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  • .NET Rocks! Internet Audio

    - by Editor
    NET Rocks! is a weekly talk show for anyone interested in programming on the Microsoft .NET platform. The shows range from introductory information to hardcore geekiness. Many of their listeners download the MP3 files and burn CDs for the commute to and from work, or simply listen on a portable media player.  Download .NET Rocks! audio.

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  • Read Song Title/Artist from a live audio stream with Silverlight 4?

    - by Brent Pabst
    I have a SL4 project that is successfully streaming a great sounding WMA audio stream from a remote location. All of the MediaElement actions are straight forward. What I want to do is read the attributes that are passed as text along with the Audio stream. For instance the encoder of the stream embeds the title of the stream, the title of the song playing and the name of the artist for the current song. How would I pick this out using Silverlight 4 and then display it in a Label to the user? It sure would be easier than writing a bunch of web services to do the same thing. Windows Media Player and WinAmp all get the information I am just not seeing it in the MediaElement object collection.

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  • How to progammatically extract audio mp3 from a youtube video using asp.net c#?

    - by Zap
    Does anyone have any sample asp.net C# code to extract the audio from a youtube video link and save it as a mp3 file. Someone recommended using wget and ffmpeg which I installed and am trying to shell a command, but get an exception below. Sample code is listed below. System.Diagnostics.Process proc = new System.Diagnostics.Process(); proc.EnableRaisingEvents = false; proc.StartInfo.FileName = "C:\\Program Files\\GnuWin32\\bin\\wget.exe http://www.youtube.com/get_video?video_id=... | ffmpeg -i - audio.mp3"; proc.Start();

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

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

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  • What is the best API in any language for Audio and MIDI music application development?

    - by noneme
    What, in your opinion, is the best API to utilize in developing an application that handles both realtime MIDI and audio input and output? This would be for an application that is used in the process of making music as opposed to playing audio or MIDI files. I'm aware that this may be a subjective question, but if you know of an API that is dominantly used for these purposes, please share it. I'm agnostic about which language the API is for, and I also don't care about portability. The real concern is for an API that is well documented, well designed (e.g. thought out and intuitive to developers using it), and actively maintained. OS portability would be nice, but it is second to having an API/Language that meets the previous requirements. Please note that the emphasis is not on API's for sound synthesis or for composing music with code. It is intended for the handling of sound file and MIDI data in a real-time context.

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  • Rapid spectral analysis of audio file using Python 2.6?

    - by Ephemeralis
    What I want to do is to have a subroutine that analyses every 200 milliseconds of a sound file which it is given and spits out the frequency intensity value (from 0 to 1 as a float) of a specific frequency range into an array which I later save. This value then goes on to be used as the opacity value for a graphic which is supposed to 'strobe' to the audio file. The problem is, I have never ventured into audio analysis before and have no clue where to start. I have looked pymedia and scipy/numpy thinking I would be able to use FFT in order to achieve this, but I am not really sure how I would manipulate this data to end up with the desired result. The documentation on the SpectrAnalyzer class of pymedia is virtually non-existant and the examples on the website do not actually work with the latest release of the library - which isn't exactly making my life easier. How would I go about starting this project? I am at a complete loss as to what libraries I should even be using.

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  • Safari won't request video or audio from HTML 5 media elements?

    - by thure
    So far what I've been developing has worked in Chrome and, using fallbacks, IE8. What I don't get is this: Safari just won't start loading <video> or <audio> content. Safari 6 won't load, and neither will iOS 5's Safari: My code calls .load() on the elements at the appropriate time (at least for Chrome), so what gives? Here is the video declaration: <video width="800" height="600" class="faces" id="facesVideo"> <source src="video/grid.mp4" type="video/mp4" /> <source src="video/grid.ogv" type="video/ogg" /> </video> The audio is declared dynamically, but has the same problem. Do I need to wait for some DOM event that Chrome doesn't need before calling .load()? What does it take to get Safari to start buffering until the elements can fire canplaythrough?

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  • Detecting when HTML5 audio is finished playing (more than once)?

    - by user386911
    I am having a problem detecting when an tag is finished playing an mp3. When I do something like this: myAudio.addEventListener("ended", function() { alert("ended"); }); It only occurs the first time the audi is played. When I play the audio again, nothing happens. The same thing occurs when I use the onended=doThis(); method. I've heard maybe there is a way to do it in jquery, but I haven't been able to get it to work. I've also heard there might be a way to fix it by changing the audio div id everytime the mp3 is played, but this doesn't work for me because I need the id to stay the same. Anyone got any ideas?

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  • Mini-DisplayPort to HDMI Adapter Sound Stopped Working

    - by jimdrang
    I have cancelled cable and want to watch the NCAA tournament games on my TV tonight through my 2011 Macbook Pro where I can stream the game in a browser. I have a cheap Mini-DisplayPort to HDMI converter that I have connected to my TV in the past and had no issues with audio or video, the problem is the audio has stopped working since the last time I used it a few months ago and now just keeps playing through the laptop speakers, but the video works fine. Everything with my setup is the same and when I try to force the audio output to the TV in the Audio system settings, my TV is not listed as an output option at all. I have tried various combinations of power cycling, replugging-in both devices and making sure the TV options are set properly to receive audio through HDMI but no luck. Anyone know what the issue could be?

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  • Sound problems in Windows 7

    - by Plastkort
    hi! I hope I reached the correct forum for this question. I have a media computer with a third party audio card (Soundblaster audigy SE) I use a coaxial digital audio cable connected to a Onkyo TX SR508. if I use normal audio, the sound seems very low, I have to set volume atleast to 62 in my amplifier to hear anything, however if I set digital SPDIF I have no means of controlling the audio volume from the PC (only from the amplifier) and this can be nasty if I toggle between movies that uses Digital AC3/THX and movies wihtouth, if I look at movies capable of AC3 the volume gets VERY loud if amp is set to 62, 32 is more than enough volume when using passthrough. so this bothers me is how can I get the same amount of volume with or without digital output? I tried also other soundcards, internal red light Digital audio cable... if I connect to my television I get ok sound on any sound source via HDMI... help :)

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  • Front audio jack not working or missconfigured?

    - by Nicholas
    I have win xp and asus p5ql-e motherboard. The problem is that when i plug in my headphones on the front audio jack, the computer doesn't recognizes it. They work on the back audio jack but not on the front - how can i be sure that it;s not a software problem (something miss configured or not configured at all), before i conclude that it's a hardware problem (broken front audio jack or miss connected to the motherboard)?

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  • Is there a way to "burn" audio to an ISO? (as an audio CD)

    - by Sootah
    I have an audiobook that I've downloaded via their download manager, and it's loaded into their cutesy little audio program that they force you to use. I can play the book just fine using their proprietary software, and while it's annoying when using my PC, it's utterly UNBEARABLE when I try to listen to it on my Blackberry. The program is INSANELY slow, it literally takes around 30 seconds to switch between tracks, so if I've forgotten where I am in the book it takes me around 15 minutes to finally get to where I was at. I've looked everywhere on how to transcode the book to .MP3, but evidently with their current format it's either extremely convoluted (and I have no desire to dick around with installing some older version of the codec, getting a different transcoding app, and then wrestling with getting it to actually work). Since I'm able to burn a copy of the book to an audio CD, I figure the best way to go about this is to just make the CDs and then rip them off of those to .MP3. In order to avoid wasting two hours, not to mention 14 CD-R's, I was wondering if there's a way to "burn" to an .ISO instead of an actual CD-R. I currently have SlySoft's Virtual CloneDrive installed, so I can mount .ISO's easily enough, but now I want to actually create an ISO via the CD burning process. Just in case I've not explained myself very well, here is an overview of what I intend to do: "Burn" a set of Audio CD .ISOs from the audiobook (hopefully I can do this using Windows Media Player, otherwise I'll be forced to use the audiobook app) Mount an .ISO in Virtual CloneDrive Rip the audio tracks on the mounted .ISO to .MP3s Repeat steps 2-3 until the entire book is in .MP3 format Copy .MP3s to my Blackberry so that I'm not driven insane every time I want to listen to the book in the car, and be able to use Winamp when listening on my computer EDIT: I'd suppose a rather concise way to put it is that I need something that will emulate a CD-R drive, so that you can select it as the output drive in whatever app your burning the audio CD from. (I'd suppose that when you "insert a blank CD-R" the app would then ask you what file to save to)

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  • No audio from USB device on iMac

    - by brandon
    My computer froze the other day and started a buzzing noise. After I restarted in the middle of it, the buzzing persisted. A few restarts later, the buzzing stopped, but I can't get audio to come from my audio interface setup anymore. I'm using an M-Audiophile USB to connect to studio monitors, and there's absolutely no audio. I've tried restarting many times and unplugging - still nothing. Any help would be appreciated.

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  • Flash game size and distribution between asset types

    - by EyeSeeEm
    I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games on NG, there seem to be many in the 5-10Mb and a few in the 10-25Mb range. I was wondering if anyone knew of other notable large-scale games and what their sizes were, and if there have been any cases of games being disadvantaged because of their size. What is a common distribution of game size between code, graphics and audio? I know this can vary strongly, but I would like to hear your thoughts on an average case for a high-quality game.

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  • Lubuntu upgrade to 13.04 killed sound with ALSA. How to troubleshoot?

    - by Sven
    After upgrading to 13.04 from 12.10 Lubuntu lost audio playback after unplugging usb soundcard (Polycom) and plugging it back in. Volume control was gray and leading to pulseaudio mixer (not installed) so I uninstalled the pulseaudio package. I also removed and reinstalled the alsa-base package. After restart I have the alsamixer back everything seemingly as usual(volume 100%, unmute) but every sound program gets me errors no matter what device I select. aplay -L: null Discard all samples (playback) or generate zero samples (capture) pulse PulseAudio Sound Server default:CARD=NVidia HDA NVidia, ALC662 rev1 Analog Default Audio Device sysdefault:CARD=NVidia HDA NVidia, ALC662 rev1 Analog Default Audio Device front:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Front speakers surround40:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 4.0 Surround output to Front and Rear speakers surround41:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Digital IEC958 (S/PDIF) Digital Audio Output hdmi:CARD=NVidia,DEV=0 HDA NVidia, HDMI 0 HDMI Audio Output dmix:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct sample mixing device dmix:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct sample mixing device dmix:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Direct sample mixing device dsnoop:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct sample snooping device dsnoop:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct sample snooping device dsnoop:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Direct sample snooping device hw:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct hardware device without any conversions hw:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct hardware device without any conversions hw:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Direct hardware device without any conversions plughw:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Hardware device with all software conversions plughw:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Hardware device with all software conversions plughw:CARD=NVidia,DEV=3 HDA NVidia, HDMI 0 Hardware device with all software conversions default:CARD=Communicator Default Audio Device sysdefault:CARD=Communicator Default Audio Device front:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Front speakers surround40:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 4.0 Surround output to Front and Rear speakers surround41:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio IEC958 (S/PDIF) Digital Audio Output dmix:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Direct sample mixing device dsnoop:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Direct sample snooping device hw:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Direct hardware device without any conversions plughw:CARD=Communicator,DEV=0 Polycom Communicator, USB Audio Hardware device with all software conversions etc/asound.conf: defaults.ctl.card 1 defaults.pcm.card 1 defaults.pcm.device 1 Following gets same result with both devices. aplay -vv -D front:CARD=NVidia,DEV=0 "Release the Pressure.wav": Playing WAVE 'Release the Pressure.wav' : Signed 16 bit Little Endian, Rate 44100 Hz, Mono aplay: set_params:1087: Channels count non available Guayadeque mp3 playback: AL lib: alsa_open_playback: Could not open playback device 'default': No such file or directory 21:32:14: Error: Gstreamer error 'Configured audiosink playbackbin is not working.' Audacious: ALSA error: snd_mixer_attach failed: No such file or directory. ALSA error: snd_pcm_open failed: No such device. So How do I fix my audio? UPDATE: I removed the usb soundcard and got rid of all alsa config. Everything is working as before the install but it sure feels fragile.

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  • How to automatically change volume level when un-/plugging headphones?

    - by htorque
    What I want is the following: When I plug in my headphones, I want the sound to be un-muted and set to a specific volume level. When I unplug my headphones, I want the sound to be muted (or set to a specific volume level). Setting the volume levels isn't the problem, but I somehow need to do this when un-/plugging the headphones, so I'm looking for a way to get notified of those events. I quickly found /proc/asound/card0/codec#0 to indicate whether headphones are plugged in or not, so I tried to monitor it using inotifywait and change the volume level based on modified notifications. Unfortunately inotifywait failed because proc isn't an ordinary filesystem. Are there other ways to do this (maybe via PulseAudio)? Audio device: Intel HDA, audio codec: Conexant CX20585.

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  • Remove Audio stream from XVID files

    - by Kyle Brandt
    I have a bunch of Xvid files that each have an audio stream that I do not want. How can I strip the audio track I don't want using the Linux command line? I don't need the whole script (loop), just what command I would use to process each avi file individually (unless the cmd itself has batch modification built into it). I don't believe the file is in an mkv container, as mkvinfo doesn't find anything. Here is part of mplayer's output (thanks ~quack): [aviheader] Video stream found, -vid 0 ID_AUDIO_ID=1 [aviheader] Audio stream found, -aid 1 ID_AUDIO_ID=2 [aviheader] Audio stream found, -aid 2 VIDEO: [XVID] 512x384 12bpp 25.000 fps 1013.4 kbps (123.7 kbyte/s)

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  • Optimal Compression for Speech

    - by ashes999
    I'm designing a game that depends heavily on audio; I will have some 300+ speech files (most of them just a word or two long). This can very quickly escalate the size of my final game. What's the optimal way to encode/compress speech files to keep the size minimal without getting audio artifacts? Please address both per-file compression/encoding, and also zipping/compressing the set of all speech files together in your answer. Because I'm not sure which (or combination of both) factors will give me the best results. Edit: I need this to run in Silverlight and Android, so I'm presumably stuck with only MP3 as my option (other than uncompressed wave files).

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  • Checking rtp stream audio quality.

    - by chills42
    We are working in a test environment and need to monitor the audio quality of an rtp stream that is being captured using tshark. Right now we are able to capture the audio and access the file through wireshark, but we would like to find a way to save the audio to a .wav file (or similar) via the command line. Does anyone know of a tool that can do this?

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  • A seekable one-frame FLV video (with audio)?

    - by George Stephanos
    Is it possible to generate an FLV out of an MP3 and a JPG, without uselessly looping the image and still be able to seek the audio ? This command generates a non-seekable video: ffmpeg -y -i audio.mp3 -i image.jpg -r 1 -acodec copy video.flv and this one generates a seekable one, but with uselessly looping the image occupying both space and time: ffmpeg -y -loop_input -i audio.mp3 -i image.jpg -r 1 -acodec copy video.flv -shortest

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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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