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  • Automatically zoom out the camera to show all players

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Automatically zoom out the camera to show all players (XNA)

    - by user36159
    I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a persepective camera that looks directly downwards. The camera should be automatically repositioned based on the game state. Currently, the xy position is a weighted sum of the xy positions of important entities. I would like the camera's z position to be calculated from the xy coordinates so that it zooms out to the point where all important entities are visible. My current approach is to: hw = the greatest x distance from the camera to an important entity hh = the greatest y distance from the camera to an important entity Calculate z = max(hw / tan(FoVx), hh / tan(FoVy)) My code seems to almost work as it should, but the resulting z values are always too low by a factor of about 4. Any ideas?

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  • Icon zoom on gnome panel with mouseover?

    - by brent.with.a.mustache
    I'm actually quite surprised that I couldn't find any information regarding this question through simple google-ing; I would think that it was something of a no-brainer kind of question. I'm basically trying to figure out if there's any way to have the icons in the side panel/favorites bar magnify as you mouseover them, much like you'd see in any the popular launcher programs (i.e. rocket dock or apple's launcher)? I'm on a netbook with a rather limited amount of screen real estate to work with, so the icons depicting my "favorite applications" have been reduced to a permanent, unsatisfying handful of pixels. Again, it seems to me that this should be a fairly obvious feature to include in the options for the panel, so I'm hoping that there's an easy solution. Unfortunately, I haven't found any way to make this happen, so any help would be appreciated. Here's a screenshot :squint: http://i.imgur.com/OpMIF.jpg -- ubuntu 11.10; gnome 3; hp mini 110

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • Objective-c - How to serialize audio file into small packets that can be played?

    - by vfn
    Hi there, So, I would like to get a sound file and convert it in packets, and send it to another computer. I would like that the other computer be able to play the packets as they arrive. I am using AVAudioPlayer to try to play this packets, but I couldn't find a proper way to serialize the data on the peer1 that the peer2 can play. The scenario is, peer1 has a audio file, split the audio file in many small packets, put them on a NSData and send them to peer2. Peer 2 receive the packets and play one by one, as they arrive. Does anyone have know how to do this? or even if it is possible? EDIT: Here it is some piece of code to illustrate what I would like to achieve. // This code is part of the peer1, the one who sends the data - (void)sendData { int packetId = 0; NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:@"myAudioFile" ofType:@"wav"]; NSData *soundData = [[NSData alloc] initWithContentsOfFile:soundFilePath]; NSMutableArray *arraySoundData = [[NSMutableArray alloc] init]; // Spliting the audio in 2 pieces // This is only an illustration // The idea is to split the data into multiple pieces // dependin on the size of the file to be sent NSRange soundRange; soundRange.length = [soundData length]/2; soundRange.location = 0; [arraySoundData addObject:[soundData subdataWithRange:soundRange]]; soundRange.length = [soundData length]/2; soundRange.location = [soundData length]/2; [arraySoundData addObject:[soundData subdataWithRange:soundRange]]; for (int i=0; i // This is the code on peer2 that would receive an play the piece of audio on each packet - (void) receiveData:(NSData *)data { NSKeyedUnarchiver* unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; if ([unarchiver containsValueForKey:PACKET_ID]) NSLog(@"DECODED PACKET_ID: %i", [unarchiver decodeIntForKey:PACKET_ID]); if ([unarchiver containsValueForKey:PACKET_SOUND_DATA]) { NSLog(@"DECODED sound"); NSData *sound = (NSData *)[unarchiver decodeObjectForKey:PACKET_SOUND_DATA]; if (sound == nil) { NSLog(@"sound is nil!"); } else { NSLog(@"sound is not nil!"); AVAudioPlayer *audioPlayer = [AVAudioPlayer alloc]; if ([audioPlayer initWithData:sound error:nil]) { [audioPlayer prepareToPlay]; [audioPlayer play]; } else { [audioPlayer release]; NSLog(@"Player couldn't load data"); } } } [unarchiver release]; } So, here is what I am trying to achieve...so, what I really need to know is how to create the packets, so peer2 can play the audio. It would be a kind of streaming. Yes, for now I am not worried about the order that the packet are received or played...I only need to get the sound sliced and them be able to play each piece, each slice, without need to wait for the whole file be received by peer2. Thanks!

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  • Upscaling audio from 2.1 to 5.1 in Windows 7

    - by Darth Android
    I'm currently using the onboard sound on my Asus P6T6 WS Revolution motherboard (SoundMAX Integrated Digital Audio) and was wondering if there was any way to make either windows or the audio drivers upscale 2-channel audio to 5-channel audio (basic duplication would suffice)? I was using a creative sound card but got fed up with the memory leaks and poor sound quality.

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  • NO AUDIO DEVICE

    - by Paul
    my computer have no audio is says that NO AUDIO DEVICE. I already installed Realtek AC97 and Realtek High Definition Audio Driver and I also paste stream.dll to windows folder and system32 folder and i restart my computer but it says NO AUDIO DEVICE. Pls help me ASAP..TANX

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  • Extract audio files from powerpoint

    - by curious2know
    I recorded a some audio files on my powerpoint presentation. This was done in two ways: (1) for some slides I used the record narration feature of powerpoint (the audio on each slide was recorded separately) and, (2) for others I used audacity to record the audio, which I imported into powerpoint. I need to extract the audio file from each slide. I need to send just the audiofiles to someone. Is there a way I can extract the audiofiles? Thanks

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  • How do I use wine's new multi-channel audio support?

    - by Forest
    Wine supposedly added Multi-channel support to the ALSA driver in a recent release. However, I haven't found any documentation about it or any reports of anyone successfully using it. I have 5.1 surround sound through ALSA (not Pulse) on my linux system, yet games in wine don't seem to use anything more than stereo, no matter which ALSA device I select in winecfg. Can someone explain what must be done to get wine games to use all my speakers for positional audio, or failing that, point me toward some useful documentation on the new multi-channel support?

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  • What decent audio recording interfaces are well supported in Windows 7 64bit?

    - by labradort
    I currently have an Audigy 2 ZS Platinum. It permits me to insert a 1/4" jack line from bass guitar and play along with pre-recorded piano music. This worked fine under Windows XP. I am moving to Windows 7 64 bit (dual boot for now), and Creative may not develop fully working drivers for this component. Looking around, I don't see Windows 7 support mentioned at product web sites from E-MU, Roland, M-Audio, etc. Even at Creative, the posting of available drivers for Windows 7 is deceptive, as they do not adequately support recording (latency, distortion). My local music store shrugs and says to stay with Win XP. In some cases, the Vista drivers will work in Win 7. So I need real world feedback on this. I should also mention I'm not impressed with available USB interfaces - they have too low of a signal to noise ratio for my purposes. That leaves PCI, or possibly firewire devices (never tried one yet).

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  • MacBook Pro (with DVI) to HDMI, including audio - possible?

    - by Jason
    I have a MacBook Pro with DVI. I'd like to hook it up to my living room TV for movies and such but I want to keep it out of the way. I already have HDMI cables run to the basement where I have a cable box. Is there something I could you to connect the MBP video and audio to HDMI so I only need the one cable to the TV? I'm looking for a quality picture but I don't want to spend a ton of $. I've googled a bit, but I'm looking for some recommendations.

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  • How to play audio through a bluetooth headset in Windows 7.

    - by palehorse
    I recently did an in-place upgrade from Vista to Windows 7 RTM. For the most part, things have went brilliantly. The only issue I've been facing is regarding my bluetooth headset, a Dell BH200. The laptop is an Inspiron 1720. I can get Windows 7 to pair with the headset, and even get the bluetooth settings to show that there is stereo audio available. The problem is that the bluetooth headset never shows up in my sound output devices list. I've uninstalled and reinstalled the bluetooth drivers from Dell, tried turning on/off all of the features of the headset, removing the bluetooth driver and letting windows redetect and install but nothing has worked so far. I guess I should mention that the headset worked fine in Vista. Anyone have any ideas?

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  • MP3 vs M4A (AAC): what is the audio codec for portable devices which gives maximum independence?

    - by akira
    A couple of years back MP3 was the most supported format for portable devices. Then Apple came along and wiped the floor of all the portable devices with the iPod as well as the iPhone. They clearly favour M4A (AAC). When to choose, right now, the 'best' audio codec to encode music to, which would you choose to achieve maximal independence of portable device vendors: MP3 or M4A? (I am well aware of Ogg (vorbis): no market (maybe this changes with HTML5 and more WebKit on portable devices), I am also aware of FLAC: I dont want to discuss long term storage.)

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  • Acer Revo (ION platform) + Maverick + 5.1 surround over HDMI

    - by Oli
    I've had a turbulent relationship with my media centre box. Every upgrade I perform on it seems to bring a brand new set of audio issues (the opposite of my desktop where things seem to get better and better). It's a Acer Revo 3600. That's basically an low-end Intel Atom chip with a Nvidia 9400M onboard. On paper that's perfect for something like a media centre. But having just upgraded to Maverick, the sound properties box only wants to offer me stereo sound over HDMI. The exact setup goes: Revo - Onkyo AV receiver - LG TV. The Onkyo box strips off the audio (supporting 7.1 -- though we're only using 6 speakers) and feeds the video onto the TV. I'd like to get to a point where Ubuntu thinks it's doing 5.1 over HDMI, upmixing stereo to 6ch and supporting DTS/AC3 (through Boxee). I've had this working before but it's frankly been a bit of a hacktastrophe. The audio chip is recognised as Nvidia MCP79/7A HDMI in alsamixer if that helps.

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  • Cocos2d:How to Zoom-in Zoom-out effect on a Sprite image?

    - by user187532
    Hello everyone, I am developing module where-in i pick the image from photo library and put into a Sprite. I want to implement Zoom-in, Zoom-out kind of effect for a Sprite image, same like camera album images zoom in/out effect. Could someone please guide me how do i implement it? I see somewhere is that, i have to detect two touch events in TouchBegan and then Adjust the Sprite Scale size to up or down based on the distance of two fingers touch event values. Could someone please tell me, How do i detect two fingers touch values in TouchBegan? How to allow to touch and Zoom-in/out of Sprite image by user? Please give me samples. I tried already some stuff (http://groups.google.com/group/cocos2d-iphone-discuss/browse_thread/thread/61808fd6b578e5e1?hide_quotes=no&utoken=9AdrAzkAAABFNHPPibbeOSHIuKOkxTWQ066onEraO3W2r08xbUjNmAwT6_SsyC2n0d69MF_vYn77vPb7MuI5eIWgjrXT32Kd) but doesn't work for my requirement. Thank you.

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  • Set zoom for Webview

    - by Farha Ansari
    I have a WebView and 2 urls to open it it. What I want to do is, when i set a zoom level for 1st url, and then i go to 2nd url, it should also have the same zoom level. Right now, the zoom level resets for both. Thanks, Farha

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  • How can you calculate the X/Y coordinate to zoom to

    - by Mark
    Im writing a WPF application that has a zoom and pan ability, but what I want to also implement is the ability to zoom and pan "automatically" (via a button click). I have the methods all defined to zoom and pan, but Im having trouble telling the app the desired X/Y coordinates for the panning. Basically, I know that I want the control to be centered at a desired zoom level (say zoomed in 6X times), but the panning destination point is NOT the center point of the control because after the zooming, its been scaled. Does anyone know a way of calculating the desired X/Y position to pan to, taking into account the zooming as well? Do I just scale the desired destination Point? It doesnt seem to work for me... Thanks a lot

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  • Access browser's page zoom controls with javascript

    - by Bob
    I want to assign the browser's (IE/FF) page zoom controls (Menu: View/Zoom/Zoom In_Zoom Out) to two large "(+)(-)" icons on the web page so that vision impaired visitors can use these controls conveniently. A lot of searching for a suitable script came up empty so here I am. Any code you know that will do this simply? All the best... Bob

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  • SVG text - total length changes depending on zoom

    - by skco
    In SVG (for web-browsers), if i add a <text>-element and add some text to it the total rendered width of the text string will change depending on the scale of the text. Lets say i add "mmmmmmmmmmmmmmmmmmmmmmmmmmA" as text, then i want to draw a vertical line(or other exactly positioned element) intersecting the very last character. Works fine but if i zoom out the text will become shorter or longer and the line will not intersect the text in the right place anymore. The error can be as much as +/- 5 characters width which is unacceptable. The error is also unpredictable, 150% and 160% zoom can add 3 characters length while 155% is 2 charlengths shorter. My zoom is implemented as a scale-transform on the root element of my canvas which is a <g>. I have tried to multiply the font-size with 1000x and scale down equally on the zoom-transform and vice versa in case it was a floating point error but the result is the same. I found the textLength-attribute[1] which is supposed to adjust the total length so the text always end where i choose but it only works in Webkit. Firefox and Opera seems to not care at all about this value (haven't tried in IE9 yet). Is there any way to render text exactly positioned without resorting to homemade filling of font-outlines? [1] http://www.w3.org/TR/SVG11/text.html#TextElementTextLengthAttribute Update Snippet of the structure i'm using <svg> <g transform="scale(1)"> <!--This is the root, i'm changing the scale of this element to zoom --> <g transform="scale(0.014)"> <!--This is a wrapper for multi-line text, scaling, other grouping etc --> <text font-size="1000" textLength="40000">ABDCDEFGHIJKLMNOPQRSTUVXYZÅÄÖabcdefghijklmnopqrstxyzåäö1234567890</text> </g> </g>

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  • MapView without Zoom Levels Android

    - by RyanInBinary
    I'm using the MapView object for my app and it's working really well. But I noticed that it "locks" to zoom levels, even if you don't use them. For instance, if you pinch to zoom and barely do it, the view will "snap" either forward or backward to whatever the closest zoom level is. The native google maps application does not do this at all. You can barely pinch, and it'll accept it (there are no 'hard' zoom levels built in). How can I get my mapview to mirror that?

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  • Zoom controls not showing when using a MapView with fill_parent

    - by Joe
    Hey everyone I am working on an applications and I am using the built in zoom controls. When using a specific size I can see the zoom controls. When using fill_parent the zoom controls are not visible. How it is setup is a mapview inside of a frame layout(also using fill parent for the height and width but with an offset down the screen. The only thing I can think of is the fill parent issue is with the framelayout and the zoom controls are off the screen. Sorry if this is confusing, I confused myself writing it. Thanks in advance

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  • Mouse Events lost on zoom in silverlight

    - by Ged
    Hi All, I'm running into an issue where I seem to be losing mouse events. Essentially I have a grid with a bunch of controls that get refreshed (removed/re-added via Grid.Children.Clear and Grid.Children.Add(control) ) via a WCF_Service. If I zoom in to a part of the grid where no control exists, I'm unable to zoom out. I have implemented zoom to mouse position but have logic to ensure the coordinates of the grid are never beyond the window of screen. (Eg: Grid.ActualWidth must be 0 and Translate.X must be < Grid.ActualWidth - 200) I have also experienced this where I can still see a section of one of the controls, but it still is not able to zoom out (unless I'm over the control). Appreciate any and all help.

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  • Zoom in on a point (using scale and translate)

    - by csiz
    I want to be able to zoom in on the point under the mouse in canvas with the mouse whell, like when zooming on maps.google. I'd like straight code as I've been working on this for 5h+ Something to start with: <canvas id="canvas" width="800" height="600"></canvas> <script type="text/javascript"> var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var scale = 1; var originx = 0; var originy = 0; function draw(){ context.fillStyle = "white"; context.fillRect(originx,originy,800/scale,600/scale); context.fillStyle = "black"; context.fillRect(50,50,100,100); } setInterval(draw,100); canvas.onmousewheel = function (event){ var mousex = event.clientX - canvas.offsetLeft; var mousey = event.clientY - canvas.offsetTop; var wheel = event.wheelDelta/120;//n or -n var zoom = 1 + wheel/2; scale *= zoom; originx += 0;//??? originy += 0;//??? context.scale(zoom,zoom); context.translate(0,0);//??? } </script>

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  • Debian - no sound output

    - by Gogeta70
    So I've been trying for the last few days to get sound output on my Linux desktop. The onboard audio is Intel HD Audio ICH9, but I couldn't get Alsa to even detect it, so I disabled it in BIOS and installed a PCI card - a Dynex DX-SC51. Searching around, I found that it needed the Alsa driver for ice1724, so I installed all the stuff for that. Now, the system detects my sound card, but I can't get any audio to play out of it. Here's some information: root@debian:~# lspci | grep audio 02:01.0 Multimedia audio controller: VIA Technologies Inc. VT1720/24 [Envy24PT/HT] PCI Multi-Channel Audio Controller (rev 01) root@debian:~# aplay -l **** List of PLAYBACK Hardware Devices **** card 0: ICE1724 [ICEnsemble ICE1724], device 0: ICE1724 [ICE1724] Subdevices: 0/1 Subdevice #0: subdevice #0 card 0: ICE1724 [ICEnsemble ICE1724], device 1: ICE1724 IEC958 [ICE1724 IEC958] Subdevices: 1/1 Subdevice #0: subdevice #0 I've been trying various solutions found on Google for a few days now and I'm getting nowhere. Hopefully someone here can point me in the right direction. Thanks.

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