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  • HTML5 Audio: Which formats? Ditch Ogg Vorbis in favor of Ogg Opus? Is MP3 still needed?

    - by phoibos
    I'm currently working on a website which has to stream audio files. Since bandwidth is always an issue, the file size should be as small as possible. I wonder what audio formats I should provide. MP3 - Most common format but low quality, I don't know if it's even required, since AAC is well supported by the browsers incapable of playing free codecs MP4 AAC - Nice quality / small filesize, supported by Safari / Mobile Devices / IE9 / Flash / Chrome A free codec - well, until recently, there only was Ogg Vorbis, but Ogg Opus is standardized now and it's really good! Questions: Is it time yet to use Opus instead if Vorbis? Firefox supports Opus since version 15, and Opera has support on its roadmap - I guess Chrome will follow in the future too. Do I still have to provide an MP3 file?

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  • Why can't I record 16khz sampling audio using my laptop?

    - by KayKay
    I want to know why my laptop can't record 16khz sampling audio. The sampling rates I can have using my laptop are higher than 16khz. e.g, 44khz, 48khz, 192khz, and so on... I need to record 16khz sampling audio using my laptop. Sound card in my laptop is Conexant 20671 SmartAudio HD Although I can record 16khz sampling by Sound Forge 8.0, I am doubt whether the recorded audio is really 16khz sampling or not. Because the sound card can't record 16khz sampling, I think there may be some problems on the recording process. Could you give me any hint why the sound card can't record 16khz? and any method to identify whether the recorded audio by Sound Forge 8.0 is really 16khz? Thanks.

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  • Audio Midi Setup needs to be quit before able to be opened again in OS X Mountain Lion

    - by Dschee
    Since Mac OS X Lion (I'm using Mac OS 10.8.2 now) I have the exact same issue with audio midi setup software from Apple. It's not really a not working thing but it still is annoying: Every time I open audio midi setup to change something (e.g. change to my Apple TV for audio playback) and close the window afterwards the application doesn't quit – what would be OK if a click on the Icon (or the starting of the application over Spotlight) would cause the application to open a new window of audio midi setup, but it doesn't. So what I have to do to get the window back is first quitting the application manually and restarting it again. That's quite painful since I sometimes opened the application days ago and forgot that it's still opened... Does anyone have the same issue? Can someone explain this behavior to me? And most important: Does anyone know a workaround?

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  • How can I automatically switch audio to my speakers when my TV-as-2nd-monitor is not in use?

    - by Michael McGowan
    I have a normal LCD monitor as my primary monitor and an HD LCD television as a 2nd monitor (connected through HDMI). I also have a set of normal speakers for the computer (a Windows 7 machine) that I previously used (before I was using the TV as a 2nd monitor). When I am using the TV as a 2nd monitor, I would like audio to come from it. However, I'm oftentimes using the TV as a TV, in which case I would like the audio from my computer to come from my speakers. Is there any way to accomplish this? It seems that if I have the TV set up as the default audio, then even if I turn the TV off (or, more likely, to the input from my cable box), then the audio still goes through that rather than my speakers. Is there a solution that does not require me to manually change the settings every time I want to switch contexts?

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  • Opera 10 supports html5 audio tag but Opera 11?

    - by tengyong
    I have been working on a HTML5 project and I recently noticed Opera 10.60 supports audio tag perfectly but not latest version of Opera (version 11.00 build 1156). you may try with URL: http://moztw.org/demo/audioplayer/ with Opera 11.00. I can see the audio player without problem but it just doesn't play the music. My HTML code is as simple as :- <audio controls src="media/vincent.ogg" type="audio/ogg"></audio>

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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  • Playing audio files in WPF

    - by deepak
    hai i need to play audio files in WPF am using the following code FileTextBox.Text = selectedFileName; MediaPlayer mp = new MediaPlayer(); mp.Open(new Uri(selectedFileName, UriKind.Relative )); mp.Play(); its working well, but it doesnt plays the sound. why ???

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  • Audio Framework in iPhone

    - by suse
    There are three major frameworks for iPhone audio : AVFoundation Framework CoreAudio Framework OpenAL Library And in turn CoreAudio Framework has AudioToolkit Framework and AudioUnit Framework Is this correct? Suppose I import AVFoundation Framework into my project and it in turn needs a feature which is provided by CoreAudio Framework.. Can it internally access the features of CoreAudio without importing CoreAudio framework into my project?

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  • TV audio processing with TV capture card

    - by Jonathan Barbero
    Hello, I'm looking for an open source library or framework to process audio signal from a TV capture card. The idea is to detect TV ad spots and register the time and the channel where them happends. I never worked in something like this, so, any information, link, idea is welcome. Thanks in advance!

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  • How to play next file using Audio Queue Services

    - by Stanislav
    What is the right way to play next file using Audio Queue Services? When "play next" button is pressed should I first call AudioQueueStop and then AudioQueuePrime/AudioQueueStart or it is enough to just fill buffers with next file data? The problem is that the latter gives me sound glitches on iPhone.

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  • iphone audio plays on simulator but not on device

    - by amarsh-anand
    The following code plays well on the simulator but the audio doesnt play on the actual device. I have tries aif, wav and mp3 ... all three with the same behaviour. Please sugest what could be wrong. SystemSoundID aSound; AudioServicesCreateSystemSoundID(CFBundleCopyResourceURL(CFBundleGetMainBundle(),CFSTR("drop"), CFSTR("wav"), NULL), &aSound); AudioServicesPlaySystemSound(aSound);

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  • Adjust OSX System Audio Volume in Python

    - by Benson
    I would like to adjust the system audio volume in OSX from a python script. This question about implementing keyboard shortcuts tells me how to do it in applescript, but I'd really like to do it from my python script without using os.system, popen, etc. Ideally I'd like to ramp up the volume slowly with some python code like this: set_volume(0) for i in range(50): set_volume(i*2) time.sleep(1)

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  • iPhone Audio Delay Line

    - by garylgsimpson
    I am looking into developing an audio delay line - external microphone to line out on the iPhone. Is there any sample code anyone could recommend? I have already been playing with SpeakHere and AurioTouch. AurioTouch is helpful although complex to sift through.

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  • How to programmatically generate an audio podcast file?

    - by adib
    Hi Anybody know how to programmatically generate MP3 files with bookmarks that can be used in iTunes / iPod / iPhone / iPod touch? Specifically text bookmarks (bookmarks with titles) that the listener can skip to a specific point in time in the audio file. Also how to add the text transcription of the podcast's content. Even better if you have an example Cocoa code or library to write the MP3 file. Thanks.

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  • Transcoding audio and video

    - by Lance Fisher
    What is the best way to transcode audio and video to show on the web? I need to do it programmatically. I'd like to do something like YouTube or Google Video where users can upload whatever format they want, and I encode it to flv, mp3, and/or mp4. I could do it on our server, but I would rather use an EC2 instance or even a web service. We have a Windows 2008 server.

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