and I don’t want a keyboard that will get dirty or in my way. I don’t want to watch movies on it (my TV is good for that), so I don’t care that the iPad has a 4:3 screen.  I don’t want to read books on it, so I don’t care that the display is backlit LCD, rather than eInk. But really what I want is to understand, first hand, why people have such brand loyalty to Apple.  I know the big reasons; I’m not detached from society.  But I want to know the subtle points of what Apple does really well, and also what they do poorly.  And I’d like to know, once and for all, if Microsoft can beat Apple, if Microsoft can think the right way to beat Apple and if Microsoft should  even try to beat Apple. I expect to share my thoughts on these questions, as they develop.

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  • Double Free inside of a destructor upon adding to a vector

    - by Shawn B
    Hey, I am working on a drum machine, and am having problems with vectors. Each Sequence has a list of samples, and the samples are ordered in a vector. However, when a sample is push_back on the vector, the sample's destructor is called, and results in a double free error. Here is the Sample creation code: class XSample { public: Uint8 Repeat; Uint8 PlayCount; Uint16 Beats; Uint16 *Beat; Uint16 BeatsPerMinute; XSample(Uint16 NewBeats,Uint16 NewBPM,Uint8 NewRepeat); ~XSample(); void GenerateSample(); void PlaySample(); }; XSample::XSample(Uint16 NewBeats,Uint16 NewBPM,Uint8 NewRepeat) { Beats = NewBeats; BeatsPerMinute = NewBPM; Repeat = NewRepeat-1; PlayCount = 0; printf("XSample Construction\n"); Beat = new Uint16[Beats]; } XSample::~XSample() { printf("XSample Destruction\n"); delete [] Beat; } And the 'Dynamo' code that creates each sample in the vector: class XDynamo { public: std::vector<XSample> Samples; void CreateSample(Uint16 NewBeats,Uint16 NewBPM,Uint8 NewRepeat); }; void XDynamo::CreateSample(Uint16 NewBeats,Uint16 NewBPM,Uint8 NewRepeat) { Samples.push_back(XSample(NewBeats,NewBPM,NewRepeat)); } Here is main(): int main() { XDynamo Dynamo; Dynamo.CreateSample(4,120,2); Dynamo.CreateSample(8,240,1); return 0; } And this is what happens when the program is run: Starting program: /home/shawn/dynamo2/dynamo [Thread debugging using libthread_db enabled] XSample Construction XSample Destruction XSample Construction XSample Destruction *** glibc detected *** /home/shawn/dynamo2/dynamo: double free or corruption (fasttop): 0x0804d008 *** However, when the delete [] is removed from the destructor, the program runs perfectly. What is causing this? Any help is greatly appreciated.

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  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Logarithmic spacing of FFT subbands

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Creating a steady rhythm for music-based game in XNA

    - by A-Type
    I'm looking to develop a game for Windows Phone to explore an idea I had which involves the user building notes into a sequencer while playing a puzzle game. The issue I'm running into is that, while my implementation is very close to being on-beat, there is the occasional pause between beats which makes the whole thing sound sloppy. I'm just not sure how to get around this inside XNA's infrastructure. Currently I'm running this code in the Update method of my GameBoard: public void Update(GameTime gameTime) { onBeat = IsOnBeat(gameTime); [...] if (onBeat) BeatUpdate(); } private bool IsOnBeat(GameTime gameTime) { beatTime += gameTime.ElapsedGameTime.TotalSeconds; if (Math.Abs(beatTime - beatLength) < 0.0166666) { beatTime -= beatLength; return true; } return false; } private void BeatUpdate() { cursor.BeatUpdate(); board.CursorPass((int)cursor.CursorPosition % Board.GRID_WIDTH); } Update checks to see if the time is on beat, and if it is, it calls the BeatUpdate method which moves the cursor over the board (sequencer). The cursor reports its X position to the board, which then plays any notes which are in that position on the sequencer. Notes are SoundEffectInstances, preloaded and ready to play. Oh, and TargetElapsedTime is set to 166666, or 60FPS target. Obviously totaling up the time and then subtracting isn't the most accurate way to go but I can't figure out a way to work within XNA's system in order to overcome this issue. This current system is just horribly unstable. Beats lag and fire too early and it's obvious. I thought about perhaps some sort of threaded solution but I'm not familiar enough with multithreading to figure out how that would work. Any ideas?

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  • How to Program AWS Spot Instances to Strategically Bid So the Auction is Never Lost Until a Competitor Beats the Maximum I'm Willing to Pay?

    - by Taal
    I believe I'm in the right section of stack exchange to ask this. If not, let me know. I only use Amazon Web Services for temporary type hosting services, so the spot instances are quite valuable to me. I would also just make an instance and start and stop it - but - that doesn't necessarily fit my bootstrapped budget sadly. Anyways, it really kills me when someone outbids me on a spot instance I have (I tend to go for the larger ones which there are fewer of available) and I get randomly kicked off. I know or at least I believe there is a way to program in something somehow to dynamically change your bidding price to beat a potential competitor's if their's is higher than yours. Now, I previously believed Amazon would just charge me for the highest price right above the next lowest competitor automatically (eliminating the need for this) - so if I bid too high, then I only pay what I would of needed to in order to win and keep the auction. Essentially, I thought my bid price was my max bid price. Apparently, according to my bills and several experiments I've done - this is not the case. They charge me for whatever I bid even when I know there is no one else around to counter bid me. I needed to clarify that, but let me get back to the main point: Let's say I'm bidding $0.50, competitor comes in and bids 0.55 cents. I get kicked off. I want to have it to where I'd set a maximum I'm willing to pay (let's say $1.00 here), and then when competitor comes in and tries to bid $.55, my bid is dynamically adjusted to beat his at $0.56 up until he breaks my $1.00 threshold. I've been reading the guides and although they are more or less straightforward, I feel like they leave a few holes in them that end up confusing me. Like, for instance, where do I input said command or when do I do it? Maybe I'm just tech illiterate and need help deciphering these guides. A good start for someone willing to answer/help me decipher this problem would be here: http://docs.aws.amazon.com/AWSEC2/latest/UserGuide/spot-as-update-bid.html

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  • iTunes Visualizer Plugin in C# - Energy Function

    - by James D
    Hi, iTunes Visualizer plugin in C#. Easiest way to compute the "energy level" for a particular sample? I looked at this writeup on beat detection over at GameDev and have had some success with it (I'm not doing beat detection per se, but it's relevant). But ultimately I'm looking for a stupid-as-possible, quick-and-dirty approach for demo purposes. For those who aren't familiar with how iTunes structures visualization data, basically you're given this: struct VisualPluginData { /* SNIP */ RenderVisualData renderData; UInt32 renderTimeStampID; UInt8 minLevel[kVisualMaxDataChannels]; // 0-128 UInt8 maxLevel[kVisualMaxDataChannels]; // 0-128 }; struct RenderVisualData { UInt8 numWaveformChannels; UInt8 waveformData[kVisualMaxDataChannels][kVisualNumWaveformEntries]; // 512-point FFT UInt8 numSpectrumChannels; UInt8 spectrumData[kVisualMaxDataChannels][kVisualNumSpectrumEntries]; }; Ideally, I'd like an approach that a beginning programmer with little to no DSP experience could grasp and improve on. Any ideas? Thanks!

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  • Send JSON from Flash to PHP

    - by vitto
    Hi, I'm trying to send array of data from Flash to PHP to sending e-mail. I'd like to do that because I must change the php page everytime my form site changes because of client's choice. My answer is, can I send an array of objects like this to php? var message:Array = new Array (); message.push ({field_name:"Name", value:"John Lennon"}); message.push ({field_name:"e-mail", value:"[email protected]"}); message.push ({field_name:"Message", value:"Hello goodbye"}); so, PHP should recive a string like: [ { "field_name":"Name", "value":"John Lennon" },{ "field_name":"e-mail", "value":"[email protected]" },{ "field_name":"Message", "value":"Hello goodbye" } ] does exist some tecnique?

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