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  • How can I continue audio playback even after switching user?

    - by klyonrad
    I just tested it with iTunes; after switching the user account (only after logging into another account, to be precise) the audio playback from the account "A" stops. However iTunes continues playing in the background; which I realized after switching back to account "A". Very frustrating because it kind-of is a deal-breaker for me; the other person should be able to have some personalized settings; while it is still my computer, and the main account has all the music obviously. The ideal solution would be audio output continuing running while user still has the ability to manually pause it... EDIT: I tested a bit more: "Desktop" apps like VLC don't output sound but continue running; the stock Music.app in Metro pauses the music and continues playing when switching back.

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  • Flash in browsers does not play sound accurately using Pulse network audio

    - by Dave M G
    I use PulseAudio to send sound over the LAN to an audio server. When playing any Flash media in Firefox or Chrome, the sound flutters, as if the volume were going up and down every second. The problem does not exhibit with any other software, and I think it's specific to how Flash interacts with my sound set up. How do I get Flash to play nice with the PulseAudio network sound server? Update I have discovered that I can stop the sound fluttering if I follow these steps: Start a Flash video Run pulseaudio --kill on the server Wait about 7 seconds After this, the PulseAudio server automatically respawns, and the sound in the Flash video is perfect. The problem now, though, is that I have to do this every time I start a Flash video. This is obviously not desireable. So, the question is, how do I make whatever it is that makes the sound work when I go through these steps stick so that I don't have to do them? Also, I've uploaded some PulseAudio log output to Pastebin, taken while attempting to play a Flash video, if that helps. I've tried to get logging details from Flash, but despite installing and enabling Flash for debugging, it has not generated any ouput at all. Details I have uploaded an example video of the problem onto Youtube. In the video you can see the opening of a Ted Talk video, and the sound flutters as it plays. The video also stutters while playing back. Here are my sound device output settings:

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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  • How to use rhythmbox-client on LAN?

    - by Kaustubh P
    A few days ago I had asked this question, and according to one suggestion, used rhythmote. It is a web-interface to change songs on a rhythmbox playing on some PC. However, its not what I had thought of, and I stumbled upon documentation for rhythmbox-client. I tried a few ways of using it, but was unsuccessful. Let me show you a few ways of how I did it. The rhythmbox is running at address 192.168.1.4, lets call it jukebox. Passing the address as a parameter Hoping that I would be able to see and browse through songs on the jukebox rhythmbox-client 192.168.1.4 But, I get this message (rhythmbox-client:8370): Rhythmbox-WARNING **: Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken. (rhythmbox-client:8370): Rhythmbox-WARNING **: Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken. SSH ssh -l jukebox 192.168.1.4 rhythmbox-client --print-playing Which spat this at me: (rhythmbox-client:9389): Rhythmbox-WARNING **: /bin/dbus-launch terminated abnormally with the following error: Autolaunch error: X11 initialization failed. rhythmbox-client as root gksudo rhythmbox-client 192.168.1.4 A rhythmbox client comes up, but with no music shown in the library. I am guessing this is running on my own computer. Can anyon tell me how rhythmbox-client is to be run, and is it even correct of me to think that I can get a rhythmbox window showing the songs on the jukebox? PS: There were a few other solutions mentioned, but I want to evaluate each and every one of them. Thanks.

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  • Friday Fun: Vehicles

    - by Mysticgeek
    Friday has finally arrived and it’s time to ignore spreadsheets and TPS reports and waste time playing a flash game. Today we take a look at the fun puzzle game called Vehicles. Vehicles This is a fun game with cartoon style graphics where you navigate vehicles to solve different puzzles. You navigate the vehicles through different puzzle situations by clicking on them with your mouse. You’re given basic instructions on how to complete each level. You’ll need to strategically place the vehicles so you can knock the black vehicles off the screen. As you progress up the levels, they become more challenging and if you need to, you can restart it at any time. Since it’s Friday, and you’re sick of your job, Vehicles is a fun puzzle game to keep your mind of the boringness of work until it’s time for weekend freedom. Play Vehicles at FreeWebArcade Similar Articles Productive Geek Tips Friday Fun: Relieve Workweek Frustration Playing Mad MondayFriday Fun: Uphill RushFriday Fun: Battlefield HeroesFriday Fun: Portal, the Flash VersionFriday Fun: Play 3D Rally Racing in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro FetchMp3 Can Download Videos & Convert Them to Mp3 Use Flixtime To Create Video Slideshows Creating a Password Reset Disk in Windows Bypass Waiting Time On Customer Service Calls With Lucyphone MELTUP – "The Beginning Of US Currency Crisis And Hyperinflation" Enable or Disable the Task Manager Using TaskMgrED

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  • Java Champion Jim Weaver on JavaFX

    - by Janice J. Heiss
    Hardly anyone knows more about JavaFX than Java Champion and Oracle’s JavaFX Evangelist, Jim Weaver, who will be leading two Hands on Labs on aspects of JavaFX at this year’s JavaOne: HOL11265 – “Playing to the Strengths of JavaFX and HTML5” (With Jeff Klamer - App Designer, Jeff Klamer Design) Wednesday, Oct 3, 3:00 PM - 5:00 PM - Hilton San Francisco - Franciscan A/B/C/D HOL3058 – “Custom JavaFX Controls” (With Gerrit Grunwald, Senior Software Engineer, Canoo Engineering AG; Bob Larsen, Consultant, Larsen Consulting; and Peter Vašenda, Software Engineer, Oracle) Tuesday, Oct 2, 12:30 PM - 2:30 PM - Hilton San Francisco - Franciscan A/B/C/D I caught up with Jim at JavaOne to ask him for a current snapshot of JavaFX. “In my opinion,” observed Weaver, “the most important thing happening with JavaFX is the ongoing improvement to rich-client Java application deployment. For example, JavaFX packaging tools now provide built-in support for self-contained application packages. A package may optionally contain the Java Runtime, and be distributed with a native installer (e.g., a DMG or EXE). This makes it easy for users to install JavaFX apps on their client machines, perhaps obtaining the apps from the Mac App Store, for example. Igor Nekrestyanov and Nancy Hildebrandt have written a comprehensive guide to JavaFX application deployment, the following section of which covers Self-Contained Application Packaging: http://docs.oracle.com/javafx/2/deployment/self-contained-packaging.htm#BCGIBBCI.“Igor also wrote a blog post titled, "7u10: JavaFX Packaging Tools Update," that covers improvements introduced so far in Java SE 7 update 10. Here's the URL to the blog post:https://blogs.oracle.com/talkingjavadeployment/entry/packaging_improvements_in_jdk_7”I asked about how the strengths of JavaFX and HTML5 interact and reinforce each other. “They interact and reinforce each other very well. I was about to be amazed at your insight in asking that question, but then recalled that one of my JavaOne sessions is a Hands-on Lab titled ‘Playing to the Strengths of JavaFX and HTML5.’ In that session, we'll cover the JavaFX and HTML5 WebView control, the strengths of each technology, and the various ways that Java and contents of the WebView can interact.”And what is he looking forward to at JavaOne? “I'm personally looking forward to some excellent sessions, and connecting with colleagues and friends that I haven't seen in a while!” Jim Weaver is another good reason to feel good about JavaOne.

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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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  • A Kingdom To Conquer: Character Sketches

    - by George Clingerman
    Still not 100% sold on my title so it remains a working title for now, but here’s a series of character sketches I’ve done for a turn based strategy game I’m playing at making. I’ve been sketching these on various pieces of paper throughout the last two weeks and just finished the last of them today (my plan was for 16 different types of units and well, now I have them, so I consider that done!).                    Pretty rough sketches for now, but I’m pretty happy with the art style overall. I was wrestling for quite a while just HOW I wanted the game to look and then I finally stumbled across Art Baltazar and I was like, THAT’S IT! There’s a few characters I need to re-do a bit more, I feel they’re a bit TOO much like some of the characters that inspired them but I’m happy that the ideas are finally sketched out. I’ve also been playing a bit in InkScape working on making these guys digital. A pretty new experience for me since I’m not used to working with vector images but I think I’ll get the hang of it. Here’s the Knight all vectorized. Now if I could just start making some progress on the actual game itself…

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  • Friday Fun: Play Air Hockey in Google Chrome

    - by Asian Angel
    Do you like the challenge of fast-paced games? Then get ready to put yourself to the test with the Air Hockey extension for Google Chrome during company time. Air Hockey in Action There are two ways that you can play Air Hockey…either using the drop-down window or opening the game in a new tab. For our example we chose to play in a new tab. Before starting the game you can choose the difficulty level, to enable/disable the sound, and/or to go to full screen if desired. Note: Screenshot of “Full Screen” version shown below. While playing you really have to stay on top of things…the computer player will beat you rather quickly if you do not. Hustle hustle hustle! With a little bit of practice it does become easier but even the “Easy Level” on this game will keep you busy. If the normal size game screen seems just a bit small you can easily get a larger version using the “Full Screen Link” below the game window. Whether your browser is non-maximized as shown here or totally maximized it will fill the entire browser window area. Conclusion If you like fast paced games then the Air Hockey extension certainly fits that criteria and will keep you on your toes. Make sure and keep the sound off while playing during Friday afternoon though! Links Download the Air Hockey extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Play Tetris in Google ChromeFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default BrowserPlay a Webpage Display Prank in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site

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  • How should I unbind and delete OpenAL buffers?

    - by Joe Wreschnig
    I'm using OpenAL to play sounds. I'm trying to implement a fire-and-forget play function that takes a buffer ID and assigns it to a source from a pool I have previously allocated, and plays it. However, there is a problem with object lifetimes. In OpenGL, delete functions either automatically unbind things (e.g. textures), or automatically deletes the thing when it eventually is unbound (e.g. shaders) and so it's usually easy to manage deletion. However alDeleteBuffers instead simply fails with AL_INVALID_OPERATION if the buffer is still bound to a source. Is there an idiomatic way to "delete" OpenAL buffers that allows them to finish playing, and then automatically unbinds and really them? Do I need to tie buffer management more deeply into the source pool (e.g. deleting a buffer requires checking all the allocated sources also)? Similarly, is there an idiomatic way to unbind (but not delete) buffers when they are finished playing? It would be nice if, when I was looking for a free source, I only needed to see if a buffer was attached at all and not bother checking the source state. (I'm using C++, although approaches for C are also fine. Approaches assuming a GCd language and using finalizers are probably not applicable.)

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  • How do search engines handle hyphenated words?

    - by NinjaKC
    I am not sure my title fully explains what I mean. I thought this might be an interesting question. If I had a set of keywords, broken with a dash or 2, will search engines consider the dashed split keyword as maybe a full keyword? Say I have a site that sort of breaks words down, like the dictionary sites do. So a keyword for that page, might end up in the page, and / or the URL, as broken by dashes. Key-word = keyword Co-op-er-at-ive = cooperative Pho-to-gra-phy = Photography www.example.com/key-word/ www.example.com/co-op-er-at-ive/ www.example.com/pho-to-gra-phy/ I know search engines will consider a dash (at least Google) as a space, and understand it as multiple words. But in the English language, a dash can also break a word down (at least I think it can, can't it?), so will search engines also take this into consideration? I did a 'little' research, I Googled some words and placed random dashes, and it returned the words I searched for, but this could be considered a typo from the user on Google's search end, so really I am wondering if I can purposely put a dash in a keyword, and have the search engine spiders still catch that keyword as the real word without dashes? I've done a little Googling and looking here on Stackoverflow, but everything comes down to dashes for multiple words, not really the specific thing I'm trying to figure out. Hopefully that makes sense, I am not an expert in SEO, yet, but get the basics and have been playing, and this is just really a random question to satisfy my knowledge of playing :P

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • mpd conflicting with other applications -- taking control of pulse?

    - by Jamie Schembri
    Simple explanation If mpd is playing and sound attempts to play through another application, x, sound from x will not be output. If sound from another application, x, is playing and mpd then attempts to play, no sound will be output from mpd whilst sound from x continues to play. Details I first noticed this problem with Flash, and this continues to be the most common scenario. I posted a question about this before realising it was not strictly Flash-related, but instead is something to do with mpd. My biggest frustration comes from trying to get mpd working again, as I can't seem to pin down any method. Sometimes pulseaudio -k seems to help, other times sudo /etc/init.d/mpd restart, others killing Chromium (due to Flash) with SIGTERM. Most of the time it's a combination of the above. I think this might be because I run mpd as another user and use pulseaudio. It is not run as root or current user. Also, mpd is compiled with pulse support. I have tried numerous things, however I honestly couldn't recite what, as it has been some time since. I'd rather not go poking around without some direction, but I'd be really happy to fix this problem once and for all. mpd.conf Simplified by removing comments/blank lines. music_directory "/var/lib/mpd/music" playlist_directory "/var/lib/mpd/playlists" db_file "/var/lib/mpd/tag_cache" log_file "/var/log/mpd/mpd.log" pid_file "/var/run/mpd/pid" state_file "/var/lib/mpd/state" user "mpd" bind_to_address "wilson" input { plugin "curl" } audio_output { type "pulse" name "My Pulse Output" } filesystem_charset "UTF-8" id3v1_encoding "UTF-8" Question For the sake of keeping this a question: does anyone know what is causing this, or how to fix it?

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  • MMORPG design for time-limited players

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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  • After upgrading to trusty, ALSA midi connection (aconnect) doesn't seem to work right

    - by SougonNaTakumi
    Previously in kubuntu 13.10 I was able to open vmpk or plug in a midi keyboard, and provided that TiMidity was running in server mode, I could run aconnect [keyboard port (129:0 for vmpk)] 14:0 aconnect 14:0 128:0 and I could play the keyboard and get sound. But now, a while after upgrading to trusty, I tried to do that, and didn't get any sound. TiMidity itself still plays files fine, but if I try to play them with aplaymidi, I still just get silence. Oddly, the midi files are clearly being read. When I ran (where 130:0 was vmpk's input port) aplaymidi -p 130:0 ~/path/to/midi.mid vmpk was highlighting notes on the piano as if it were playing the midi. One time I tried this, TiMidity (?) very briefly played a fraction of a second of the first chord of my song before everything went silent and vmpk just highlighted the first voice on the keyboard as usual. Now the weirdest part of this is that probably about 40% of the time, when I've played at least one note with either aplaymidi or vmpk, when I run aconnect -x I get a sudden burst of a note or chord from my speakers (that is, if I played one note, I get a note; if I played multiple sequential notes, they turn into a chord), as if the notes were being queued up but not being played and that somehow liberated them. I have no idea what's going on there. A little while ago I remember having a problem with Audacity playing wav files sped up and also locking up if I tried to pause it, which it stopped doing when I set the audio devices to the actual audio devices rather than pulse. But now when I checked again, it's doing the opposite: it won't play audio at all and/or acts weirdly if I don't set the audio devices to pulse, and either way will very occasionally randomly do the speeding up thing regardless. Oddly in the midst of what's looking like a pretty screwed up sound system, sound in VLC and Firefox has been working fine and if I play a wav file with aplay ~/path/to/sound.wav that works fine too. Any idea what I could do to figure out what's wrong with ALSA and/or fix it?

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  • how to make a continuous machine gun sound-effect

    - by Jan
    I am trying to make an entity fire one or more machine-guns. For each gun I store the time between shots (1.0 / firing rate) and the time since the last shot. Also I've loaded ~10 different gun-shot sound-effects. Now, for each gun I do the following: function update(deltatime): timeSinceLastShot += deltatime if timeSinceLastShot >= timeBetweenShots + verySmallRandomValue(): timeSinceLastShot -= timeBetweenShots if gunIsFiring: displayMuzzleFlash() spawnBullet() selectRandomSound().play() But now I often get a crackling noise (which I assume is when two or more guns are firing at the same time and confuse the sound-device). My question is whether A) This a common problem and there is a well-known solution, maybe to do with the channels or something, or B) I am using a completely wrong approach to the task. I had a look at some sound-assets for other games and they used complete burst with multiple shots. I suppose I could try that, but I would like to have organic little hickups in the gun-fire (that's what the random value is for) to make the game more gritty and dirty. I am using Panda3D, but I had the exact same problem in PyGame and SDL. [edit] Thanks a lot for the answers so far! One more problem with faking it though: Now how do I stop the sound? Let's say I have an effect with 5 bangs... *bang* *bang* *bang* *bang* *bang* And I magically manage to loop it so that there's no gap or overlap if the player fires more than 5 shots. Now, what do I do if the player stops firing halfway through the third bang? How do I know how long to keep playing the sample so that the third bang is completed and I can start playing the rumbling echo of the last shot? Of course I can look up the shot/pause timing of that sound-sample and code accordingly, but it feels extremely hacky.

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  • EOFs in Solaris 11

    - by nospam(at)example.com (Joerg Moellenkamp)
    Well ? from comments here and elsewhere, the two most worst things seemed to be the the removal of 32-bit support and removal of support for certain components. Just to set things into perspective: Solaris 10 was released 2005, the newsest class of machines not supported by it were the Ultra1. This one was released 1995. The UltraSPARC-Systems not able to run on Solaris 11 were released 2001. Well ? we have 2011 now ?. Regarding 32-bit support: Well ? I don't think "playing around with Solaris on old gear" is the problem. At first, most people are playing around with virtual machines. But there is something different: 64-bit computing was introduced for x86 in 2003 (yes ? it's really that old). I think this move is more hurting to the people using boards with the first-gen Intel Atom "Silverthorne" as small file servers. And then Solaris 10 won't disappear with Solaris 11

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  • Why does my flash video get stuck? (not lag?)

    - by Sk606
    After moving to Ubuntu 10.10 Netbook Edition, I've noticed a strange problem that manifests itself most obviously with streaming videos like youtube and hulu. The video will load and begin playing fine and eventually stop, as though it is buffering. However, it usually happens between 40 and 60 seconds into the clip. The loading indication however shows that it actually isn't buffering anymore of the data, and will just sit there. If I force the clip forward (e.g. click to start the movie somewhere ahead of the stall point) the clip will usually reload quickly and begin playing as expected. Because of the quick load times, and the consistent stop of video, I don't think the problem is related to hardware performance or network throughput. Also, I have none of these problems in 10.04. Rebooting into 10.04 makes the problem disappear. However, one more clue, I also have noticed a higher occurrence of web pages that simply "stop loading" - say, 1/10 clicks while browsing I have to hit "reload" to get the page to load because the page timed out part of the way through. This seems strangely related to the video problem, though is a lot less infuriating. Help! Where do I begin to look with a problem like this?

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  • Crackling sound from right laptop speaker

    - by user1880405
    This problem lasts for several months already (first on Ubuntu 13.10, not on 12.04. I get very loud cracking/popping sound from my right Asus K56C's speaker, I searched everything but could not get rid of it. Several facts: There is no problem on Windows 8. It has nothing to do with applications running because it appears even before login screen of Ubuntu. Also same problem if I boot from Live USB. Muting sound will remove noise, but lowering volume has no effect. Inserting any headphones, removes the noise. If I disconnect power cable while there is noise, noise will always disappear, but only if there is no music playing. If I start playing music, noise again appear even with power cable disconnected. Sometimes that noise disappears for 1-4 weeks, and then again appears for no reason and lasts from several days to weeks. That noise is always the same, and I tried adding tsched=0 to /etc/pulse/default.pa. Also tried this PositionReporting fix, with no effect. I also tried disconnecting all the cables and removing all electronic devices around laptop, but it has no effect. I also tried removing Pulse Audio, didn't change anything. Would be great if someone has some real solution for this problem.

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  • Why does my flash video get stuck? (not lag?)

    - by Sk606
    After moving to Ubuntu 10.10 Netbook Edition, I've noticed a strange problem that manifests itself most obviously with streaming videos like youtube and hulu. The video will load and begin playing fine and eventually stop, as though it is buffering. However, it usually happens between 40 and 60 seconds into the clip. The loading indication however shows that it actually isn't buffering anymore of the data, and will just sit there. If I force the clip forward (e.g. click to start the movie somewhere ahead of the stall point) the clip will usually reload quickly and begin playing as expected. Because of the quick load times, and the consistent stop of video, I don't think the problem is related to hardware performance or network throughput. Also, I have none of these problems in 10.04. Rebooting into 10.04 makes the problem disappear. However, one more clue, I also have noticed a higher occurrence of web pages that simply "stop loading" - say, 1/10 clicks while browsing I have to hit "reload" to get the page to load because the page timed out part of the way through. This seems strangely related to the video problem, though is a lot less infuriating. Help! Where do I begin to look with a problem like this?

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  • Reflections from the Young Prisms

    - by Oracle OpenWorld Blog Team
     By Karen Shamban The Young Prisms began their musical journey in San Francisco, and it's here they return to bring their unique sound to the Oracle OpenWorld Music Festival.  We asked them to tell us their thoughts on music, performing, and what they like in an audience.  Here's what they had to say: Q. What do you like best about performing in front of a live audience?A. There are a lot of things to love about playing in front of people. The best part is definitely the nights when the energy the audience brings shows through. Although it always differs from city to city and person to person, when you play to a full house and people are really getting into it, it's like no other feeling.Q. How do you use technology in creating and delivering your music?A. Well, we actually use a lot more electronic components than people realize. Pretty much every string instrument played either live or on recording has been filtered through numerous electronic effects. Matt uses somewhere around 12 or 14 every time we play live. Giovanni has six. Most of our writing and demoing is done with drum sequencers and samplers too, so it's safe to say we use technology to our advantage in the writing process. Live is a bit different, since we keep it to the basics with guitars and acoustic drums. We also tend to use projections when we play live, so technology helps us do that fairly easily as well.Q. Do you prefer smaller, intimate venues or larger, louder ones?  Why?A. Couldn’t say we have a real preference in venue size. I mean, its always great to get to play through a massive killer sound system, but small venues when packed full are equally as special if not more so, because of the intimacy of it. Some of my favorite shows I've seen as an audience member/ fan have been at the smaller venues in San Francisco.Q. What about your fans surprises you?A. Sometimes the older guys are a surprise. We've played shows where there are more older guys in their 40s and 50s, who come and stare and take notes at our effects pedals. Then there are kids our age or in their 20s. Sometimes it's surprising to think that the older guys relate to what we're doing more than our peers and friends in our age group.Q. What about your live act surprises your fans?A. I think people are often surprised by how shy we can be. It feels like people expect us to be really rowdy and throw things and make really loud noises and get really aggressive on stage because some of the sounds we use can have an abrasive element to them. People expect Matt to have some kind of Kurt Cobain attitude, which he doesn’t at all. So it seems it surprises people to see musicians playing loud and noisy songs in their early and mid 20s being fairly tame and calm on stage.Q. There are going to be a lot of technical people (you could call them geeks) in the Oracle crowd -- what are they going to love about your performance?A. Hopefully most of them are pedal nerds like we are and like the previously mentioned “older dude crowd.” Besides that I hope they’d be into the projections and group of songs we're going to play for them.Q. What's new and different in the music you're making today, versus a year or two ago?A. I'd say there is more focus on the songwriting now and less of the noise today than last year. I think it's pretty evident on the new record compared to the last two. On the first two records we made as YP, we had another guitar player and songwriter who no longer plays with us. So the process in which we develop songs is different as well.Q. Have you been on tour recently? If so, what do you like about touring, and what do you dislike?A. Touring is amazing. Some people might tell you different if they've been doing it for what they'd call too long, but for us it's really a great chance to play for people who care about the music we're making and also to see and explore the world. Getting to visit so many different cities and explore so many different cultures is amazing. Of course we love getting into cultural foods too. Stefanie is a fashion geek so getting to go to New York as often as we do as well as getting to play in London and Paris is always especially fun for her.Q. Ever think about playing another kind of music? If so, what, and why?A. Never really thought about wanting to do anything drastically different. I think the style of music we play has a lot to do with the stuff we have been listening to both growing up and now. It wasn’t really a conscious decision to make sure it was a certain sound, so I'm not sure we've ever thought about doing a way different genre or whatever like electronic music or country. Although there have been times we've had conversations where we discuss possibly doing quiet sets or using the string synth sounds.Q. What are the top three things people should know about your music?A1. We like noise.A2. We use ambience and atmosphere as much as as we can.A3. Yes, the vocals are supposed to be mixed in with the guitars. Get more info: Oracle OpenWorld Music Festival Young Prisms

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  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

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  • Command /usr/bin/ codesign failed with exit code 1

    - by sarmenhba
    i was playing with the keychain certificates i wanted to remove them all and do it all again so that i learn how to do it. i have a simple app it worked perfectly before i started playing with the certificates so the code is fine. when i tried to compile my app to sent it to my iphone device it would give the error you see in the title. i looked at the log and here is what i see: Build Untitled of project Untitled with configuration Debug CodeSign build/Debug-iphoneos/Untitled.app cd /Users/sarmenhb/Desktop/myapp/Untitled setenv IGNORE_CODESIGN_ALLOCATE_RADAR_7181968 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/codesign_allocate setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /usr/bin/codesign -f -s "iPhone Developer: sarm bo (2ZDTN5FTAL)" --resource-rules=/Users/sarmenhb/Desktop/myapp/Untitled/build/Debug-iphoneos/Untitled.app/ResourceRules.plist --entitlements /Users/sarmenhb/Desktop/myapp/Untitled/build/Untitled.build/Debug-iphoneos/Untitled.build/Untitled.xcent /Users/sarmenhb/Desktop/myapp/Untitled/build/Debug-iphoneos/Untitled.app iPhone Developer: sarm bo (2ZDTN5FTAL): no identity found Command /usr/bin/codesign failed with exit code 1 how do i fix this?

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  • Hitting the Done button does not dismiss the View of a MPMoviePlayerController on OS 4.0 beta

    - by Hakim
    Hi All Hope someone can help me on this, on the old OS version 3.0 and down , hitting the done button one playing a Video would automatically dismiss the view, but now since we have to control the view appearance, hitting the Done just stops the movie but does not dismiss the view, I tried to check if it was linked to any notification and found that each time the Done button was hit, MPMoviePlayerPlaybackStateDidChangeNotification is triggered the problem is that the same notification is received for any change of state pausing /playing... so dismissing the view when MPMoviePlayerPlaybackStateDidChangeNotification is triggered is not an option. does anyone have an answer for this problem Thx for your help

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