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  • How to handle a player's level and its consequent privileges?

    - by Songo
    I'm building a game similar to Mafia Wars where a player can do tasks for his gang and gain experience and thus advancing his level. The game is built using PHP and a Mysql database. In the game I want to limit the resources allowed to player based on his level. For example: ________| (Max gold) | (Max army size) | (Max moves) | ... Level 1 | 1000 | 100 | 10 | ... Level 2 | 1500 | 200 | 20 | ... Level 3 | 3000 | 300 | 25 | ... . . . In addition certain features of the game won't be allowed until a certain level is reached such as players under Level 10 can't trade in the game market, players under Level 20 can't create alliances,...etc. The way I have modeled it is by implementing a very loooong ACL (Access Control List) with about 100 entries (an entry for each level). However, I think there may be a simpler approach to this seeing that this feature have been implemented in many games before.

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  • Is it possible to stream music/video from an Apache server?

    - by rphello101
    I'm just starting to get into setting up a server. I've set up a basic Apache server to access some songs and movies. When I click one of the songs though, nothing happens. When I click one of the movies, sometimes it will open a new web page and act as though it is going to start playing, but never does. I know Apache is HTTP, not FTP and read somewhere that that could be a problem, but I'm uncertain of the differences. Anyway, is it possible to click on one of the songs and have it start streaming using, for example, Windows Media Player? If so, might someone either explain how to do so or direct me to where I can find it? Any information on retrieving media from an Apache server at this point would be most appreciated. -Edit- I don't know if it matters, but I'm using Windows 7 and Google Chrome

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

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  • motion computation from video using pyglet in python

    - by kuaywai
    Hi, I am writing a simple motion detection program but i want it to be cross platform so im using python and the pyglet library since it provides a simple way to load videos in different formats (specially wmv and mpeg). So far i have the code given below which loads the movie and plays it in a window. Now i need to: 1) grab frame at time t and t-1 2) do a subtraction to see which pixels are active for motion detection. any ideas on how to grab frames and to skip over frames and is it possible to put the pixel values into a matrix in numpy or something directly from pyglet? or should look into using something other than pyglet? thanks kuaywai import pyglet import sys window = pyglet.window.Window(resizable=True) window.set_minimum_size(320,200) window.set_caption('Motion detect 1.0') video_intro = pyglet.resource.media('movie1.wmv') player = pyglet.media.Player() player.queue(video_intro) print 'calculating movie size...' if not player.source or not player.source.video_format: sys.exit myWidth = player.source.video_format.width myHeight = player.source.video_format.height if player.source.video_format.sample_aspect 1: myWidth *= player.source.video_format.sample_aspect elif player.source.video_format.sample_aspect < 1: myHeight /= player.source.video_format.sample_aspect print 'its size is %d,%d' % (myWidth,myHeight) player.play() @window.event def on_draw(): window.clear() (w,h) = window.get_size() player.get_texture().blit(0, h-myHeight, width=myWidth, height=myHeight) pyglet.app.run()

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  • C++ Beginner - Trouble using classes inside of classes

    - by Francisco P.
    Hello, I am working on a college project, where I have to implement a simple Scrabble game. I have a player class (containing a Score and the player's hand, in the form of a std::string, and a score class (containing a name and numeric (int) score). One of Player's member-functions is Score getScore(), which returns a Score object for that player. However, I get the following error on compile time: player.h(27) : error C2146: syntax error : missing ';' before identifier 'getScore' player.h(27) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(27) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(27) : warning C4183: 'getScore': missing return type; assumed to be a member function returning 'int' player.h(35) : error C2146: syntax error : missing ';' before identifier '_score' player.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int player.h(35) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int Here's lines 27 and 35, respectively: Score getScore(); //defined as public (...) Score _score; //defined as private I get that the compiler is having trouble recognizing Score as a valid type... But why? I have correctly included Score.h at the beginning of player.h: #include "Score.h" #include "Deck.h" #include <string> I have a default constructor for Score defined in Score.h: Score(); //score.h //score.cpp Score::Score() { _name = ""; _points = 0; } Any input would be appreciated! Thanks for your time, Francisco EDIT: As requested, score.h and player.h: http://pastebin.com/3JzXP36i http://pastebin.com/y7sGVZ4A

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  • Problems with CGPoint/touches event

    - by Jason
    I'm having some problems with storing variables from my touch events. The warning I get when I run this is that coord and icoord are unused, but I used them in the viewDidLoad implementation, is there a reason why this does not work? Any suggestions? #import "iGameViewController.h" @implementation iGameViewController @synthesize player; -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint icoord = [touch locationInView:touch.view]; } -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint coord = [touch locationInView:touch.view]; } - (void)viewDidLoad { if (coord.x > icoord.x) { player.center = CGPointMake(player.center.x + 5, player.center.y); } if (coord.x < icoord.x) { player.center = CGPointMake(player.center.x - 5, player.center.y); } if (coord.y > icoord.y) { player.center = CGPointMake(player.center.x, player.center.y - 5); } if (coord.y < icoord.y) { player.center = CGPointMake(player.center.x, player.center.y + 5); } } Thanks.

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  • how to make this in python

    - by user2980882
    The number reduction game Rules of the game: ? The first player to write a 0 wins. ? To start the game, Player 1 picks any whole number greater than 1, say 18. ? The players take turns reducing the number by either: o Subtracting 1 from the number his/her opponent just wrote, OR o Halving the number his/her opponent just wrote, rounding down if necessary. Write a Python program that lets two players play the number reduction game. Your program should: 1. Ask Player 1 to enter the starting number. 2. Use a while-loop to allow the players to take turns reducing the number until someone wins. 3. Each time a player enters a positive number (not 0), inform the other player what his/her choices are and ask him/her to enter the next number. 4. Declare the winner when someone enters 0. Example session: Player 1, enter a number greater than 1: 16 Player 2, your choices are 15 or 8: 15 Player 1, your choices are 14 or 7: 7 Player 2, your choices are 6 or 3:3 Player 1, your choices are 2 or 1:2 Player 2, your choices are 1 or 1:1 Player 1, your choices are 0 or 0:0 Player 1 wins

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  • How do I create midi data to trigger an Ultrabeat pattern in Logic?

    - by user289581
    I've made some Ultrabeat patterns but I can't figure out how to trigger them. I make the pattern on C-1, then I go back to the arrange window and hit record and then hit C1 on my keyboard, and it doesn't play the pattern, it just plays a single note. I have Pattern Mode enabled on Ultrabeat and I'm using a one-shot trigger but I can't seem to trigger my pattern to play at all. What am I doing wrong?

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  • Goldwave Autotrim over Command Prompt

    - by Vivek
    Hi, I have 1 minute wav file recordings. To check whether there is no voice present in the file, I am using Goldwave to trim the silence which lefts the file size very small in few Kbs. This tells me that there is no sound in most part of the file. But I am not able to do this via Command prompt using the Command line utility, Does Goldwave aupport Autotrim Silence through Command Prompt ? If so, what is the command for it ? Thanks Vivek

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  • Hosting a VST/DX instrument in C#/C++?

    - by James D
    I'm trying to get a read on the effort level involved in building a barebones virtual instrument host in C++ or C# but I haven't been able to get any hard information. Does anybody know any good starter apps, tutorials, helper libraries for this sort of thing? If it matters, the goal would be to a) accept incoming MIDI events and b) dispatch them to the virtual instrument. In C++ or C#, if possible. Thanks!

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  • .NET Library to Identify Pitches

    - by Antoni
    I'd like to write a simple program(preferably in C#) to which I sing a pitch using a mic and the program identifies to which musical note that pitch corresponds. Thank you very much for your prompt responses. I clarify: I'd like a (preferably .NET) library that would identify the notes I sing. I'd like that such a library: Identifies a note when I sing(a note from the chromatic scale). Tells me how much I'm off from the closest note. I intend to use such a library to sing one note a time.

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  • scripting fruityloops or propellerheads reason from VB or Python?

    - by interstar
    I have both Fruityloops and Propellerheads Reason software synths on my Windows PC. Any way I can get at and script these from either Visual Basic or Python? Or at least send Midi messages to the synths from code? Update : attempts to use something like a "midi-mapper" (thanks for link MusiGenesis) don't seem to work. I don't think Reason or FL Studio act like standard GM Midi synths. Update 2 : If you're interested in this question, check out this too.

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  • Making the sound for a Flash game.

    - by Artemix
    Hu guys, I'm developing a Flash game, and I'm interested in knowing what would be the process of making sound. I want to make my own sounds, if possible, and not to download some premade standard (and possibly lawsuitable if they are not "totally free") sounds from the web. So.. I've read that a synthesizer could be useful.. but, I really dont know. Thx!

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  • Is algebraic sound synthesis possible?

    - by The Rook
    Lets say you have an normal song with two layers, one instrumental and another of just vocals. Now lets say you also have just the instrumental layer. Is it possible to "subtract" the instrumentals and obtain the pure vocals? Is there going to be loss? How would I go about performing this specific type of subtractive synthesis?

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  • Technology and language for a stable Digital Audio Workstation development

    - by Kill KRT
    Hi, I'm designing a cross platform (Windows/Linux/OS X) application, something like a digital audio workstation. I'd like to create a software where users have a fully featured sequencer (multiple tracks with automation) and where it is possible to create instruments using a visual language (as Pure Data/Max MSP). Ehm... I know that I've already posted a question about a related issue... But in order to decide which technology I should use, I think I'd better to make more investigation. I'm a quite experted user of audio trackers (Renoise, Protracker,...) and sequencers (FL Studio, Cubase 5), but I didn't ever try to develop even a basic audio tracker. I know just the basic theory of mixing sound and know how basically a DSP works. My questions are: Where I can find a good tutorial/guide/book about this issue? Do you think using C# (with NAudio) could dramatically reduce performance? I know C++ would be the best choice, but I find C# so elegant and easy to build and port, while C++ is so powerful and fast, but there are too #define and bad things for my taste! ;-) Thank you.

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  • How to show ipod controls?

    - by Alexey
    When user double-tap home button, the ipod controls shows on the screen. I want to allow user show ipod controls by tapping custom button in my application. Is any possibility to do it? Sorry for my english.

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  • Play Multiple iPod Library Songs On iPhone At The Same Time With Pitch Bending & Other Effects

    - by Dino
    Hi, I have been going at this for the past two weeks and it is driving me crazy. I asked this question a couple of days ago (Extract iPod Library raw PCM samples and play with sound effects) and whilst the answer got me half way there I am still stuck. Basically what I am trying to achieve is load up multiple songs from the iPod library for playback with effects such as pitch bend, eq effects etc... I have gone down the route of AVPlayer and AVAudioPlayer which are too simple. The only framework I've seen that can play audio with these effects is OpenAL. I have tried a few objective c wrappers (Finch and ObjectAL) Finch does not play compressed audio whilst ObjectAL will only convert it for me if I pass in a URL for the file (which is something I cannot do because I only have an incompatible iPod library URL). An example of an app that does what I want beautifilly is Tap DJ. It can load up songs from the iPod library fast (unlike TouchDJ and it plays them with all sorts of effects. Any help would be much appreciated.

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  • Introduction to midi programming

    - by bobobobo
    So I have a little (musical) keyboard that has USB midi interface. I know you can program to this (many programs accept input from the midi device via USB interface) but where do you begin to program a midi device? Ideally I'm looking for a platform-independent api, through Python or something.

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  • Extracting note onset from Polyphonic MIDI using jMusic API

    - by Dolphin
    Hi May I know whether it's possible to extract note onset and other musical details (e.g. pitch, note duration) form polyphonic MIDI(i.e. either multiples notes played from treble and bass voices, or chords) using the jMusic API? It has a method to extract note onset - but it returns zero each time for a given note. However extracting pitch and duration for monophonic (i.e. single note) MIDI using jMusic is possible. But when there exist chords it only captures a single note of the chord, and note onset returns zero each time. Is there a way I can resolve this? Appreciate any insight asap. Thanks in advance

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  • How does the Ableton warp algorithm work exactly?

    - by pepperdreamteam
    I'm looking for any documentation or definitive information on Ableton's warp feature. I understand that it has something to do with finding transients, aligning them with an even rhythm and shifting audio samples accordingly. I'm hoping to find ways to approximate warping with more basic audio editing tools. I understand that this is ableton's unique device, really any information about how it works would be helpful. So...does anyone have any 411?

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  • How to have game audio loop at a certain point

    - by Essential
    I have a storm in my game, and so I've made an ambient audio file which slowly grows into a storm and rain fades in, which then becomes a loopable storm audio file. Here is how I've done it: // Play intro clip and merge into main loop var introTime = stormIntro.length; AudioSource.PlayClipAtPoint( stormIntro, Vector3.zero, 0.7 ); Invoke( "StormMusic", introTime ); The way I'm currently trying to do it is get the length of the storm_intro audio clip, play the clip, and then invoke storm_loop to begin after the length of the intro has completed. This kinda works, but not really because there's occasionally a gap between the two. So how can I do it so the transition is seamless?

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