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  • convert flv to mp3 with Java

    - by krial
    Hi, I'm pretty new in developing programs in Java. I'm currently writing a program that converts a flv video into mp3. I have already written such a program in Visual Studio.net C#, but the Problem is, that it isn't cross platform compatible... I used the ffmpeg binary to convert the video into mp3, but I can't find ffmpeg binaries for Mac and Linux. (if so, I could start the specific binaries from java, depending on the OS) So I tried to convert the video with Xuggle, but the final mp3 has 0 bytes. My current code is the following: IMediaReader reader = ToolFactory.makeReader("video.flv"); reader.addListener(ToolFactory.makeWriter("music.mp3", reader)); while (reader.readPacket() == null) do {} while(false); Thanks in advance. p.s sorry for my bad english

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  • Free MP3 merge for Mac OS X

    - by Lilly
    Hi, I need to merge several MP3 tracks into one, I use Mac OS X 10.5. I want to convert all my Harry Potter CDs to my iPod, but not every minute a new track (as it is on the CDs) but chapterwise. Where can I get a free software? Help, please! (I've already tried: Jfuse, but after I had merged a few chapters it said I had to buy it; emicsoft VOB Converter for Mac; File Stitcher; but since they all were shareware, for free they would only let me merge 2 files at once (that would take me days) or half of each file which is useless of course; iTunes advanced settings ("join CD tracks") when importing the CDs, but it would let me only join the complete CD, not chapters...) (Sorry for my English, hope you could understand what I wanted to say)

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  • Free mp3 merge for Mac OSX

    - by Lilly
    Hi, I need to merge several mp3 tracks into one, I use MAC OS X 10.5. I want to convert all my Harry Potter CDs to my iPod, but not every minute a new track (as it is on the CDs) but chapterwise. Where can I get a free software? Help, please! (I've already tried: Jfuse, but after I had merged a few chapters it said I had to buy it; emicsoft VOB Converter for MAC; File Stitcher; but since they all were shareware, for free they would only let me merge 2 files at once (that would take me days) or half of each file which is useless of course; iTunes advanced settings ("join CD tracks") when importing the CDs, but it would let me only join the complete CD, not chapters...) (Sorry for my English, hope you could understand what I wanted to say)

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  • Playing an Online mp3

    - by Mohsen
    I have a problem with playing online mp3s. I'm using latest version of javazoom's jlayer and basicplayer. Here is the exception: Caused by: javazoom.jlgui.basicplayer.BasicPlayerException: java.io.EOFException at javazoom.jlgui.basicplayer.BasicPlayer.initAudioInputStream(Unknown Source) at javazoom.jlgui.basicplayer.BasicPlayer.open(Unknown Source) ... 12 more Caused by: java.io.EOFException at java.io.DataInputStream.readInt(DataInputStream.java:375) at com.sun.media.sound.WaveFileReader.getFMT(WaveFileReader.java:244) at com.sun.media.sound.WaveFileReader.getAudioFileFormat(WaveFileReader.java:85) at javax.sound.sampled.AudioSystem.getAudioFileFormat(AudioSystem.java:985) at javazoom.jlgui.basicplayer.BasicPlayer.initAudioInputStream(Unknown Source) ... 15 more My java is 1.6.0_16. Certain files cannot be player through the Internet. I have a set of mp3s, playing one after the other. Randomly one mp3 doesn't work throwing above exception. Some mp3s can be played by calling again play() method if javazoom's basicplayer, but others can never be played online. I was able to find this post but I doubt if this really relates to my directx version or something. Mohsen

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  • How to convert series of MP3 to a M4B in a batch

    - by Artem Tikhomirov
    Hello. I have a batch of MP3 based books. Some of them divide into files according to book's own structure: chapters and so on. Some of them was just divided into equally lengthened parts. So. I've bought an iPhone, and I want to convert them all to M4B format. How could I convert them in a batch? I mean how cold I set up a process once, for each book, and then, after couple of weeks, receive totally converted library. The only able program for such conversion I've found was Audiobook Builder for a Mac. But it is pretty slow and do not support batching in principle. Solutions for any platform, please.

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  • Seeking automated toolchain for WAV cleanup and conversion to MP3 (currently using Audacity manually

    - by Andrew M. Greene
    I use Finale with the Garritan sounds to convert my music into WAV files; after that I manually load each one into Audacity and select all use the "normalize" effect (with default settings) manually select the silence at the beginning of the file and delete it manually select the silence at the end of the file and delete it finally export the whole thing as an MP3 (with specific tag data) This gets tedious, especially as I work on a ten-movement piece with six part-prominent rehearsal "tapes" to accompany the full-score rendition. And there are too many variations in what's going on for me to trust AutoHotKey for this one. Is there a way to script Audacity, or is there another toolchain that would do what I want? I'm running on a WindowsXP laptop with cygwin installed. Thanks!

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  • How to convert series of MP3 to a M4B in a batch

    - by Artem Tikhomirov
    I have a batch of MP3 based books. Some of them divide into files according to book's own structure: chapters and so on. Some of them was just divided into equally lengthened parts. So. I've bought an iPhone, and I want to convert them all to M4B format. How could I convert them in a batch? I mean how cold I set up a process once, for each book, and then, after couple of weeks, receive totally converted library. The only able program for such conversion I've found was Audiobook Builder for a Mac. But it is pretty slow and do not support batching in principle. Solutions for any platform, please.

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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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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • Kinect losing tracked players with Beta2 SDK

    - by Eric B
    So i'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track anyone else for several minutes. Same deal if the player leaves the FOV and reenters it. Here is what im using to detect players. void nui_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e) { int playersAlive = 0; // reset lists skeletons = new Dictionary<int, SkeletonData>(); //create a new list for skeletons menuSkeleton = new List<SkeletonData>(); initialPlayers = new Dictionary<float, SkeletonData>(); //create a new list for initialPlayers foreach (SkeletonData s in e.SkeletonFrame.Skeletons) //for each skeleton the kinect has detected { if (s.TrackingState == SkeletonTrackingState.Tracked) // players found { menuSkeleton.Add(s); if (initialized) // after initialization { skeletons.Add(s.TrackingID, s); } else // before initialization initialPlayers.Add(s.Joints[JointID.ShoulderCenter].Position.X, s); //if we are not initialized then add this player to the inital player list. playersAlive++; } } if (playersAlive == TOTAL_PLAYERS_ALLOWED) // If there is one player { if (!inMiniGame) // Before the game starts gameStart = DateTime.Now; // Reset initialization timer if (!initialized) // Before initialization // NOTE TO SELF I TOOK OUT && inMenu { InitializePlayers(); if (DateTime.Now.Subtract(gameStart).TotalMilliseconds > INITIALIZATION_WAIT_TIME) { initialized = true; // initialize timers from fixed starting time if (inMiniGame) //if the game has started { gamePause = gameStart; //TODO ERIC: Initialize any Timers Here } } } } } /// <summary> /// this function initializes the players adding them to a list /// and making one of the players the menu controller, for LIM we will need to change the code so that the /// game only recognizes and supports one player at a time /// variable names will need to be change as well. /// </summary> private void InitializePlayers() { List<float> initialPos = new List<float>(); // used to track starting positions players = new Dictionary<int, Player>(); foreach (float pos in initialPlayers.Keys) { initialPos.Add(pos); //add position of each inital player to list } float first = initialPos[0]; // left player first, right second Player player = new Player(initialPlayers[first].TrackingID, true); player.PlayerNumber = PLAYER_ONE; player.Skeleton = initialPlayers[first]; player.Specifics = new PlayerSpecifics(player.PlayerNumber); player.Specifics.PauseTimer = gameStart; players.Add(initialPlayers[first].TrackingID, player); menuController = initialPlayers[first].TrackingID; //menu controller is player 1 } This is a one player game. Also when the game starts Initialize is set to false, and gets set to true when i go from the games menu into the gameplay. So can anyone see any issues with this code block that would cause the kinect to lose players as they enter/exit the FOV? and not re-track them? Thank you for any help.

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • How to display lyrics that are stored in MP3-Tag?

    - by Der_Techniker
    How can I achieve that goal? I tried many players - banshee, rhythmbox, amarok, exaile... none of them displays lyrics that are already stored in the mp3. They always try to fetch lyrics from the internet. Interestingly, banshee supports STORING lyrics into the mp3 but not READING - I find that annoying... One player though does it properly - gmusicbrowser. But this piece of software has a so confusing user interface - I don't wanna use it. Any ideas?

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  • ffmpeg mp3 convertion

    - by Alex
    was to convert several thousand MP3 files, and get this for some files: ffmpeg -t 45 -i "public/system/musics/files/2009/original/03_Memphis.mp3" -y "memphis.mp3" FFmpeg version 0.5-svn17737+3:0.svn20090303-1ubuntu6, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --extra-version=svn17737+3:0.svn20090303-1ubuntu6 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --disable-stripping --disable-vhook --enable-libdc1394 --disable-armv5te --disable-armv6 --disable-armv6t2 --disable-armvfp --disable-neon --disable-altivec --disable-vis --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 0 / 52.20. 0 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Apr 10 2009 23:18:41, gcc: 4.3.3 public/system/musics/files/2009/original/03_Memphis.mp3: could not find codec parameters what could be the problem?

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  • Text to MP3 using System.Speech.Synthesis.SpeechSynthesizer

    - by Rob
    I am trying to get a text-to-speech to save to an MP3. Currently I have the System.Speech.Synthesis speaking to a WAV file nicely. With New System.Speech.Synthesis.SpeechSynthesizer '.SetOutputToWaveFile(pOutputPath) This works fine .SetOutputToWaveStream(<<Problem bit>>) .Speak(pTextToSpeak) .SetOutputToNull() .Dispose() End With Now the first line commented out produces a WAV file which is nice. Currently I am trying to replace that with an MP3 output stream and not having much success. I have tried the Yeti.MMedia converter but either it isn't going to work or I haven't got it to work successfully. I have to admit here I don't know much about encodings, speeds etc. So the question I have is, does anyone know of a nice way I can say something like the following: .SetOutputToWaveStream(New MP3WriteStream(pOutputPath)) and have the SpeechSynthesizer write to the WAV which then gets converted to the MP3 and ends up on the HDD.

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  • mp3 downsampling / compression in java

    - by veenit33
    Well, i was looking forward to modify the bit rate of a mp3 file in java. I want to downsample(change its bit rate) the mp3 file from 256/384 kbps to say 64/128 kbps.. (I guess this is the only way one can achieve mp3 compression..or is there any other way.?) I searched for LameOnJ but that website is temperoraly down and so im not able to get the license file which we need to download in every 2 days. Is this possible using JMF..? What are the other option i have..? Regards, Veenit Shah

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  • Convert YouTube Videos to MP3 with YouTube Downloader

    - by DigitalGeekery
    Are you looking for a way to take the music videos you watch on YouTube and convert them to MP3? Today we take a look at an easy way to convert those YouTube videos to MP3 for free with YouTube Downloader. The YouTube Downloader functions in two steps. First, it downloads the video from YouTube in MP4 format, and then allows you to convert that MP4 file to MP3. Note: It also supports conversion conversion to some other formats such as AVI video, MOV, iPhone, PSP, 3GP, and WMV.   Installation and usage Download and Install YouTube Downloader. (See download link below) Open the YouTube Downloader by clicking on the desktop icon. Find a YouTube video you’d like to convert to MP3 and copy the URL. Paste the URL into the “Enter video URL” text box in YouTube Downloader. When you hover your mouse over the text box, the text box will auto-fill with the URL from your clipboard. Select the “Download video from YouTube” radio button and click “Ok.” Choose a folder to location to download your YouTube video and click “Save.” The video is downloaded in MP4 format. Now wait while the video is downloaded to your hard drive.   Select the “Convert video (previously downloaded) from file” radio button. Click the (…) button to the right of the “Select video file” text box to browse for and select the MP4 file you just downloaded. Then select “MPEG Audio Layer (MP3) from the “Convert to” drop down list. Select “OK” to begin the conversion. Choose the conversion quality by moving the slider to the right or left. The options are: Low (96kbps bite rate), Medium (128kbps bit rate), Optimal (192kbps bit rate), and High 256kbps bit rate). Here you can select the output volume as well. Click “OK” when finished. If there is a portion of the beginning or end of the video that you wish to cut out of the MP3, select the “Cut video” check box and choose a Start and End time. Click “OK” when finished. Note: The start and end time represent the audio portion of the MP3 you wish to keep. All portions before and after these times will be cut.   The conversion process will begin and should only take a few moments. Times will vary depending on the size of the video you’re converting. Conversion was successful! The MP3 you converted will be in the same directory you downloaded the video to. Now you’re ready to listen to your MP3 or import it to your Zune, iTunes, or music library. You may also want to delete the MP4 files after the conversion if you will no longer need them. Conclusion YouTube Downloader features a very simple interface that’s user friendly and easy to use. It comes in handy when you watch videos that look horrible, but the sound quality is good. Or if you just need to hear the audio of something posted and don’t need the video. It also allows you to download from Google Video, MySpace, and others. Download YouTube Downloader Similar Articles Productive Geek Tips Download YouTube Videos with Cheetah YouTube DownloaderWatch YouTube Videos in Cinema Style in FirefoxStop YouTube Videos from Automatically Playing in FirefoxRemove Unsuitable Comments from YouTubeImprove YouTube Video Viewing 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 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio Worldwide Growth of the Internet

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  • MP3 Resampling in Linux

    - by sharon
    Hello folks. Tonight I am working on my music collection. I would like to resample a large selection of my MP3's to 192Kb/s for my Zune. I know the obvious way to do this is a recursive function using lame to encode MP3 at 192 - but lame doesn't maintain the ID3 tags! Does anyone know of another option that will retain ID3 info? Thank you all for your time / help!

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  • Converting WAV to MP3 on Linux with low bitrates

    - by Olly
    I need to convert WAV files to MP3 files so they can be played on a website. I think that LAME would probably be the best tool. However the WAV files are low bitrate (around 8kbits recorded from a phone) and LAME's website states that it is the "best MP3 encoder at mid-high bitrates and at VBR". Is there is a better encoder for lower bitrates? If so can you define "better"?

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  • MP3 codec for WAV files

    - by Don Reba
    Wav files support different encodings, including mp3. Is there a C/C++ library that would produce mp3-encoded wav files from uncompressed wav? If not, what would be the best place to start to implement one?

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  • File transfer from MP3 player to computer

    - by JP
    I own an old 20GB Creative Zen jukebox (all external screws are gone on it LOL) and I would like to transfer files back to my PC to get them on my new iPod. Problem is, no matter what software I use (WinAMP, Creative Media Source or Windows Media Player), it just stops transferring files on my HD with an error message that says there is no more space on the destination folder. Problem is, there is still 320GB free. I tried lot of things like installing newer driver, latest Zen plug-in for Media Source, latest WinAMP version. Sometimes, it just works and then again, it stops working and I get this non-sense error. Restarting my PC sometime solves the issue by giving me enough time to transfer 10 or 15 more files and then I get the error again and again. Yesterday though I managed to transfer up to 3GB of MP3s on my computer before getting the error. Seems like I'm having a driver issue or a weird behavior from the player and/or the software I'm using. 3 different software can't reproduce the exact same issue by themselves so it must be something related to the driver. I can't find any post of any sort concerning such issue on old forums. Any idea?

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  • Noise when I try to convert flac to mp3 using vlc

    - by Josef
    I'd like to convert my flac files to mp3s using vlc and it's Media-Convert/Save function. The destination file is written but only contains awful noise. I've tried most of the predefined profiles (mp4, wav, etc.) and all of them seem to yield the same result. What's wrong?

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  • Alternative to WMP for mp3 player sync

    - by Dan Neely
    I've been using WMP to sync to my Creative Zen since I bought it a year ago. It worked fine when my collection was still smaller than its capacity, but that's no longer the case, and I can't find any way to specify which music should be synced/not synced. WMP's sync by alphabetical order is an unacceptable option. What I think I want is something that would show my collection organized by artist/album/song (with file size info) in a treeview with checkboxes that saves my selections so I just have make adjustments as needed with new albums instead of having to rebuild my list from scratch every time.

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  • How to get average volume level of a mp3 file

    - by Stan
    I have to normalize volume level of some speech recording. But every recording seems to be at difference volume level. Is there any tool that can get some statistics of volume level? So I know how much dB I have to increase/decrease during normalization. Thanks.

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