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  • What is the best service/tool to put short audio clips on a website so users can click and listen im

    - by Edward Tanguay
    I'm making a foreign language flashcard website in which I want to have 100s of short 3-10 second audio files available for users to click and listen. So I am looking for a tool/service such as YouTube or Screenr.com but for audio which e.g.: allows me to easily upload multiple kinds of audio files: mp3, wav, etc. easy to manage them online (delete, replace) has a simple, small player (e.g. flash) that integrates nicely into any site

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  • Effective way to check if an Entity/Player enters a region/trigger

    - by Chris
    I was wondering how multiplayer games detect if you enter a special region. Let's assume there is a huge map that is so big that simply checking it would become a huge performance issue. I've seen bukkit (a modding API for Minecraft servers) firing an Event on every single move. I don't think that larger games do the same because even if you have only a few coordinates you are interested in, you have to loop through a few trigger zone to see if the player is inside your region - for every player. This seems like an extremely CPU-intense operation to me even though I've never developed something like that. Is there a special algorithm that is used by larger games to accomplish this? The only thing I could imagine is to split up the world into multiple parts and to register the event not on the movement itself but on all the parts that are covered by your area and only check for areas that are registered in the current part. And another thing I would like to know: How could you detect when someone must have entered a trigger but you never saw him directly in it since his client only sent you an move packet shortly before entering and after leaving the trigger area. Drawing a line and calculate all colliding parts seems rather CPU intensive if you have to perform it every time.

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  • Html5 Audio plays only once in my Javascript code.

    - by Poul
    I have a dashboard web-app that I want to play an alert sound if its having problems connecting. The site's ajax code will poll for data and throttle down its refresh rate if it can't connect. Once the server comes back up, the site will continue working. In the mean time I would like a sound to play each time it can't connect (so I know to check the server). Here is that code. This code works. var error_audio = new Audio("audio/"+settings.refresh.error_audio); error_audio.load(); //this gets called when there is a connection error. function onConnectionError() { error_audio.play(); } However the 2nd time through the function the audio doesn't play. Digging around in Chrome's debugger the 'played' attribute in the audio element gets set to true. Setting it to false has no results. Any ideas?

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  • How accurately (in terms of time) does Windows play audio?

    - by MusiGenesis
    Let's say I play a stereo WAV file with 317,520,000 samples, which is theoretically 1 hour long. Assuming no interruptions of the playback, will the file finish playing in exactly one hour, or is there some occasional tiny variation in the playback speed such that it would be slightly more or slightly less (by some number of milliseconds) than one hour? I am trying to synchronize animation with audio, and I am using a System.Diagnostics.Stopwatch to keep the frames matching the audio. But if the playback speed of WAV audio in Windows can vary slightly over time, then the audio will drift out of sync with the Stopwatch-driven animation. Which leads to a second question: it appears that a Stopwatch - while highly granular and accurate for short durations - runs slightly fast. On my laptop, a Stopwatch run for exactly 24 hours (as measured by the computer's system time and a real stopwatch) shows an elapsed time of 24 hours plus about 5 seconds (not milliseconds). Is this a known problem with Stopwatch? (A related question would be "am I crazy?", but you can try it for yourself.) Given its usage as a diagnostics tool, I can see where a discrepancy like this would only show up when measuring long durations, for which most people would use something other than a Stopwatch. If I'm really lucky, then both Stopwatch and audio playback are driven by the same underlying mechanism, and thus will stay in sync with each other for days on end. Any chance this is true?

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  • How to programmatically generate an audio podcast file with chapters and text track?

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

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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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  • Compiling a list of audio + video players (flash / javascript / otehr) that I can embed into a websi

    - by FiveTools
    I'm compiling a list of audio + video players (flash / javascript / other) that I can embed into a website. flowplayer: http://flowplayer.org/ jw player: http://www.longtailvideo.com/players/ premium beat: http://www.premiumbeat.com/flash_resources/free_flash_music_player/ xspf web player: http://musicplayer.sourceforge.net/ yahoo media player: http://mediaplayer.yahoo.com/ any popular ones I'm missing? (anyone know if I can skin / customize any of them to operate similar to the Windows vista volume control?)

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  • how do i merge two audio files and one video file in to a video file using c# ?

    - by wingdings
    i wrote a program in c# using directshow , that captures all devices' audios , and video from single device (webcam or external camera) , now that my requirement is to merge selected audio files with one video file and i can not get it done in c#. so i need a program or libraries that merges one(or several) audio file(s) and one video file and save it as an avi VIDEO file ,, both audio file and video files are in avi format.

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  • How to speed up drawing of scaled image? Audio playback chokes during window resize.

    - by Paperflyer
    I am writing an audio player for OSX. One view is a custom view that displays a waveform. The waveform is stored as a instance variable of type NSImage with an NSBitmapImageRep. The view also displays a progress indicator (a thick red line). Therefore, it is updated/redrawn every 30 milliseconds. Since it takes a rather long time to recalculate the image, I do that in a background thread after every window resize and update the displayed image once the new image is ready. In the meantime, the original image is scaled to fit the view like this: // The drawing rectangle is slightly smaller than the view, defined by // the two margins. NSRect drawingRect; drawingRect.origin = NSMakePoint(sideEdgeMarginWidth, topEdgeMarginHeight); drawingRect.size = NSMakeSize([self bounds].size.width-2*sideEdgeMarginWidth, [self bounds].size.height-2*topEdgeMarginHeight); [waveform drawInRect:drawingRect fromRect:NSZeroRect operation:NSCompositeSourceOver fraction:1]; The view makes up the biggest part of the window. During live resize, audio starts choking. Selecting the "big" graphic card on my Macbook Pro makes it less bad, but not by much. CPU utilization is somewhere around 20-40% during live resizes. Instruments suggests that rescaling/redrawing of the image is the problem. Once I stop resizing the window, CPU utilization goes down and audio stops glitching. I already tried to disable image interpolation to speed up the drawing like this: [[NSGraphicsContext currentContext] setImageInterpolation:NSImageInterpolationNone]; That helps, but audio still chokes during live resizes. Do you have an idea how to improve this? The main thing is to prevent the audio from choking.

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  • Linux based audio prodcuction tutorials

    - by thelinuxer
    I have been searching for a while for Linux based audio production tutorials. All I can find is tool based tutorials. For example I found tutorials on how to use jack, ardour, lmms ..etc. What I need is tutorials that teaches professional audio production with opensource/free tools, like those already available for protools and likes. If any one can guide me to any videos/articles available it would be highly appreciated. Thanks.

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  • Firefox pour Android introduit la « navigation en tant qu'invité » et le support de l'API Web Audio

    Firefox pour Android introduit la « navigation en tant qu'invité » et le support de l'API Web AudioA la suite de la sortie de Firefox 25, Mozilla a également publié une mise à jour de son navigateur pour les possesseurs de terminaux sous Android.Firefox pour Android hérite de quelques fonctionnalités de version desktop, notamment la prise en charge de l'API Web Audio, une spécification du W3C pour les effets audio avancés à partir de HTML5. Cette nouvelle API permettra, par exemple, aux ingénieurs...

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  • Get rid of 0.5s latency when playing audio over Bluetooth with A2DP

    - by brillout.com
    As described in the title I experience a half a second delay when playing audio over Bluetooth with A2DP. This makes watching movies not possible as the sound is not synchronised with the video. I'm not sure if the delay is caused by the Bluetooth connection, the A2PD protocol, or the A2DP implementation on my Ubuntu 12.04. Anyways, is this a normal lag? Is there a way to play audio over Bluetooth without any latency?

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • New HP dm4 - No audio on ubuntu 11.10 64bits

    - by Haze1
    I just got a new laptop, HP dm4, and I'm having problems getting the audio to work properly on it. http://www.alsa-project.org/db/?f=7b697a35465a9f7236fb94deb9ff97fa65e55489 I tried to edit /etc/modprobe.d/alsa-base.conf and added: option snd-hda-intel model=ref this caused the audio to work, but it's muffled. I'm wondering if anybody knows what would be the correct options to get this POS to work. Thanks in advance

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  • No audio on an HP dm4

    - by Haze1
    I just got a new laptop, HP dm4, and I'm having problems getting the audio to work properly on it. http://www.alsa-project.org/db/?f=7b697a35465a9f7236fb94deb9ff97fa65e55489 I tried to edit /etc/modprobe.d/alsa-base.conf and added: option snd-hda-intel model=ref this caused the audio to work, but it's muffled. I'm wondering if anybody knows what would be the correct options to get this POS to work.

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  • Is it possible to play multiple audio streams from one "jukebox" to multiple Airport Express devices?

    - by Alex Reynolds
    I have set up a Mac mini as a jukebox that streams audio to an Airport Express in another room in the house, using the AirPlay/AirTunes feature in iTunes. I control this with the iOS Remote app, and this works great. At the present time, it looks like the Mac mini's copy of iTunes gets taken over by the Remote app, while streaming. If I set up a second Airport Express in room B, is there a way to set it up (as well as the jukebox) so that it can receive and play its own unique music stream ("stream B"), separate from what's going on at the Mac mini, or in room A, which is playing stream A? To accomplish this, I would be happy to buy a copy of Rogue Amoeba's AirFoil if it will allow sending multiple, separate audio streams from one computer to the multiple wireless bridges, while using the Remote app (or a Rogue Amoeba equivalent for iOS). However, it is unclear to me from their site documentation, whether that is possible or not. I'd prefer to give the points to an answer that solves this problem. If you don't know if it can be done, or do not think it can be done, please allow others to answer. I appreciate your help. Thanks for your advice.

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  • Is there any way to play Netflix (stream) in Windows Media Player 11?

    - by Not So Sharp
    Googling for a solution yields a ridiculous page on eHow that instructs to insert a DVD from Netflix. But I am not interested in the DVD option. I am only interested in streaming and unfortunately none of my browsers (IE, FF, Chrome) uses the hardware acceleration built into my video card. The only way I can play non-choppy video on my PC is via Windows Media Player, but WMP doesn't list Netflix as one of the supported online stores for some reason. Any idea or trick how stream Netflix on WMP 11 instead of a browser?

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  • Setup for a live (low-latency) audio video broadcast over Wi-Fi?

    - by Majal Mirasol
    The Upgrade We are capturing audio (from mixer) and video (from a camera) from a main auditorium and passing it to separate rooms within the building. We used to have done this via manual audio/video cables and wires. We wanted to "upgrade" the system and wirelessly broadcast the stream via Wi-Fi. The Problem In our current setup (Wirecast running on A10 on a Wireless-N network), we have the problem of delay. Our streams are delayed from a minute up to five minutes on the clients (laptop/iPad/Android). This had not been a problem from the previous wired connections. Since the wireless network is local, we thought that a delay of less than a second should be achievable. Our Question And so it goes. Anybody there who has any experience for a setup that has both low latency and at the same time user-friendly to clients streaming in the program? Any recommendations would be highly appreciated. (Our current setup in on Windows 7, but setup on a dedicated Linux box is preferred, if achievable.)

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  • Why are there two types of Adobe Flash Player download / update?

    - by w3d
    Adobe Flash Player checks for updates at startup. If updates are required the Adobe dialog pops up with a [Download] button. Usually when I hit the [Download] button it downloads it straight away with a progress bar that zips across the dialog. I then get the option to install it. All good. However, sometimes when I hit the [Download] button it takes me to the website: https://get3.adobe.com/flashplayer/update/plugin/ Which presents me with an [Update now] button (and to install McAfee!). What is this for? Why didn't it download and install in the "usual" way? So, why are there apparently two different update methods for what appears to be the same thing? One is nice and swish and integrated into the updater, the other more long winded. In fact, I don't [Update now] when it takes me to the website, because I'm like "Hey, what's this?!"

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  • How do I record sound from my CD/DVD player without other system sounds in the mix?

    - by Software Monkey
    Using GoldWave I can record via the "Stereo Mix" channel, but I get no sound on the "CD" channel. Of course, using the stereo mix also mixes in all system sounds, including beeps, etc. I have the analog out on the DVD player connected to the CD-IN connector on the MoBo. I can hear CDs and DVDs playing just fine through my speakers - is this because the CD is also IDE data connection in to deliver the sound to the sound card, then? I specifically want to record a DVD; I can easily rip a CD using GoldWave's built-in ripper. Is there anything I have forgotten or have to enable? Or is it likely I have a damaged cable? My system is an MSI mobo and is running Windows XP SP3.

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  • Is there a media player that allows me to group together radio streams which are just mirrors of the

    - by rakete
    I find it really annoying that for some radio stations, which have two or more servers to cope with the network load, there is not one single entry in amaroks playlist but two or more entries. This makes it hard to pick the radio station from the list I like to listen to because all the entries are always shown with the last played track as name, and even if I only have a few radio stations in my list there will eventually be many different entries. And, if I use the keyboard shortcuts to navigate the playlist I always have to remember that radio station X has for example four entries in the playlist, so I have to press the shortcut for switching tracks four times to actually switch the to the next station. Now, ideally I would like some solution for amarok, but if someone knows of another media player that does this or something I would appreciate that information as well.

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  • Why are my hardware tabs disabled for my VMWare player image?

    - by djangofan
    I just installed a Ubuntu 10.10 image on VMWare player and after I finished installing I was messing with the hardware settings and I did the following: 1. disabled the floppy device 2. changed the CDRom to "use system cdrom" 3. tried to enable the VMWare tools but it complained that the vm was in "Easy Install" mode After I fiddled with the VM now my floppy and 2 CD rom devices as well as sound card and USB settings are all disabled in the VM hardware settings. Any idea on why this occurred and how to fix it?

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