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  • Setting iphone to vibrate and setting iphone back to sound via app.

    - by Cadu
    Folks, I need your knowledge here. Think about the following sittuation - my app need to set my iphone to vibrate mode on a certain time and get it back to playing sounds mode (for call receiving, sms, email, all common sound notifications) some minutes later. I've already googled that, and didn't find a good, apple accetable way of doing that: http://stackoverflow.com/questions/736047/possible-to-programmatically-open-settings-app-from-iphone http://stackoverflow.com/questions/702319/is-it-possible-to-dynamically-alter-an-iphone-apps-settings-page-in-the-settings http://stackoverflow.com/questions/1141391/display-iphone-application-settings-within-your-application http://stackoverflow.com/questions/335965/how-do-i-launch-my-settings-bundle-from-my-application [This one here is interesting, as fas I as find a way to know what is the key for the settings I'm interested in] http://stackoverflow.com/questions/335965/how-do-i-launch-my-settings-bundle-from-my-application [It mentions I can do that, but does not give an idea of how =(] http://stackoverflow.com/questions/702319/is-it-possible-to-dynamically-alter-an-iphone-apps-settings-page-in-the-settings [If this is true, I wouldn't be able to do what I want...] Does anyone there has an idea of how do I do that via app? Many thanks in advance.

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  • Problems playing multiple sounds using AVPlayer (NOT AVAudioPlayer)

    - by myetter37
    I'm trying to play a background song in my iPhone game and also have sound effects, using the AVFoundation framework and AVPlayerItem. I've scoured the Internet for help with AVPlayerItem and AVPlayer but I'm only finding stuff about AVAudioPlayer. The background song plays fine, but when the character jumps, I have 2 problems: 1) On the initial jump ([player play] inside jump method), the jump sound effect interrupts the background music. 2) If I try to jump again, the game crashes with the error "AVPlayerItem cannot be associated with more than one instance of AVPlayer" My professor told me to create a new instance of AVPlayer for each sound I want to play, so I'm confused. I'm doing data driven design, so my sound files are listed in a .txt and then loaded into a NSDictionary. Here's my code: - (void) storeSoundNamed:(NSString *) soundName withFileName:(NSString *) soundFileName { NSURL *assetURL = [[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:soundName ofType:soundFileName]]; AVURLAsset *mAsset = [[AVURLAsset alloc] initWithURL:assetURL options:nil]; AVPlayerItem *mPlayerItem = [AVPlayerItem playerItemWithAsset:mAsset]; [soundDictionary setObject:mPlayerItem forKey:soundName]; NSLog(@"Sound added."); } - (void) playSound:(NSString *) soundName { // from .h: @property AVPlayer *mPlayer; // from .m: @synthesize mPlayer = _mPlayer; _mPlayer = [[AVPlayer alloc] initWithPlayerItem:[soundDictionary valueForKey:soundName]]; [_mPlayer play]; NSLog(@"Playing sound."); } If I move this line from the second method into the first: _mPlayer = [[AVPlayer alloc] initWithPlayerItem:[soundDictionary valueForKey:soundName]]; The game does not crash, and the background song will play perfectly, but the jump sound effect does not play, even though the console is showing "Playing sound." on each jump. Thank you

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  • Java OO design confusion: how to handle actions modified by states modified by actions...

    - by Arvanem
    Hi folks, Given an entity, whose action is potentially modified by states (of the entity and other entities) in turn potentially modified by other actions (of the entity and other entities) , what is the best way to code or design to handle the potential existence of the modifiers? Speaking metaphorically, I am coding a Java application representing a piano. As you know a piano has keys (which, when pressed, emit sound) and pedals (which, when pressed, modify the keys' sounds). My base class structure is as follows: Entity (for keys and pedals) State (this holds each entity's states, e.g. name such as "soft pedal", and boolean "Pressed"), Action (this holds each entity's actions, e.g. play sound when pressed, or modify others sounds). By composition, the Entity class has a copy of each of State and Action inside it. e.g.: public class Entity { State entityState = new State(); Action entityAction = new Action(); Thus I have coded a "C-Sharp" key Entity. When I "press" that entity (set its "Pressed" state to true), its action plays a "C-Sharp" sound and then sets its "Pressed" state to false. At the same time, if the "C-Sharp" key entity is not "tuned", its sound deviates from "C-Sharp". Meanwhile I have coded a "soft pedal" Entity. When that entity is "pressed", no sound plays but its action is to make softer the sound of the "C-Sharp" and other key entities. I have also coded a "sustain pedal" Entity. When that entity is "pressed", no sound plays but its action is to enable reverberation of the sound of the "C-Sharp" and other key entities. Both the "soft" and "sustain pedals" can be pressed at the same time with the result that keys entities become both softened and reverberating. In short, I do not understand how to make this simultaneous series of states and actions modify each other in a sensible OO way. I am wary of coding a massive series of "if" statements or "switches". Thanks in advance for any help or links you can offer.

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  • Force dual-mono audio (L+L or R+R) in Youtube video playback for one-channel audio movies

    - by jakub.g
    Occasionally, I find Youtube videos that have only one audio channel (only left or only right); example video (left channel only). This is quite annoying, especially with headphones on, as I hear sound in one ear, and no sound in the other. So, I want to be able to easily force dual mono (Left+Left or Right+Right) when I find that kind of video, and switch to normal stereo after I finish watching it. I have my headphones plugged well / I don't create audio/video - I want it for real-time playback only, In Windows audio config, setting balance 100% to Left / Right doesn't help (I have either still only left when moved to left, and no sound at all when moved to right), I've checked all the configurations in Control Panel > Sounds and Audio Devices > Audio > Sound Playback > Advanced like suggested in this post, in conjunction with moving balance left/right, and it doesn't seem to have any impact on actual sound I hear in headphones, No need to mix L with R, I just want L+L or R+R, I prefer software solutions to buying a stereo-to-mono adapter, Free solutions please, no $$$ ones, neither trials etc., In Control Panel > Realtek HD Sound Effect Manager I can turn on various mumbo-jumbo effects like: Concert Hall / Hangar / Bathroom / whatever environment (and in fact it makes the sound appear in two ears, but well, it's ridiculous to do this;), but there is no Dual Mono option. Finally, I know I can force L+L or R+R in VLC Player which supports Youtube (well, a little hack is needed, because Youtube internals change from time to time) but it is not very convenient to launch VLC just to play Youtube video - I want to keep it in the browser, I use Firefox generally (but well, if I don't find easier way, I will launch it in VLC).

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  • How to play sounds in locked mode on iPhone

    - by Joe Mallik
    Everybody knows the standard procedure to keep your app alive, after the user pressed the lock button (silent sound). If I start a sound with AVAudioPlayer (before the iphone is locked), the sound plays till it's end (after locking). The app is still running. If I try to start another sound while the iPhone is locked, it will never get played. All the other things work as well but the sound doesn't. How can I play a sound while the iphone is locked?

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  • Error in playing a swf file on internet explorer

    - by Rajeev
    In the below code i get an error saying Error #2007: Parameter url must be non-null on Ineternet explorer only.What am i doing wrong here html <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" WIDTH="50" HEIGHT="50" id="myMovieName"> <PARAM NAME="movie" VALUE="/media/players/testsound.swf" /> <PARAM NAME="quality" VALUE="high" /> <PARAM NAME="bgcolor" VALUE="#FFFFFF" /> <EMBED href="/media/players/testsound.swf" src="/media/players/testsound.swf" flashvars="soundUrl=sound.mp3" quality=high bgcolor=#FFFFFF NAME="myMovieName" ALIGN="" TYPE="application/x-shockwave-flash"> </EMBED> </OBJECT> mxml ; import flash.net.; import mx.controls.Alert; import mx.controls.Button; import flash.events.Event; import flash.media.Sound; import flash.net.URLRequest; private function clickhandler(event:Event):void { var musicfile:String; var s:Sound = new Sound(); s.addEventListener(Event.COMPLETE, onSoundLoaded); var req:URLRequest = new URLRequest("/opt/cloodon/site/media/players/sound.mp3"); //musicfile = stage.loaderInfo.parameters["soundUrl"]; //var req:URLRequest = new URLRequest(musicfile); s.load(req); } private function onSoundLoaded(event:Event):void { //Alert.show("1"); //var localSound:Sound = event.currentTarget as Sound; var localSound:Sound = event.target as Sound; localSound.play(); } ]]> </fx:Script> <fx:Declarations> <!-- Place non-visual elements (e.g., services, value objects) here --> </fx:Declarations> <!--<mx:Button id="play" label="PLAY" click="clickhandler(event)" />--> <mx:Image id="loader1" source="@Embed(source='/opt/cloodon/site/media/img/speaker.gif')" click="clickhandler(event)" /> </s:Application>

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  • Toggling audio on click?

    - by angela
    please look at this fiddle http://jsfiddle.net/rabelais/yLdkj/1/ The above fiddle shows three bars that on hover play audios. How do I change this so the music plays and pauses on click instead. Also if one audio is playing and another is clicked how can the already playing song pause? $("#one").mouseenter(function () { $('#sound-1').get(0).play(); }); $("#one").mouseleave(function () { $('#sound-1').get(0).pause(); }); $("#two").mouseenter(function () { $('#sound-2').get(0).play(); }); $("#two").mouseleave(function () { $('#sound-2').get(0).pause(); }); $("#three").mouseenter(function () { $('#sound-3').get(0).play(); }); $("#three").mouseleave(function () { $('#sound-3').get(0).pause(); });

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  • Python Tkinter after loop not working fast enough

    - by user2658538
    I am making a simple metronome where it plays a tick sound every few milliseconds depending on the bpm and plays the sound using the winsound module. I use tkinter because there will be a gui component later but for now the metronome code is working, it plays the sound at a constant rate, but even though I set the after loop to play the sound every few milliseconds, it waits longer and the beat is slower than it should be. Is it a problem with the code or a problem with the way I calculate the time? Thanks. Here is my code. from Tkinter import * import winsound,time,threading root=Tk() c=Canvas(root) c.pack() class metronome(): def __init__(self,root,canvas,tempo=100): self.root=root self.root.bind("<1>",self.stop) self.c=canvas self.thread=threading.Thread(target=self.play) self.thread.daemon=True self.pause=False self.tempo=tempo/60.0 self.tempo=1.0/self.tempo self.tempo*=1000 def play(self): winsound.PlaySound("tick.wav",winsound.SND_FILENAME) self.sound=self.c.after(int(self.tempo),self.play) def stop(self,e): self.c.after_cancel(self.sound) beat=metronome(root,c,120) beat.thread.start() root.mainloop()

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  • Misconceptions about purely functional languages?

    - by Giorgio
    I often encounter the following statements / arguments: Pure functional programming languages do not allow side effects (and are therefore of little use in practice because any useful program does have side effects, e.g. when it interacts with the external world). Pure functional programming languages do not allow to write a program that maintains state (which makes programming very awkward because in many application you do need state). I am not an expert in functional languages but here is what I have understood about these topics until now. Regarding point 1, you can interact with the environment in purely functional languages but you have to explicitly mark the code (functions) that introduces them (e.g. in Haskell by means of monadic types). Also, AFAIK computing by side effects (destructively updating data) should also be possible (using monadic types?) but is not the preferred way of working. Regarding point 2, AFAIK you can represent state by threading values through several computation steps (in Haskell, again, using monadic types) but I have no practical experience doing this and my understanding is rather vague. So, are the two statements above correct in any sense or are they just misconceptions about purely functional languages? If they are misconceptions, how did they come about? Could you write a (possibly small) code snippet illustrating the Haskell idiomatic way to (1) implement side effects and (2) implement a computation with state?

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  • UITableViewCell selected subview ghosts

    - by Jonathan Cohen
    Hi all, I'm learning about the iPhone SDK and have an interesting exception with UITableViewCell subview management when a finger is pressed on some rows. The table is used to assign sounds to hand gestures -- swiping the phone in one of 3 directions triggers the sound to play. Selecting a row displays an action sheet with 4 options for sound assignment: left, down, right, and cancel. Sounds can be mapped to one, two, or three directions so any cell can have one of seven states: left, down, right, left and down, left and right, down and right, or left down and right. If a row is mapped to any of these seven states, a corresponding arrow or arrows are displayed within the bounds of the row as a subview. Arrows come and go as they should in a given screen and when scrolling around. However, after scrolling to a new batch of rows, only when I press my finger down on some (but not all) rows, does an arrow magically appear in the selected state background. When I lift my finger off the row, and the action sheet appears, the arrow disappears. After pressing any of the four buttons, I can't replicate this anymore. But it's really disorienting and confusing to see this arrow flash on screen because the selected row isn't assigned to anything. What haven't I thought to look into here? All my table code is pasted below and this is a screencast of the problem: http://www.screencast.com/users/JonathanGCohen/folders/Jing/media/d483fe31-05b5-4c24-ab4d-70de4ff3a0bf Am I managing my subviews wrong or is there a selected state property I'm missing? Something else? Should I have included any more information in this post to make things clearer? Thank you!! #pragma mark - #pragma mark Table - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return ([categories count] > 0) ? [categories count] : 1; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { if ([categories count] == 0) return 0; NSMutableString *key = [categories objectAtIndex:section]; NSMutableArray *nameSection = [categoriesSounds objectForKey:key]; return [nameSection count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { NSUInteger section = [indexPath section]; NSUInteger row = [indexPath row]; NSString *key = [categories objectAtIndex:section]; NSArray *nameSection = [categoriesSounds objectForKey:key]; static NSString *SectionsTableIdentifier = @"SectionsTableIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: SectionsTableIdentifier]; NSArray *sound = [categoriesSounds objectForKey:key]; NSString *soundName = [[sound objectAtIndex: row] objectAtIndex: 0]; NSString *soundOfType = [[sound objectAtIndex: row] objectAtIndex: 1]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:SectionsTableIdentifier] autorelease]; } cell.textLabel.text = [[nameSection objectAtIndex:row] objectAtIndex: 0]; NSUInteger soundSection = [[[sound objectAtIndex: row] objectAtIndex: 2] integerValue]; NSUInteger soundRow = [[[sound objectAtIndex: row] objectAtIndex: 3] integerValue]; NSUInteger leftRow = [leftOldIndexPath row]; NSUInteger leftSection = [leftOldIndexPath section]; if (soundRow == leftRow && soundSection == leftSection && leftOldIndexPath !=nil){ [selectedSoundLeftAndDown removeFromSuperview]; [selectedSoundLeftAndRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundLeft]; selectedSoundLeft.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundLeft]; } NSUInteger downRow = [downOldIndexPath row]; NSUInteger downSection = [downOldIndexPath section]; if (soundRow == downRow && soundSection == downSection && downOldIndexPath !=nil){ [selectedSoundLeftAndDown removeFromSuperview]; [selectedSoundDownAndRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundDown]; selectedSoundDown.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundDown]; } NSUInteger rightRow = [rightOldIndexPath row]; NSUInteger rightSection = [rightOldIndexPath section]; if (soundRow == rightRow && soundSection == rightSection && rightOldIndexPath !=nil){ [selectedSoundDownAndRight removeFromSuperview]; [selectedSoundLeftAndRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundRight]; selectedSoundRight.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundRight]; } // combos if (soundRow == leftRow && soundRow == downRow && soundSection == leftSection && soundSection == downSection){ [selectedSoundLeft removeFromSuperview]; [selectedSoundDown removeFromSuperview]; [selectedSoundLeftAndDownAndRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundLeftAndDown]; selectedSoundLeftAndDown.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundLeftAndDown]; } if (soundRow == leftRow && soundRow == rightRow && soundSection == leftSection && soundSection == rightSection){ [selectedSoundLeft removeFromSuperview]; [selectedSoundRight removeFromSuperview]; [selectedSoundLeftAndDownAndRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundLeftAndRight]; selectedSoundLeftAndRight.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundLeftAndRight]; } if (soundRow == downRow && soundRow == rightRow && soundSection == downSection && soundSection == rightSection){ [selectedSoundDown removeFromSuperview]; [selectedSoundRight removeFromSuperview]; [selectedSoundLeftAndDownAndRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundDownAndRight]; selectedSoundDownAndRight.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundDownAndRight]; } if (soundRow == leftRow && soundRow == downRow && soundRow == rightRow && soundSection == leftSection && soundSection == downSection && soundSection == rightSection){ [selectedSoundLeftAndDown removeFromSuperview]; [selectedSoundLeftAndRight removeFromSuperview]; [selectedSoundDownAndRight removeFromSuperview]; [selectedSoundLeft removeFromSuperview]; [selectedSoundDown removeFromSuperview]; [selectedSoundRight removeFromSuperview]; [cell.contentView addSubview: selectedSoundLeftAndDownAndRight]; selectedSoundLeftAndDownAndRight.frame = CGRectMake(200,8,30,30); } else { [cell.contentView sendSubviewToBack: selectedSoundLeftAndDownAndRight]; } [indexPath retain]; return cell; } - (NSMutableString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { if ([categories count] == 0) return nil; NSMutableString *key = [categories objectAtIndex:section]; if (key == UITableViewIndexSearch) return nil; return key; } - (NSMutableArray *)sectionIndexTitlesForTableView:(UITableView *)tableView { if (isSearching) return nil; return categories; } - (NSIndexPath *)tableView:(UITableView *)tableView willSelectRowAtIndexPath:(NSIndexPath *)indexPath { [table reloadData]; [selectedSoundLeft removeFromSuperview]; [selectedSoundDown removeFromSuperview]; [selectedSoundRight removeFromSuperview]; [selectedSoundLeftAndDown removeFromSuperview]; [selectedSoundLeftAndRight removeFromSuperview]; [selectedSoundDownAndRight removeFromSuperview]; [selectedSoundLeftAndDownAndRight removeFromSuperview]; [search resignFirstResponder]; if (isSearching == YES && [search.text length] != 0 ){ searched = YES; } search.text = @""; isSearching = NO; [tableView reloadData]; [indexPath retain]; [indexPath retain]; return indexPath; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { [table reloadData]; selectedIndexPath = indexPath; [table reloadData]; NSInteger section = [indexPath section]; NSInteger row = [indexPath row]; NSString *key = [categories objectAtIndex:section]; NSArray *sound = [categoriesSounds objectForKey:key]; NSString *soundName = [[sound objectAtIndex: row] objectAtIndex: 0]; [indexPath retain]; [indexPath retain]; NSMutableString *title = [NSMutableString stringWithString: @"Assign Gesture for "]; NSMutableString *soundFeedback = [NSMutableString stringWithString: (@"%@", soundName)]; [title appendString: soundFeedback]; UIActionSheet *action = [[UIActionSheet alloc] initWithTitle:(@"%@", title) delegate:self cancelButtonTitle:@"Cancel" destructiveButtonTitle: nil otherButtonTitles:@"Left",@"Down",@"Right",nil]; action.actionSheetStyle = UIActionSheetStyleDefault; [action showInView:self.view]; [action release]; } - (void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex{ NSInteger section = [selectedIndexPath section]; NSInteger row = [selectedIndexPath row]; NSString *key = [categories objectAtIndex:section]; NSArray *sound = [categoriesSounds objectForKey:key]; NSString *soundName = [[sound objectAtIndex: row] objectAtIndex: 0]; NSString *soundOfType = [[sound objectAtIndex: row] objectAtIndex: 1]; NSUInteger soundSection = [[[sound objectAtIndex: row] objectAtIndex: 2] integerValue]; NSUInteger soundRow = [[[sound objectAtIndex: row] objectAtIndex: 3] integerValue]; NSLog(@"sound row is %i", soundRow); NSLog(@"sound section is row is %i", soundSection); typedef enum { kLeftButton = 0, kDownButton, kRightButton, kCancelButton } gesture; switch (buttonIndex) { //Left case kLeftButton: showLeft.text = soundName; left = [[NSBundle mainBundle] pathForResource:(@"%@", soundName) ofType:(@"%@", soundOfType)]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:left], &soundNegZ); AudioServicesPlaySystemSound (soundNegZ); [table deselectRowAtIndexPath:selectedIndexPath animated:YES]; leftIndexSection = [NSNumber numberWithInteger:section]; leftIndexRow = [NSNumber numberWithInteger:row]; NSInteger leftSection = [leftIndexSection integerValue]; NSInteger leftRow = [leftIndexRow integerValue]; NSString *leftKey = [categories objectAtIndex: leftSection]; NSArray *leftSound = [categoriesSounds objectForKey:leftKey]; NSInteger leftSoundSection = [[[leftSound objectAtIndex: leftRow] objectAtIndex: 2] integerValue]; NSInteger leftSoundRow = [[[leftSound objectAtIndex: leftRow] objectAtIndex: 3] integerValue]; leftOldIndexPath = [NSIndexPath indexPathForRow:leftSoundRow inSection:leftSoundSection]; break; //Down case kDownButton: showDown.text = soundName; down = [[NSBundle mainBundle] pathForResource:(@"%@", soundName) ofType:(@"%@", soundOfType)]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:down], &soundNegX); AudioServicesPlaySystemSound (soundNegX); [table deselectRowAtIndexPath:selectedIndexPath animated:YES]; downIndexSection = [NSNumber numberWithInteger:section]; downIndexRow = [NSNumber numberWithInteger:row]; NSInteger downSection = [downIndexSection integerValue]; NSInteger downRow = [downIndexRow integerValue]; NSString *downKey = [categories objectAtIndex: downSection]; NSArray *downSound = [categoriesSounds objectForKey:downKey]; NSInteger downSoundSection = [[[downSound objectAtIndex: downRow] objectAtIndex: 2] integerValue]; NSInteger downSoundRow = [[[downSound objectAtIndex: downRow] objectAtIndex: 3] integerValue]; downOldIndexPath = [NSIndexPath indexPathForRow:downSoundRow inSection:downSoundSection]; break; //Right case kRightButton: showRight.text = soundName; right = [[NSBundle mainBundle] pathForResource:(@"%@", soundName) ofType:(@"%@", soundOfType)]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:right], &soundPosX); AudioServicesPlaySystemSound (soundPosX); [table deselectRowAtIndexPath:selectedIndexPath animated:YES]; rightIndexSection = [NSNumber numberWithInteger:section]; rightIndexRow = [NSNumber numberWithInteger:row]; NSInteger rightSection = [rightIndexSection integerValue]; NSInteger rightRow = [rightIndexRow integerValue]; NSString *rightKey = [categories objectAtIndex: rightSection]; NSArray *rightSound = [categoriesSounds objectForKey:rightKey]; NSInteger rightSoundSection = [[[rightSound objectAtIndex: rightRow] objectAtIndex: 2] integerValue]; NSInteger rightSoundRow = [[[rightSound objectAtIndex: rightRow] objectAtIndex: 3] integerValue]; rightOldIndexPath = [NSIndexPath indexPathForRow:rightSoundRow inSection:rightSoundSection]; break; case kCancelButton: [table deselectRowAtIndexPath:selectedIndexPath animated:YES]; break; default: break; } UITableViewCell *viewCell = [table cellForRowAtIndexPath: selectedIndexPath]; NSArray *subviews = viewCell.subviews; for (UIView *cellView in subviews){ cellView.alpha = 1; } [table reloadData]; } - (NSInteger)tableView:(UITableView *)tableView sectionForSectionIndexTitle:(NSMutableString *)title atIndex:(NSInteger)index { NSMutableString *category = [categories objectAtIndex:index]; if (category == UITableViewIndexSearch) { [tableView setContentOffset:CGPointZero animated:NO]; return NSNotFound; } else return index; }

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • UPK 3.6.1 (is Coming)

    - by marc.santosusso
    In anticipation of the release of UPK 3.6.1, I'd like to briefly describe some of the features that will be available in this new version. Topic Editor in Tabs Topic Editors now open in tabs instead of separate Developer windows. This offers several improvements: First, the bubble editor can be docked and resized in the same way as other editor panes. That's right, you can resize the bubble editor! The second enhancement that this changes brings is an improved undo and redo which allows each action to be undone and redone in the Topic Editor. New Sound Editor The topic and web page editors include a new sound editor with all the bells and whistles necessary to record, edit, import, and export, sound. Sound can be captured during topic recording--which is great for a Subject Matter Expert (SME) to narrate what they're recording--or after the topic has been recorded. Sound can also be added to web pages and played on the concept panes of modules, sections and topics. Turn off bubbles in Topics Authors may opt to hide bubbles either per frame or for an entire topic. When you want to draw a user's attention to the content on the screen instead of the bubble. This feature works extremely well in conjunction with the new sound capabilities. For instance, consider recording conceptual information with narration and no bubbles. Presentation Output UPK content can be published as a Presentation in Microsoft PowerPoint format. Publishing for Presentation will create a presentation for each topic published. The presentation template can be customized Using the same methods offered for the UPK document outputs, allowing your UPK-generated presentations to match your corporate branding. Autosave and Recovery The Developer will automatically save your work as often as you would like. This affords authors the ability to recover these automatically saved documents if their system or UPK were to close unexpectedly. The Developer defaults to save open documents every ten minutes. Package Editor Enhancement Files in packages will now open in the associated application when double-clicked. Authors can also choose to "Open with..." from the context menu (AKA right click menu.) See It! Window See It! mode may now be launched in a non-fullscreen window. This is available from the kp.html file in any Player package. This version of See It! mode offers on-screen navigation controls including previous frame, next frame, pause etc. Firefox Enhancments The UPK Player will now offer both Do It! mode and sound playback when viewed using Firefox web browser. Player Support for Safari The UPK Player is now fully supported on the Safari web browser for both Mac OS and Windows platforms. Keep document checked out Authors may choose to keep a document checked out when performing a check in. This allows an author to have a new version created on the server and continue editing. Close button on individual tabs A close button has been added to the tabs making it easier to close a specific tab. Outline Editor Enhancements Authors will have the option to prevent concepts from immediately displaying in the Developer when an outline item is selected. This makes it faster to move around in the outline editor. Tell us which feature you're most excited to use in the comments.

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  • Delphi - Proper way to page though data.

    - by Brad
    I have a string list (TStrings) that has a couple thousand items in it. I need to process them in groups of 100. I basically want to know what the best way to do the loop is in Delphi. I'm hitting a brick wall when I'm trying to figure it out. Thanks unit Unit2; interface uses Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms, Dialogs, StdCtrls; type TForm2 = class(TForm) Memo1: TMemo; Memo2: TMemo; Button1: TButton; procedure Button1Click(Sender: TObject); private { Private declarations } public { Public declarations } end; var Form2: TForm2; implementation Uses math; {$R *.dfm} procedure TForm2.Button1Click(Sender: TObject); var I:Integer; pages:Integer; str:string; begin pages:= ceil(memo1.Lines.Count/100) ; memo2.Lines.add('Total Pages: '+inttostr(pages)); memo2.Lines.add('Total Items: '+inttostr(memo1.Lines.Count)); // Should just do in batches of 100 VS entire list for I := 0 to memo1.lines.Count - 1 do begin if str '' then str:= str+#10+ memo1.Lines.Strings[i] else str:= memo1.Lines.Strings[i]; end; //I need to stop here every 100 items, then process the items. memo2.Lines.Add(str); end; end. Example form object Form2: TForm2 Left = 0 Top = 0 Caption = 'Form2' ClientHeight = 245 ClientWidth = 527 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -11 Font.Name = 'Tahoma' Font.Style = [] OldCreateOrder = False PixelsPerInch = 96 TextHeight = 13 object Memo1: TMemo Left = 16 Top = 8 Width = 209 Height = 175 Lines.Strings = ( '4xlt columbia thunder storm jacket' '5 things about thunder storms' 'a thunder storm with a lot of thunder ' 'and lighting sccreensaver' 'a thunder storm with a lot of thunder ' 'and lighting screensaver with no nag ' 'screens' 'all about thunder storms' 'all about thunderstorms for kids' 'amazing tornado videos and ' 'thunderstorm videos' 'are thunder storms louder in ohio?' 'bad thunder storms' 'bathing in thunder storm' 'best thunderstorm pictures' 'cartoon thunder storms' 'celtic thunder storm' 'central valley thunder storm' 'chicago thunderstorm pictures' 'cool thunderstorm pictures' 'current thunderstorm warnings' 'does thunder storms in december mean ' 'snow will be coming' 'facts about thunderstorms for kids' 'facts on thunderstorms for kids' 'fedex thunderstorm video' 'florida thunderstorms facts' 'free relaxing thunderstorm music' 'free soothing thunderstorm sounds ' 'online' 'free thunderstorm mp3' 'free thunderstorm mp3 download' 'free thunderstorm mp3 downloads' 'free thunderstorm mp3s' 'free thunderstorm music' 'free thunderstorm pictures' 'free thunderstorm sound effects' 'free thunderstorm sounds' 'free thunderstorm sounds cd' 'free thunderstorm sounds mp3' 'free thunderstorm sounds online' 'free thunderstorm soundscape' 'free thunderstorm video' 'free thunderstorm video download' 'free thunderstorm videos' 'god of storm and thunder' 'horses storm thunder rain' 'how do thunder storms form' 'how far away is a thunder storm' 'how long do thunder storms last' 'ice cube in a thunder storm' 'indoor thunderstorm safety tips' 'information about thunderstorms for kids' 'interesting thunderstorm facts' 'is it dangerous to shower during thunder ' 'storm' 'is there frequently thunder during snow ' 'storms' 'isolated thunderstorms' 'it'#39's just a thunder storm baby there is ' 'nothing you should fear lyrics' 'lightning & thunder storm safety' 'lightning and thunderstorm facts' 'lightning and thunderstorms facts' 'lightning and thunderstorms for kids' 'listen to thunderstorm sounds online' 'mississauga thunder storm' 'nature sounds free mp3 thunder storm' 'only about thunderstorms facts' 'original storm deep thunderstick' 'phone use during thunder storms' 'pictures of thunderstorms' 'pocono thunder storm' 'posters of thunder storms' 'power rangers ninja storm' 'power rangers thunder storm' 'power rangers thunder storm cast' 'power rangers thunder storm games' 'power rangers thunder storm morphers' 'power rangers thunder storm part 1' 'power rangers thunder storm part 2' 'power rangers thunderstorm' 'power rangers thunderstorm cannon' 'power rangers thunderstorm deluxe ' 'megazord' 'power rangers thunderstorm games' 'power rangers thunderstorm megazord' 'power rangers thunderstorm part 2' 'power rangers thunderstorm pictures' 'power rnager ninja storm thunder staff' 'powerful thunder and lightning storms' 'precambrian thunder storms' 'rain thunderstorm mp3' 'rain thunderstorm pictures' 'relaxing thunderstorm music' 'reminds me of ohio river thunder lighten ' 'storms' 'sacramento thunder storm' 'safety tips for when your caught in a ' 'thunder storm' 'scattered thunderstorms' 'schemer puts his head in the thunder ' 'storm' 'sedative thunder storm' 'server thunder storms' 'severe supercell thunderstorm pictures' 'severe thunder storm pictures' 'severe thunder storms' 'severe thunderstorm facts' 'severe thunderstorm pictures' 'severe thunderstorm pictures hail' 'severe thunderstorm pictures in alberta' 'severe thunderstorm pictures tornado' 'severe thunderstorm safety' 'severe thunderstorm safety tips' 'severe thunderstorm videos' 'severe thunderstorm warning' 'severe thunderstorm warning los ' 'angeles' 'severe thunderstorm warning signs' 'severe thunderstorm warnings' 'severe thunderstorms' 'severe thunderstorms facts' 'shakespeare use thunder storm for ' 'cosmic disorder julius caesar' 'soothing thunderstorm sounds online' 'sound effects of severe thunder storm' 'sound of rain storm finger snapping ' 'thunder chorus' 'split thunder storm' 'storm 3d thunder power' 'storm dark thunder' 'storm dark thunder bowling ball' 'storm dark thunder bowling ball sale' 'storm dark thunder for sale' 'storm dark thunder pearl' 'storm dark thunder pearl bowling ball' 'storm dark thunder review' 'storm dark thunder shirt' 'storm dark thunderball' 'storm deep thunder' 'storm deep thunder 11' 'storm deep thunder 15' 'storm deep thunder 15 lure' 'storm deep thunder 2' 'storm deep thunder lures' 'storm deep thunderstick' 'storm deep thunderstick crankbaits' 'storm deep thunderstick dts09' 'storm deep thunderstick jr' 'storm deep thunderstick lures' 'storm deep thundersticks' 'storm rolling thunder 3 ball roller' 'storm rolling thunder bowling bag' 'storm rolling thunder three ball bowling ' 'bag' 'storm shallow thunder' 'storm shallow thunder 15' 'storm thunder claw' 'storm thunder craw' 'storm watches thunder' 'storms with constant lightning and ' 'thunder non-stop' 'supercell thunder storms' 'supercell thunderstorm pictures' 'supercell thunderstorms' 'swimming pools thunder storms' 'tampa + lightning strikes + thunder ' 'storms' 'texas thunderstorm pictures' 'texas thunderstorm warnings' 'thunder and lightning storm' 'thunder and lighting storms' 'thunder and lightning storms' 'thunder bay snow storm video' 'thunder storm' 'thunder storm and windmill' 'thunder storm cd' 'thunder storm cloud' 'thunder storm clouds' 'thunder storm dog peppermint oil' 'thunder storm in winter' 'thunder storm in winter and weather ' 'prediction' 'thunder storm lx-3 & road blaster psx ' 'download' 'thunder storm occurances' 'thunder storm photos' 'thunder storm poems' 'thunder storm safety' 'thunder storm sign' 'thunder storm sounds' 'thunder storms' 'thunder storms and deaths' 'thunder storms and ilghting' 'thunder storms and lighting' 'thunder storms cd' 'thunder storms in the arctic arctic ' 'weather' 'thunder storms in winter' 'thunder storms on you tub' 'thunder storms pics' 'thunder storms with rain' 'thunderstorm' 'thunderstorm backgrounds' 'thunderstorm capital' 'thunderstorm capital 2008 dorfman' 'thunderstorm capital in boston' 'thunderstorm capital llc' 'thunderstorm capital of canada' 'thunderstorm capital of the us' 'thunderstorm capital of the world' 'thunderstorm facts' 'thunderstorm facts for kids' 'thunderstorm facts hail' 'thunderstorm facts tornadoes' 'thunderstorm mp3' 'thunderstorm mp3 download' 'thunderstorm mp3 download free' 'thunderstorm mp3 downloads' 'thunderstorm mp3 downloads free' 'thunderstorm mp3 files' 'thunderstorm mp3 free' 'thunderstorm mp3 free download' 'thunderstorm mp3 free downloads' 'thunderstorm mp3 torrent' 'thunderstorm mp3s' 'thunderstorm music' 'thunderstorm music cd' 'thunderstorm music downloads' 'thunderstorm music free' 'thunderstorm music playlists' 'thunderstorm music rain' 'thunderstorm pics' 'thunderstorm pictures' 'thunderstorm pictures for kids' 'thunderstorm safety' 'thunderstorm safety for kids' 'thunderstorm safety precautions' 'thunderstorm safety procedures' 'thunderstorm safety rules' 'thunderstorm safety tips' 'thunderstorm safety tips for kids' 'thunderstorm safety tips shelter' 'thunderstorm safety tips trees' 'thunderstorm sound effects' 'thunderstorm sound effects cd' 'thunderstorm sound effects download' 'thunderstorm sound effects free' 'thunderstorm sound effects free ' 'download' 'thunderstorm sound effects free music ' 'feature audio' 'thunderstorm sound effects mp3' 'thunderstorm sound effects rain' 'thunderstorm sounds' 'thunderstorm sounds cd' 'thunderstorm sounds download' 'thunderstorm sounds for sleep' 'thunderstorm sounds for sleeping' 'thunderstorm sounds free' 'thunderstorm sounds free download' 'thunderstorm sounds free downloads' 'thunderstorm sounds mp3' 'thunderstorm sounds mp3 download' 'thunderstorm sounds mp3 free' 'thunderstorm sounds online' 'thunderstorm sounds online for free' 'thunderstorm sounds online free' 'thunderstorm sounds sleep' 'thunderstorm sounds streaming' 'thunderstorm sounds torrent' 'thunderstorm soundscape' 'thunderstorm soundscapes' 'thunderstorm video' 'thunderstorm video clips' 'thunderstorm video download' 'thunderstorm video downloads' 'thunderstorm videos' 'thunderstorm videos for kids' 'thunderstorm videos lightning' 'thunderstorm videos online' 'thunderstorm wallpaper' 'thunderstorm warning' 'thunderstorm warning brisbane' 'thunderstorm warning definition' 'thunderstorm warning los angeles' 'thunderstorm warning san diego' 'thunderstorm warning san mateo county' 'thunderstorm warning santa barbara' 'thunderstorm warning santa clara' 'thunderstorm warning santa clara ' 'county' 'thunderstorm warning signal' 'thunderstorm warning signs' 'thunderstorm warning vs watch' 'thunderstorm warnings' 'thunderstorm warnings and watches' 'thunderstorm warnings for nj' 'thunderstorm warnings qld' 'thunderstorms' 'thunderstorms facts' 'thunderstorms facts for kids' 'thunderstorms for kids' 'tornados and thunder storms animated' 'understanding thunderstorms for kids' 'watch thunderstorm videos' 'weather underground forecast ' 'thunderstorms' 'what causes thunder storms' 'what is a thunder storm' 'where d thunder storms occur') TabOrder = 0 end object Memo2: TMemo Left = 240 Top = 8 Width = 265 Height = 129 Lines.Strings = ( 'Memo2') TabOrder = 1 end object Button1: TButton Left = 384 Top = 184 Width = 75 Height = 25 Caption = 'Button1' TabOrder = 2 OnClick = Button1Click end end

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • Nyquist won't play audio

    - by erjiang
    I downloaded Nyquist, and am having trouble playing sounds from it. If I run it normally, I get: Nyquist -- A Language for Sound Synthesis and Composition Copyright (c) 1991,1992,1995 by Roger B. Dannenberg Version 2.29 > (play (osc 60)) Saving sound file to ./eric-temp.wav error: snd_save -- could not open audio output > If I wrap it by running padsp ny, the sound plays fine for about half a second, and then I get garbage fed to my speakers. Any solutions?

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  • Does this schema sound better suited for a document-oriented data store or relational?

    - by Blaine LaFreniere
    Disclaimer: let me know if this question is better suited for serverfault.com I want to store information on music, specifically: genres artists albums songs This information will be used in a web application, and I want people to be able to see all of the songs associated to an album, and albums associated to an artist, and artists associated to a genre. I'm currently using MySQL, but before I make a decision to switch I want to know: How easy is scaling horizontally? Is it easier to manage than an SQL based solution? Would the above data I want to store be too hard to do schema-free? When I think association, I immediately think RDBMSs; can data be stored in something like CouchDB but still have some kind of association as stated above?

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  • Problem with playing a sound when a button is clicked.

    - by iSharreth
    in my code: import "MyViewController.h" import (IBAction)playSound{ AVAudioPlayer *myExampleSound; NSString *myExamplePath = [[NSBundle mainBundle] pathForResource:@"myaudiofile" ofType:@"caf"]; myExampleSound =[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:myExamplePath] error:NULL]; myExampleSound.delegate = self; [myExampleSound play]; } But it is showing a warning that Class MyViewController does not implement AVAudioplayerDelegate. Anyone please help. I had included the AVFoundation.Framework.

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  • What do you use to play sound in iPhone games?

    - by zoul
    Hello! I have a performance-intensive iPhone game I would like to add sounds to. There seem to be about three main choices: (1) AVAudioPlayer, (2) Audio Queues and (3) OpenAL. I’d hate to write pages of low-level code just to play a sample, so that I would like to use AVAudioPlayer. The problem is that it seems to kill the performace – I’ve done a simple measuring using CFAbsoluteTimeGetCurrent and the play message seems to take somewhere from 9 to 30 ms to finish. That’s quite miserable, considering that 25 ms == 40 fps. Of course there is the prepareToPlay method that should speed things up. That’s why I wrote a simple class that keeps several AVAudioPlayers at its disposal, prepares them beforehand and then plays the sample using the prepared player. No cigar, still it takes the ~20 ms I mentioned above. Such performance is unusable for games, so what do you use to play sounds with a decent performance on iPhone? Am I doing something wrong with the AVAudioPlayer? Do you play sounds with Audio Queues? (I’ve written something akin to AVAudioPlayer before 2.2 came out and I would love to spare that experience.) Do you use OpenAL? If yes, is there a simple way to play sounds with OpenAL, or do you have to write pages of code? Update: Yes, playing sounds with OpenAL is fairly simple.

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  • Is it possible to detect when the system is recording a sound and then perform some action on Python

    - by Jorge
    I began learning Python a few days ago, and i was wondering about a practical use for a program. Then i came up with the following: if my brother is in his room recording himself playing guitar, a led plugged to the usb and wired so it's outside his door lights up, and then i'll know he's recording and i'll take care not to make any noises. The main questions are: How Python can detect any recording going on in the system? How would i interface with the usb so i can actually turn the led on?

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  • Audio broken on clean install of ThinkPad T60

    - by Ben Alpert
    I just reinstalled a clean version of XP SP3 on a ThinkPad T60. After downloading all of the missing drivers from the Lenovo site, everything seems to work except for the audio. I installed the audio driver from http://www-307.ibm.com/pc/support/site.wss/MIGR-62928.html (version 5.10.1.4326) so SoundMAX shows up in the control panel and everything in the Sound preferences looks okay, but no sound comes out of the speakers when I try to play music or hear the interface sound effects. There's also no sound if I plug in headphones and listen. Some forums suggested installing hotfix Q888111 but it's already included in SP3 so I can't install it. I also tried reinstalling the audio driver mentioned above in case something went wrong the first time, but it still doesn't work. Does anyone know how to make the sound work?

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  • upgrade:upgradation failed,13.10 issue

    - by Atul
    I was upgrading 13.04 to 13.10.And suddenly it hanged and upper part of the screen went black. So I stopped the upgradation and unfortunately I forcefully shutdown.But its already upgraded to 13.10(I feel upgradation is not complete though) Problems The desktop flickers now and sometimes the screen turns black. Sound stopped.No sound output detected in sound settings.And the shutdown button also not working. Is there a way to upgrade it again to 13.10(completely)?

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  • Headphones don't work on an Acer Aspire 5920g

    - by Dave Chatelain
    All the problems I read about were all about the sound not working when they plugged the headphones in. I have the problem that my mic will work but the sound is still played on my built-in speakers. When I look at the sound settings, it doesn't give me any options for headphones. I run 12.04 and never had this problem in Windows. I run it on a Acer Aspire 5920g. Any tips or ideas will be very helpful.

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  • Visually and audibly unambiguous subset of the Latin alphabet?

    - by elliot42
    Imagine you give someone a card with the code "5SBDO0" on it. In some fonts, the letter "S" is difficult to visually distinguish from the number five, (as with number zero and letter "O"). Reading the code out loud, it might be difficult to distinguish "B" from "D", necessitating saying "B as in boy," "D as in dog," or using a "phonetic alphabet" instead. What's the biggest subset of letters and numbers that will, in most cases, both look unambiguous visually and sound unambiguous when read aloud? Background: We want to generate a short string that can encode as many values as possible while still being easy to communicate. Imagine you have a 6-character string, "123456". In base 10 this can encode 10^6 values. In hex "1B23DF" you can encode 16^6 values in the same number of characters, but this can sound ambiguous when read aloud. ("B" vs. "D") Likewise for any string of N characters, you get (size of alphabet)^N values. The string is limited to a length of about six characters, due to wanting to fit easily within the capacity of human working memory capacity. Thus to find the max number of values we can encode, we need to find that largest unambiguous set of letters/numbers. There's no reason we can't consider the letters G-Z, and some common punctuation, but I don't want to have to go manually pairwise compare "does G sound like A?", "does G sound like B?", "does G sound like C" myself. As we know this would be O(n^2) linguistic work to do =)...

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  • Microphone not working at all on a Toshiba sattelite p505 s8980

    - by flamingburner
    My built-in microphone doesn't work in "record audio" program and in Skype. I'm using ubuntu 11.10 in Toshiba sattelite p505 s8980. No mute button checked I have PulseAudio Volume Control installed currently when aim trying to use record audio program and hear what I record it plays noisy sound not my voice I changed my computer from 'Analog Stereo Output' to 'Analog Stereo Duplex', in both sound setting ( ubuntu ) and in PulseAudio Volume Control no problem in bios and in my windows seven sound worked perfectly and in ubuntu no problem in sound at all i can play music and movies and even in skype i can hear the sounf of who is taking to me ( it's about the microphone only "

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