Search Results

Search found 5304 results on 213 pages for 'audio streaming'.

Page 55/213 | < Previous Page | 51 52 53 54 55 56 57 58 59 60 61 62  | Next Page >

  • Catch headset pause/play keypresses in Windows

    - by akshay2000
    I have a new Ultrabook which has single audio jack for input and output instead for separate 3.5 mm jacks we used to have on older machines. The jack is probably similar to American Audio Jack specification or like the one found on Macbook Pro. I have tried to use it with the Apple, HTC, Nokia earphones which ship with most of the smartphones. Microphone on the headset works the way it should. Thing is that the headsets also come with remote controls to control volume and playback. I am sure that those key presses are sent to the Windows. I was hoping to catch those events and bind those to actual media keys so that I can control music playback. I guess this happens on Macs. I want to do the similar thing on the Windows. I'm just not sure where I can catch the events. Driver level? Application level?

    Read the article

  • Avoiding QoS degradation for video streaming clients

    - by aarege31
    Suppose I have two routers connected via a 1Gbit connection. A client behind router 1 streams to a client behind router 2 while other clients behind router 1 transmit data to other clients behind router 2. Are there any best practice policing, scheduling or queue management algorithms available that help a beginner understand what is necessary to prevent QoS degration in simple cases as above as well as in real world environments?

    Read the article

  • Problems setting up VLC Sever/client streaming

    - by Ayos
    I'm trying to set up a Linux machine as the server and a Windows XP machine as the client. Both machines are connected to the same local network via a Wi-Fi router. I setup the stream with the following properties : http stream port 8080 play locally And not much else. No firewall on the windows client(Windows firewall is disabled) When I try to open network stream via the client machine(Using VLC or Windows Media Player) I get the following errors: Media Player error code : 0xC00D11B3: Encountered a network Problem. VLC Console: main warning: connection timed out access_mms error: cannot connect to 192.168.1.3:8080 main debug: no access module matching "http" could be loaded main debug: TIMER module_need() : 12625.810 ms - Total 12625.810 ms / 1 intvls (Avg 12625.809 ms) main error: open of `http://192.168.1.3:8080' failed main debug: dead input main debug: repeating item main debug: starting playback of the new playlist item main debug: resyncing on http://192.168.1.3:8080 main debug: http://192.168.1.3:8080 is at 0 main debug: creating new input thread main debug: Creating an input for 'http://192.168.1.3:8080' main debug: using timeshift granularity of 50 MiB, in path 'C:\DOCUME~1\Accer\LOCALS~1\Temp' main debug: `http://192.168.1.3:8080' gives access `http' demux `' path `192.168.1.3:8080' main debug: creating demux: access='http' demux='' location='192.168.1.3:8080' file='\\192.168.1.3:8080' main debug: looking for access_demux module: 0 candidates main debug: no access_demux module matched "http" main debug: TIMER module_need() : 0.461 ms - Total 0.461 ms / 1 intvls (Avg 0.461 ms) main debug: creating access 'http' location='192.168.1.3:8080', path='\\192.168.1.3:8080' main debug: looking for access module: 2 candidates access_http debug: http: server='192.168.1.3' port=8080 file='' main debug: net: connecting to 192.168.1.3 port 8080 qt4 debug: IM: Deleting the input main debug: TIMER input launching for 'http://192.168.1.3:8080' : 13397.979 ms - Total 13397.979 ms / 1 intvls (Avg 13397.978 ms) qt4 debug: IM: Setting an input Need Help. Thanks in advance.

    Read the article

  • Video streaming and internet browsing on different bands/frequency

    - by user47207
    I have a Netgear WDNR37000 which allows clients on a 2ghz or 5ghz to access the internet and see every client and device on the network. I have a computer with two nics, one that is in the 2ghz range and the other on the 5ghz range. My specific problem is that I would like to serve my video streams (hulu, ps3mediaserver, playon) to my ps3 on the 5ghz band while internet browsing is routed to the 2ghz band. This is so that the video streams aren't affected by general internet use. While the easiest solution would be to disable internet access on the 5ghz apn, I would like to know of a solution that would not require that.

    Read the article

  • Streaming a large file

    - by Rich
    quick question say i wanted to download a file of considerable size 10gb say and i sent the GET request to a web server to download that file question is, if the client stopped reading the TCP connection, would the entire file still be downloaded, or does it depend on the client sending back an ack or something to the circuit asking for the next packet hope that makes sense This question was originally asked involving the Tor network, but i just want to know how a standard internet connection would handle this Thanks

    Read the article

  • Increase Volume of an MKV Video from Linux Terminal

    - by The How-To Geek
    I've got a large amount of .MKV video files which seem to all play at a very low volume - I end up having to turn the TV up all the way to hear them, which is really irritating when I switch to another channel and wake the dead because it's so loud. What I'm looking for is a command-line method to increase the volume (so I can run it on all of them quickly) that would hopefully work regardless of the audio codec in use in the particular file. (I don't mind hard-coding the output audio though). For reference, I'm using Ubuntu 9.04 on my server, and the files are being played back with Boxee on a Mac Mini, but the volume problem is the same on Windows too.

    Read the article

  • How do I fix the audio on my laptop. model Fujitsu B6220

    - by user89756
    I reinstalled Ubuntu 12.04 on my laptop because the Unity desktop was freezing. Reinstalling 12.04 seems to have fixed the freezing problem, but now the audio does not work. When I go to SettingsAudio and under the Output tab it only has the option for Digital Output. There is no option for Analog Output. The sound card show up under lspci as: "00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 02)" What would be the command to reinstall the audio subsystem? If that would fix it...

    Read the article

  • Android: Streaming audio over TCP Sockets

    - by user299988
    Hi, For my app, I need to record audio from MIC on an Android phone, and send it over TCP to the other android phone, where it needs to be played. I am using AudioRecord and AudioTrack class. This works great with a file - write audio to the file using DataOutputStream, and read from it using DataInputStream. However, if I obtain the same stream from a socket instead of a File, and try writing to it, I get an exception. I am at a loss to understand what could possibly be going wrong. Any help would be greatly appreciated. EDIT: The problem is same even if I try with larger buffer sizes (65535 bytes, 160000 bytes). This is the code: Recorder: int bufferSize = AudioRecord.getMinBufferSize(11025, , AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT); AudioRecord recordInstance = new AudioRecord(MediaRecorder.AudioSource.MIC, 11025, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT, bufferSize); byte[] tempBuffer = new byte[bufferSize]; recordInstance.startRecording(); while (/*isRecording*/) { bufferRead = recordInstance.read(tempBuffer, 0, bufferSize); dataOutputStreamInstance.write(tempBuffer); } The DataOutputStream above is obtained as: BufferedOutputStream buff = new BufferedOutputStream(out1); //out1 is the socket's outputStream DataOutputStream dataOutputStreamInstance = new DataOutputStream (buff); Could you please have a look, and let me know what is it that I could be doing wrong here? Thanks,

    Read the article

  • Audio recording and playback using NAudio

    - by Egon
    When I try recording audio following this here, and using the related source code from here in the (voicerecorder.audio project), I face the problem that the recording stops within moments of starting and so does the playback. the recorded file is 46 bytes, and playback is there for less than a second, basically, the thread jumps to the next statement immediately. If I try to sleep the thread, it doesn't help. What can I do to keep it in the recording mode or playback mode until user interrupt ?

    Read the article

  • C# XP Sound QuickFix

    - by ikurtz
    I have this: ThreadPool.QueueUserWorkItem(new WaitCallback(FireAttackProc), fireResult); and FireAttackProc: private void FireAttackProc(Object stateInfo) { // Process Attack/Fire (local) lock (_procLock) { // build status message String status = "(Away vs. Home)"; // get Fire Result state info FireResult fireResult = (FireResult)stateInfo; // update home grid with attack information GameModel.HomeCellStatusSet(fireResult.FireGridLocation, Cell.cellState.Lock); this.Invoke(new Action(delegate() { RefreshHomeGrid(); })); status = status + "(Attack Coordinate: (" + GameModel.alphaCoords(fireResult.FireGridLocation.Column) + "," + fireResult.FireGridLocation.Row + "))(Result: "; // play audio data if true if (audio) { String Letters; Stream stream; SoundPlayer player; Letters = GameModel.alphaCoords(fireResult.FireGridLocation.Column); stream = Properties.Resources.ResourceManager.GetStream("_" + Letters); player = new System.Media.SoundPlayer(stream); player.PlaySync(); Letters = fireResult.FireGridLocation.Row.ToString(); stream = Properties.Resources.ResourceManager.GetStream("__" + Letters); player = new System.Media.SoundPlayer(stream); player.PlaySync(); stream.Dispose(); player.Dispose(); } if (audio) { SoundPlayer fire = new SoundPlayer(Properties.Resources.fire); fire.PlaySync(); fire.Dispose(); } // deal with hit/miss switch (fireResult.Hit) { case true: this.Invoke(new Action(delegate() { GameModel.HomeCellStatusSet(fireResult.FireGridLocation, Cell.cellState.Hit); status = status + "(Hit)"; })); if (audio) { SoundPlayer hit = new SoundPlayer(Properties.Resources.firehit); hit.PlaySync(); hit.Dispose(); } break; case false: this.Invoke(new Action(delegate() { GameModel.HomeCellStatusSet(fireResult.FireGridLocation, Cell.cellState.Miss); status = status + "(Miss)"; })); GameModel.PlayerNextTurn = NietzscheBattleshipsGameModel.GamePlayers.Home; if (audio) { SoundPlayer miss = new SoundPlayer(Properties.Resources.firemiss); miss.PlaySync(); miss.Dispose(); } break; } // refresh home grid with updated data this.Invoke(new Action(delegate() { RefreshHomeGrid(); })); GameToolStripStatusLabel.Text = status + ")"; // deal with ship destroyed if (fireResult.ShipDestroyed) { status = status + "(Destroyed: " + GameModel.getShipDescription(fireResult.DestroyedShipType) + ")"; if (audio) { Stream stream; SoundPlayer player; stream = Properties.Resources.ResourceManager.GetStream("_home"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream.Dispose(); string ShipID = fireResult.DestroyedShipType.ToString(); stream = Properties.Resources.ResourceManager.GetStream("_" + ShipID); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream.Dispose(); stream = Properties.Resources.ResourceManager.GetStream("_destroyed"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream.Dispose(); } } // deal with win condition if (fireResult.Win) { if (audio) { Stream stream; SoundPlayer player; stream = Properties.Resources.ResourceManager.GetStream("_home"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); stream = Properties.Resources.ResourceManager.GetStream("_loses"); player = new System.Media.SoundPlayer(stream); player.PlaySync(); player.Dispose(); } GameModel.gameContracts = new GameContracts(); } // update status message if (fireResult.Hit) { if (!fireResult.Win) { status = status + "(Turn: Away)"; LockGUIControls(); } } // deal with turn logic if (GameModel.PlayerNextTurn == NietzscheBattleshipsGameModel.GamePlayers.Home) { this.Invoke(new Action(delegate() { if (!fireResult.Win) { status = status + "(Turn: Home)"; AwayTableLayoutPanel.Enabled = true; } })); } // deal with win condition if (fireResult.Win) { this.Invoke(new Action(delegate() { status = status + "(Game: Home Loses)"; CancelToolStripMenuItem.Enabled = false; NewToolStripMenuItem.Enabled = true; LockGUIControls(); })); } // display completed status message GameToolStripStatusLabel.Text = status + ")"; } } The issue is this: Under Vista/win7 the sound clips in the FireAttackProc plays. But under XP the logic contained within FireAttackProc gets executed but none of the sound clips play. Is there a quick solution to this so the sound will play under XP? I ask for a quick solution because i am happy being able to execute fully in Vista/Win7 but would be great if there was a quick solution so it would be XP compitable also. Thank you.

    Read the article

  • Window Media Player issues two requests for the audio on web page

    - by Ron Harlev
    I'm using Windows Media Player in a web page. I have version 11 installed so that is the version I'm testing with right now. The player is embedded on the page with this HTML: <OBJECT id='MS_mediaPlayer' width="400" height="45" classid='CLSID:6BF52A52-394A-11D3-B153-00C04F79FAA6' codebase='http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701' standby='Loading Microsoft Windows Media Player components...' type='application/x-oleobject'> <param name='autoStart' value="false"> <param name='uiMode' value="invisible"> <param name='loop' value="false"> </OBJECT> I'm calling in JavaScript: MS_mediaPlayer.URL = "SomeAudioFile.mp3" MS_mediaPlayer.controls.play(); When I look at Fiddler I can see that the player actually downloads "SomeAudioFile.mp3" twice. Is there some setting I have wrong? I was trying to set the "autoPlay" to true and avoid calling "play()". Got the same result - two downloads. UPDATE: The first request's user-agent is "Windows-Media-Player/11.0.5721.5268". The second has "Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 5.1; GTB6; .NET CLR 1.1.4322; .NET CLR 2.0.50727; .NET CLR 3.0.04506.30; .NET CLR 3.0.04506.648; .NET CLR 3.5.21022; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729)". Looks like the browser is running the same request the second time. No Idea why Any ideas? UPDATE (4/1/10): Still no solution. I debugged the JS thoroughly and there is only one call to MediaPlayer.URL='.....' to set the audio file. Nothing else triggers the media player to load the file and there is no other place referencing the audio file on the page. One other interesting fact is that this doesn't happen (the double loading of the audio) when I run the browser locally on my development web server. But other remote requests to the same web server generate the double audio loading. I believe I eliminated any correlation with specific IE version or media player version. This happens with IE6-8 and WM9-12

    Read the article

  • how to implement video and audio merger program ?

    - by egebilmuh
    Hi guys I want to make a program which takes video and audio and merges them. Video Type or audio type is not important for me. I just want to make so- called program. How can i make this ? does any library exist for this ? (I know there are many program about this topic but i want to learn how to implement such a program.) Help me please about this topic.

    Read the article

  • Flash computeSpectrum() unsynchronized with audio

    - by sold
    I am using Flash's (CS4, AS3) SoundMixer.computeSpectrum to visualize a DFT of what supposed to be, according to the docs, whatever is currently being played. However, there is a considerable delay between the audio and the visualization (audio comes later). It seems that computeSpectrum captures whatever is on it's way to the buffer, and not to the speakers. Any cure for this?

    Read the article

  • iPhone SDK Question with Audio/Mic

    - by Henry D'Andrea
    I am trying to do an app, to where when it launches, it will detect audio, and then play it back automatically. NO BUTTONS, nothing to press. Just a picture of something then, it listens for audio, then plays it back. Similar to the Talking Carl app in the App Store. Any ideas/help? Would appreciate it, if i could use the code with IB.

    Read the article

  • No Audio from Windows XP after formatting.

    - by karthik
    Hello folks, I have reinstalled in my Windows XP machine. After it is re-isntalled the audio in my machine has failed. I have installed all the device drivers in my mother board. The Realtek Sound driver is also installed. Note: Sound is working when I test the surround settings test in my RealTek program, but unable to play any audio, tried playing both in my local machine and from the internet.

    Read the article

  • Get info for remote audio files

    - by Yola
    to get metadata for audio file i can use: NSDictionary *aMetadata = [aPath MDIAttributes:[aPath allMDIAttributesNames]]; but it doesn't work with remote files, in case of images i solved this problem with CGImageSourceRef and so on functions. Does anybody know something like this for audio files?

    Read the article

  • Recommendations for technical (programming) podcasts or audio books?

    - by David Pfeffer
    I'd like to do some professional development during my commute, but I find that reading programming texts on the bus and train cause nausia because of how much I have to focus on them. I'd like to find some good technical programming audio books, either free or for purchase/download and some good technical podcasts. What are the best programming audio books or podcasts out there, and where can they be found?

    Read the article

< Previous Page | 51 52 53 54 55 56 57 58 59 60 61 62  | Next Page >