Search Results

Search found 8342 results on 334 pages for 'audio player'.

Page 61/334 | < Previous Page | 57 58 59 60 61 62 63 64 65 66 67 68  | Next Page >

  • How to disable Alert volume from the command line?

    - by Bryce
    There is an option in the Sound Preferences dialog, Sound Effects tab, to toggle Alert volume 'mute'. It works and suffices for my needs to disable the irritating system beep/bell. However, I reinstall systems a LOT for testing purposes and would like to set this setting in a shell script so it's off without having to fiddle with a GUI. But for the life of me I can't seem to find where this can be toggled via a command line tool. I've scanned through gconf-editor, pulseaudio's pacmd, grepped through /etc, even dug through the gnome-volume-control source code, but I am not seeing how this can be set. I gather that gnome-volume-control has changed since a few releases ago. Ideas?

    Read the article

  • How to disable Alert volume from the command line in Natty?

    - by Bryce
    There is an option in the Sound Preferences dialog, Sound Effects tab, to toggle Alert volume 'mute'. It works and suffices for my needs to disable the irritating system beep/bell. However, I reinstall systems a LOT for testing purposes and would like to set this setting in a shell script so it's off without having to fiddle with a GUI. But for the life of me I can't seem to find where this can be toggled via a command line tool. I've scanned through gconf-editor, pulseaudio's pacmd, grepped through /etc, even dug through the gnome-volume-control source code, but I am not seeing how this can be set. I gather that gnome-volume-control has changed since a few releases ago. I'm using Natty fwiw. Ideas?

    Read the article

  • Setting up port forwarding for 7000 appliance VM in VirtualBox

    - by uejio
    I've been using the 7000 appliance VM for a lot of testing lately and relied on others to set up the networking for the VM for me, but finally, I decided to take the dive and do it myself.  After some experimenting, I came up with a very brief number of steps to do this all using the VirtualBox CLI instead of the GUI. First download the VM image and unpack it somewhere.  I put it in /var/tmp. Then, set your VBOX_USER_HOME to some place with lots of disk space and import the VM: export VBOX_USER_HOME=/var/tmp/MyVirtualBoxVBoxManage import /var/tmp/simulator/vbox-2011.1.0.0.1.1.8/Sun\ ZFS\ Storage\ 7000.ovf (go get a cup of tea...) Then, set up port forwarding of the VM appliance BUI and shell:First set up port as NAT:VBoxManage modifyvm Sun_ZFS_Storage_7000 --nic1 nat Then set up rules for port forwarding (pick some unused port numbers):VBoxManage modifyvm Sun_ZFS_Storage_7000 --natpf1 "guestssh,tcp,,4622,,22"VBoxManage modifyvm Sun_ZFS_Storage_7000 --natpf1 "guestbui,tcp,,46215,,215" Verify the settings using:VBoxManage showvminfo Sun_ZFS_Storage_7000 | grep -i nic Start the appliance:$ VBoxHeadless --startvm Sun_ZFS_Storage_7000 & Connect to it using your favorite RDP client.  I use a Sun Ray, so I use the Sun Ray Windows Connector client: $ /opt/SUNWuttsc/bin/uttsc -g 800x600 -P <portnumber> <your-hostname> & The portnumber is displayed in the output of the --startvm command.(This did not work after I updated to VirtualBox 4.1.12, so maybe at this point, you need to use the VirtualBox GUI.) It takes a while to first bring up the VM, so please be patient. The longest time is in loading the smf service descriptions, but fortunately, that only needs to be done the first time the VM boots.  There is also a delay in just booting the appliance, so give it some time. Be sure to set the NIC rule on only one port and not all ports otherwise there will be a conflict in ports and it won't work. After going through the initial configuration screen, you can connect to it using ssh or your browser: ssh -p 45022 root@<your-host-name> https://<your-host-name>:45215 BTW, for the initial configuration, I only had to set the hostname and password.  The rest of the defaults were set by VirtualBox and seemed to work fine.

    Read the article

  • How can I automatically mute the volume at every boot?

    - by ændrük
    Sometimes I forget to enable mute before shutting down my laptop. Can I set it up to be muted by default every time Ubuntu boots, before the login screen is displayed? When I try DoR's suggestion of sudo alsactl store, the settings stored in /var/lib/alsa/asound.state are lost on the next reboot. Something is using this file to automatically save the current volume settings every time I reboot.

    Read the article

  • How to make Bluetooth headset appear as a sound device?

    - by torbengb
    I have an onboard VIA sound card but no speakers attached. Instead, I want to use my bluetooth headset as my only sound device, both input and output (mono). I plugged in the bt dongle and was impressed that it was ready to use within seconds. I then paired it to my Jabra BT500 headset. No problems so far. I then went to Sound Preferences but no bluetooth is listed, only the onboard VIA sound card. Question: How can I enable my headset, and make it the default all the time?

    Read the article

  • Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5

    - by CyanPrime
    I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on having go commercial. I don't want to spend too much money on it, so my limit is $5 usd. I want it to be at least a 1:00 in length. Where should I look? Or even better, do you have a link to a song that meets the criteria?

    Read the article

  • Where to get sounds for game development for kids [closed]

    - by at.
    I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. For the sounds for their games I've been showing them http://www.bfxr.net/. It's decent, but the samples are limited and some of them are pretty cheap (check the explosion, it's like an explosion on a commodore 64 game). Is there an easy resource kids can get the sounds they want? I'm happy to pay some kind of educational license for it.

    Read the article

  • Can't set music library in Banshee

    - by user1783674
    Recently I noticed that my music doesn't get copied to my music folder when I open files in Banshee and drag them to the library. I opened preferences and the music library folder drop down was empty. I set it back to my music library and tried again: still didn't work. My preferences shows no music folder and I tried setting it to several other folders, neither would stay selected after closing the preferences. What's going on here? Thanks.

    Read the article

  • Difference between Sound and Music

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

    Read the article

  • gnome mplayer bug?

    - by user49523
    gnome mplayer (gnome-mplayer) does not play video or dvd in expand or when the window is resized the video stay the same size and there is some kind of video error that is a picture of a previous frame of the video ,a small part is display and freezes undefined, unless is put back or not maximize. ..and the aspect of the video is the same 4:3 and do not change for example for 16:9 (and i think here is the error,not sure) other video displays not show this error not sure if is the rigth place do ask here

    Read the article

  • How to run video from wine?

    - by 101
    I tried to run it from total commander, I tried to make a link to it /media/DATA/#TO_BACKUP/_MUSIC/MUSIC2/Black Eyed Peas - The Time (Dirty Bit).avi but it says Failed to execute child process "/media/DATA/" (Permission denied) Opening the full location from MediaPlayer does not work (open location) Location not found I can open it slowly by navigating in the slow file open dialog, but I would like to open it from totalcmd or by created link or by passing full location. P.S. Before that I have opened the DATA Partition.

    Read the article

  • Why is this beat detection code failing to register some beats properly?

    - by Quincy
    I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new List<double>(); public SoundAnalyzer(string path) { soundData = new SoundBuffer(path); sound = new Sound(soundData); } // C = threshold, N = size of history buffer / 1024 B = bands public void PlaceBeatMarkers(float C, int N, int B) { List<double>[] instantEnergyList = new List<double>[B]; GetEnergyList(B, ref instantEnergyList); for (int i = 0; i < B; i++) { PlaceMarkers(instantEnergyList[i], N, C); } beatMarkers.Sort(); } private short[] getRange(int begin, int end, short[] array) { short[] result = new short[end - begin]; for (int i = 0; i < end - begin; i++) { result[i] = array[begin + i]; } return result; } // get a array of with a list of energy for each band private void GetEnergyList(int B, ref List<double>[] instantEnergyList) { for (int i = 0; i < B; i++) { instantEnergyList[i] = new List<double>(); } short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; int samplesPerBand = nextSamples / B; // for the whole song while (sampleIndex + nextSamples < samples.Length) { complex[] FFT = FastFourier.Calculate(getRange(sampleIndex, nextSamples + sampleIndex, samples)); // foreach band for (int i = 0; i < B; i++) { double energy = 0; for (int j = 0; j < samplesPerBand; j++) energy += FFT[i * samplesPerBand + j].GetMagnitude(); energy /= samplesPerBand; instantEnergyList[i].Add(energy); } if (sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; samplesPerBand = nextSamples / B; } } // place the actual markers private void PlaceMarkers(List<double> instantEnergyList, int N, float C) { double timePerSample = 1 / (double)soundData.SampleRate; int index = N; int numInBuffer = index; double historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } } } For some reason it's only detecting beats from 637 sec to around 641 sec, and I have no idea why. I know the beats are being inserted from multiple bands since I am finding duplicates, and it seems that it's assigning a beat to each instant energy value in between those values. It's modeled after this: http://www.flipcode.com/misc/BeatDetectionAlgorithms.pdf So why won't the beats register properly?

    Read the article

  • How do I get a Line6 UX1 soundcard to work?

    - by the_drow
    I own a Line6 UX1 soundcard and I would like to make it work for Ubuntu. I have followed the instructions here and it worked. But at some point I upgraded my kernel version (not sure what uname -a prints but it's related) and it stopped working. Here's what uname -a prints: Linux ubuntu 2.6.32-29-generic #58-Ubuntu SMP Fri Feb 11 20:52:10 UTC 2011 x86_64 GNU/Linux I figured out that maybe it's installed per version so I used svn update and hit make again. My guess was right as it copied the relevant files to the new version's folder. I restarted and still nothing. Should I revert to an older version? Or is there a solution here?

    Read the article

  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

    Read the article

  • How to trace a function array argument in DTrace

    - by uejio
    I still use dtrace just about every day in my job and found that I had to print an argument to a function which was an array of strings.  The array was variable length up to about 10 items.  I'm not sure if the is the right way to do it, but it seems to work and is not too painful if the array size is small.Here's an example.  Suppose in your application, you have the following function, where n is number of item in the array s.void arraytest(int n, char **s){    /* Loop thru s[0] to s[n-1] */}How do you use DTrace to print out the values of s[i] or of s[0] to s[n-1]?  DTrace does not have if-then blocks or for loops, so you can't do something like:    for i=0; i<arg0; i++        trace arg1[i]; It turns out that you can use probe ordering as a kind of iterator. Probes with the same name will fire in the order that they appear in the script, so I can save the value of "n" in the first probe and then use it as part of the predicate of the next probe to determine if the other probe should fire or not.  So the first probe for tracing the arraytest function is:pid$target::arraytest:entry{    self->n = arg0;}Then, if I want to print out the first few items of the array, I first check the value of n.  If it's greater than the index that I want to print out, then I can print that index.  For example, if I want to print out the 3rd element of the array, I would do something like:pid$target::arraytest:entry/self->n > 2/{    printf("%s",stringof(arg1 + 2 * sizeof(pointer)));}Actually, that doesn't quite work because arg1 is a pointer to an array of pointers and needs to be copied twice from the user process space to the kernel space (which is where dtrace is). Also, the sizeof(char *) is 8, but for some reason, I have to use 4 which is the sizeof(uint32_t). (I still don't know how that works.)  So, the script that prints the 3rd element of the array should look like:pid$target::arraytest:entry{    /* first, save the size of the array so that we don't get            invalid address errors when indexing arg1+n. */    self->n = arg0;}pid$target::arraytest:entry/self->n > 2/{    /* print the 3rd element (index = 2) of the second arg. */    i = 2;    size = 4;    self->a_t = copyin(arg1+size*i,size);    printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}If your array is large, then it's quite painful since you have to write one probe for every array index.  For example, here's the full script for printing the first 5 elements of the array:#!/usr/sbin/dtrace -spid$target::arraytest:entry{        /* first, save the size of the array so that we don't get           invalid address errors when indexing arg1+n. */        self->n = arg0;}pid$target::arraytest:entry/self->n > 0/{        i = 0;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 1/{        i = 1;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 2/{        i = 2;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 3/{        i = 3;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 4/{        i = 4;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));} If the array is large, then your script will also have to be very long to print out all values of the array.

    Read the article

  • How to run video from total commander(wine)?

    - by 101
    When I click on video file nothing happens, I tried to make a link to it /media/DATA/#TO_BACKUP/_MUSIC/MUSIC2/Black Eyed Peas - The Time (Dirty Bit).avi but it says Failed to execute child process "/media/DATA/" (Permission denied) Opening the full location from MediaPlayer does not work (open location) Location not found I can open it slowly by navigating in the slow file open dialog, but I would like to open it from totalcmd or by created link or by passing full location. P.S. Before that I have opened the DATA Partition.

    Read the article

  • What's the difference between Pygame's Sound and Music classes?

    - by Southpaw Hare
    What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in an unintuitive way such as using Sound objects to play music files or visa-versa? Are there specifically issues with channel limitations, and do one or both have the potential to be dropped from their channel unreliably? What are the risks of playing music as a Sound?

    Read the article

  • Routing audio from GSM module to a Bluetooth HandsFree device

    - by Shaihi
    I have a system with the following setup: I use: Windows CE 6 R3 Microsoft's Bluetooth stack including all profiles Motorola H500 The Audio Gateway service is up and running (checked through services list in cmd) GSM Module is functional - I am able to set outgoing calls and to answer calls. Bluetooth is functional - the A2DP profile plays music to Motorola headphones (can't remember the model right now) I want to hold a conversation using a headset device. I have included all Bluetooth components in the catalog. I pair the device using the Control Panel applet. When I press the button on the Motorla device to answer a call I get a print by the Audio Gateway: BTAGSVC: ConnectionEvent. BTAGSVC: SCOListenThread_Int - Connection Event. BTAGSVC: ConnectionEvent. BTAGSVC: SCOListenThread_Int - Connection Event. BTAGSVC: ConnectionEvent. BTAGSVC: A Bluetooth peer device has connected to the Audio Gateway. BTAGSVC: Could not open registry key for BT Addr: 2. BTAGSVC: The peer device was not accepted since the user has never confirmed it as a device to be used. So my questions are as follows: What do I need to do to pair the device with the Audio Gateway? Once my device is paired, do I need to set anything else up? (except for the GSM module of course)

    Read the article

  • Playing video and audio in iPhone not working...

    - by Scott
    So we have buttons linked up to display images/videos/audio on click depending on a check we do earlier. That part works fine. It knows which one to play, however, when we click the buttons for video and audio, nothing happens. The image one works fine. The video and audio are being taken for a URL online, they are not local, but everywhere said this was still possible. Here is a little snippet of the code where we play the two files: if ( [fName hasSuffix:@".png"]) { NSLog(@"PICTURE"); NSURL *url = [NSURL URLWithString: fName]; UIImage *image = [UIImage imageWithData: [NSData dataWithContentsOfURL:url]]; self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; // self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"MainBG.jpg"]]; [self.view addSubview:[[UIImageView alloc] initWithImage:image]]; } if ( [fName hasSuffix:@".mp4"]) { NSLog(@"VIDEO"); //NSString *path = [[NSBundle mainBundle] pathForResource:fName ofType:@"mp4"]; //NSLog(path); NSURL *url = [NSURL fileURLWithPath:fName]; MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:url]; [player play]; } if ( [fName hasSuffix:@".mp3"]) { NSLog(@"AUDIO"); NSURL *url = [NSURL fileURLWithPath:fName]; NSData *soundData = [NSData dataWithContentsOfURL:url]; AVAudioPlayer *avPlayer = [[AVAudioPlayer alloc] initWithData:soundData error: nil]; [avPlayer play]; } See anything wrong? By the way it compiles and runs, but nothing happens when we hit the button that executes that code.

    Read the article

  • Flash Player 10.1 crash on shared object access

    - by Simon
    Hi all, since updating my Flash Player plugin from 10 to 10.1, I'm seeing a weird crash when accessing shared objects. Flex Builder's debugger pops up and prints a stack trace like this: undefined at flash.net::SharedObject$/getLocal() at my.code::MyClass$/load()[/my/path/to/my/MyClass.as:27] (...) This happens when calling SharedObject.getLocal("someString") for the second time for the same string, though it doesn't always crash. When using another browser on the same machine (not configured as the preferred debugging browser in Flex Builder), Flash Player remains silent. The code is wrapped in a try/catch(Error) block which does not catch this error. I'm using Flex SDK 3.5 and Flex Builder 3 on Mac OS X 10.6.3. Has anyone else seen this? Thanks, Simon

    Read the article

  • Creating a CD-burning feature for a music player based on Java

    - by jjanggoo
    Hi, I'm trying to create a CD-burning feature for a Java-based music player for my school project. Since I'm new to real-life programming (I've only learned to write codes on AP Computer Science A level), I don't know how I can apply the concepts I learned from APCS A to this task. A friend of mine who is studying computer science at graduate school told me to "look up the cd player control functions and add methods in those classes to read in data that you want to write to the CD, write it to a buffer, write everything in the buffer to the CD itself, clear the buffer and then write a new chunk of data into the buffer," but I can't quite grasp what this means, and tt's really hard to contact her right now because she's busy working on her dissertation. Can someone from this forum please guide me through & explain the general concepts? Thank you!

    Read the article

  • How to detect flash based music player is done with playing music

    - by rsapru
    Hi, I am trying to create a very basic\ minimalistic playlist application for http://www.google.co.in/music. Basically Google music displays links to song and when clicked it opens flash based player. Using my application i am collecting music links into a list box, when an song is clicked it opens the link in a separate webbrowser and it starts playing. As of now to achieve playlist functionality i also collect the time for each song and based on that i create a timer, once the time is over it switches to other song. My Question here is that, is it possible to detect when the flash player is done playing music. Currently the timer functionality that i have built is not reliable. If interested you can have a look at code http://gmp.codeplex.com/

    Read the article

  • Visualizing volume of PCM samples

    - by genevincent
    I have several chunks of PCM audio (G.711) in my C++ application. I would like to visualize the different audio volume in each of these chunks. My first attempt was to calculate the average of the sample values for each chunk and use that as an a volume indicator, but this doesn't work well. I do get 0 for chunks with silence and differing values for chunks with audio, but the values only differ slighly and don't seem to resemble the actual volume. What would be a better algorithem calculate the volume ? I hear G.711 audio is logarithmic PCM. How should I take that into account ?

    Read the article

  • General question about DirectShow.NET, DirectShow and Windows Media Format

    - by Paul Andrews
    I searched and googled for an answer but couldn't find one. Basically I'm developing a webcam/audio streaming application which should capture audio and video from a pc (usb webcam/microphone) and send them to a receiving server. What the server will do with that it's another story and phase two (which I'm skipping for now) I wrote some code using DirectShow and Windows Media Format and it worked great for capture audio/video and sending them to another client, but there's a major problem: latency. Everywhere in the internet everyone gave me the same answer: "sorry dude but media format isn't for video conferencing, their codecs have too high latency". I thought I could skip the .wmv problems but seems like it's not possible to do... this road ends here then. So I saw a few examples with DirectShow.NET which were faster for both audio and video.. my question is: how come that DirectShow.NET is faster and better for video/audio conferencing? Shouldn't it be just a .NET porting of C++'s DirectShow? Am I missing something? I'm a bit confused at this point

    Read the article

  • AudioFileWriteBytes fails with error code -40

    - by alexbw
    I'm trying to write raw audio bytes to a file using AudioFileWriteBytes(). Here's what I'm doing: void writeSingleChannelRingBufferDataToFileAsSInt16(AudioFileID audioFileID, AudioConverterRef audioConverter, ringBuffer *rb, SInt16 *holdingBuffer) { // First, figure out which bits of audio we'll be // writing to file from the ring buffer UInt32 lastFreshSample = rb->lastWrittenIndex; OSStatus status; int numSamplesToWrite; UInt32 numBytesToWrite; if (lastFreshSample < rb->lastReadIndex) { numSamplesToWrite = kNumPointsInWave + lastFreshSample - rb->lastReadIndex - 1; } else { numSamplesToWrite = lastFreshSample - rb->lastReadIndex; } numBytesToWrite = numSamplesToWrite*sizeof(SInt16); Then we copy the audio data (stored as floats) to a holding buffer (SInt16) that will be written directly to the file. The copying looks funky because it's from a ring buffer. UInt32 buffLen = rb->sizeOfBuffer - 1; for (int i=0; i < numSamplesToWrite; ++i) { holdingBuffer[i] = rb->data[(i + rb->lastReadIndex) & buffLen]; } Okay, now we actually try to write the audio from the SInt16 buffer "holdingBuffer" to the audio file. The NSLog will spit out an error -40, but also claims that it's writing bytes. No data is written to file. status = AudioFileWriteBytes(audioFileID, NO, 0, &numBytesToWrite, &holdingBuffer); rb->lastReadIndex = lastFreshSample; NSLog(@"Error = %d, wrote %d bytes", status, numBytesToWrite); return;

    Read the article

< Previous Page | 57 58 59 60 61 62 63 64 65 66 67 68  | Next Page >