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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

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  • What DX level does my graphics card support? Does it go to 11?

    - by Daniel Moth
    Recently I run into a situation that I have run into quite a few times. Someone encounters a machine and the question arises: "Is there a DirectX 11 card in this machine?". Typically the reason you are interested in that is because cards with DirectX 11 drivers fully support DirectCompute (and by extension C++ AMP) for GPGPU programming. The driver specifically is WDDM (1.1 on Windows 7 and Windows 8 introduces WDDM 1.2 with cool new capabilities). There are many ways for figuring out if you have a DirectX11 card, so here are the approaches that you can use, with a bonus right at the end of the post. Run DxDiag WindowsKey + R, type DxDiag and hit Enter. That is the DirectX diagnostic tool, which unfortunately, only tells you on the "System" tab what is the highest version of DirectX installed on your machine. So if it reports DirectX 11, that doesn't mean you have a DX11 driver! The "Display" tab has a promising "DDI version" label, but unfortunately that doesn't seem to be accurate on the machines I've tested it with (or I may be misinterpreting its use). Either way, this tool is not the one you want for this purpose, although it is good for telling you the WDDM version among other things. Use the Microsoft hardware page There is a Microsoft Windows 7 compatibility center, that lists all hardware (tip: use the advanced search) and you could try and locate your device there… good luck. Use Wikipedia or the hardware vendor's website Use the Wikipedia page for the vendor cards, for both nvidia and amd. Often this information will also be in the specifications for the cards on the IHV site, but is is nice that wikipedia has a single page per vendor that you can search etc. There is a column in the tables for API support where you can see the DirectX version. Check if it is one of these recommended DX11 cards You may not have a DirectX 11 card and are interested in purchasing one. While I am in no position to make recommendations, I will list here some cards from two big IHVs that we know are DirectX 11 capable. Some AMD (aka ATI) cards Low end, inexpensive DX11 hardware: Radeon 5450, 5550, 6450, 6570 Mid range (decent perf, single precision): Radeon 5750, 5770, 6770, 6790 High end (capable of double precision): Radeon 5850, 5870, 6950, 6970 Single precision APUs: AMD E-Series APUs AMD A-Series APUs Some NVIDIA cards Low end, inexpensive DX11 hardware: GeForce GT430, GT 440, GT520, GTS 450 Quadro 400, 600 Mid-range (decent perf, single precision): GeForce GTX 460, GTX 550 Ti, GTX 560, GTX 560 Ti Quadro 2000 High end (capable of double precision): GeForce GTX 480, GTX 570, GTX 580, GTX 590, GTX 595 Quadro 4000, 5000, 6000 Tesla C2050, C2070, C2075 Get the DirectX SDK and run DirectX Caps Viewer Download and install the June 2010 DirectX SDK. As part of that you now have the DirectX Capabilities Viewer utility (find it in your start menu by searching for "DirectX Caps Viewer", the filename is DXCapsViewer.exe). It will list all your devices (emulated, and real hardware ones) under the first node. Expand the hardware entries and then expand again the Direct3D 11 folder. If you see D3D_FEATURE_LEVEL_11_ under that, then your card supports feature level 11 which means it supports DirectCompute and C++ AMP. In the following screenshot of one of my old laptops, the card only goes to feature level 10. Run a utility from the web that just tells you! Of course, writing some C++ AMP code that enumerates accelerators and lists the ones that are capable is trivial. However that requires that you have redistributed the runtime, so a more broadly applicable approach is to use the DX APIs directly to enumerate the DX11 capable cards. That is exactly what the development lead for C++ AMP has done and he describes and shares that utility at this post. Comments about this post by Daniel Moth welcome at the original blog.

    Read the article

  • Open Source sound engine

    - by Steph Thirion
    When I started using SoundEngine (from CrashLanding and TouchFighter), I had read about a few people recommending not to use it, for it was, according to them, not stable enough. Still it was the only solution I knew of to play sounds with pitch and position control without learning C++ and OpenAL, so I ignored the warnings and went on with it. But now I'm starting to worry. The 2.2 SDK introduced AVFoundation. Using both SoundEngine from CrashLanding (for sounds) and AVAudioPlayer (for music), I found out SoundEngine behaves strangely when the only existing AVAudioPlayer is released (all sounds stop until a new AVAudioPlayer is initiated). Around the same time as the 2.2 SDK came out, the CrashLanding sample code was mysteriously removed from the ADC site. I'm worried there are more bad surprises to come. My question is, is anyone aware of an Open Source alternative to SoundEngine? Maybe even a C++ library that uses OpenAL?

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  • Sound Manager Classes for Windows

    - by Yakov
    I need some classes for playing short wav sounds, this classes would load this wav files into memory when an instance created, play sounds in background when needed, release this wav files from memory when an instance disposed. How can I do this on C# for windows (.Net 2.0)? (Win API's sndPlaySound, OpenAL or may be any wrapper) Ideally I would love to find an exist solution that simple and able to solve my task. Do you know any solutions for this issue?

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  • Does this sound like a stack overflow?

    - by Jordan S
    I think I might be having a stack overflow problem or something similar in my embedded firmware code. I am a new programmer and have never dealt with a SO so I'm not sure if that is what's happening or not. The firmware controls a device with a wheel that has magnets evenly spaced around it and the board has a hall effect sensor that senses when magnet is over it. My firmware operates the stepper and also count steps while monitoring the magnet sensor in order to detect if the wheel has stalled. I am using a timer interrupt on my chip (8 bit, 8057 acrh.) to set output ports to control the motor and for the stall detection. The stall detection code looks like this... // Enter ISR // Change the ports to the appropriate value for the next step // ... StallDetector++; // Increment the stall detector if(PosSensor != LastPosMagState) { StallDetector = 0; LastPosMagState = PosSensor; } else { if (PosSensor == ON) { if (StallDetector > (MagnetSize + 10)) { HandleStallEvent(); } } else if (PosSensor == OFF) { if (StallDetector > (GapSize + 10)) { HandleStallEvent(); } } } this code is called every time the ISR is triggered. PosSensor is the magnet sensor. MagnetSize is the number of stepper steps that it takes to get through the magnet field. GapSize is the number of steps between two magnets. So I want to detect if the wheel gets stuck either with the sensor over a magnet or not over a magnet. This works great for a long time but then after a while the first stall event will occur because 'StallDetector (MagnetSize + 10)' but when I look at the value of StallDetector it is always around 220! This doesn't make sense because MagnetSize is always around 35. So the stall event should have been triggered at like 46 but somehow it got all the way up to 220? And I don't set the value of stall detector anywhere else in my code. Do you have any advice on how I can track down the root of this problem? The ISR looks like this void Timer3_ISR(void) interrupt 14 { OperateStepper(); // This is the function shown above TMR3CN &= ~0x80; // Clear Timer3 interrupt flag } HandleStallEvent just sets a few variable back to their default values so that it can attempt another move... #pragma save #pragma nooverlay void HandleStallEvent() { ///* PulseMotor = 0; //Stop the wheel from moving SetMotorPower(0); //Set motor power low MotorSpeed = LOW_SPEED; SetSpeedHz(); ERROR_STATE = 2; DEVICE_IS_HOMED = FALSE; DEVICE_IS_HOMING = FALSE; DEVICE_IS_MOVING = FALSE; HOMING_STATE = 0; MOVING_STATE = 0; CURRENT_POSITION = 0; StallDetector = 0; return; //*/ } #pragma restore

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  • Simple sound effect loop using AudioToolKit

    - by Typeoneerror
    I've created a few sounds for use in my game. I can play them at certain events without issue: // create sounds CFBundleRef mainBundle; mainBundle = CFBundleGetMainBundle(); _soundFileShake = CFBundleCopyResourceURL(mainBundle, CFSTR("shake"), CFSTR("wav"), NULL); AudioServicesCreateSystemSoundID(_soundFileShake, &_soundIdShake); // later... AudioServicesPlaySystemSound(_soundIdShake); The game has a mechanism which allows you to shake the device to activate some functionality. I've got the shaking code done so I get get a "shaking started" and "shaking ended" message to my game. What I need to have happen is start playing "shave.wav" when shaking starts and loop it until it stops. Is there a way to do this with AudioToolbox/AudioServices? How could I do this if not?

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  • HP Envy dv6t-7300: Disabled WiFi through button and can't enable it anymore

    - by Mateus B. Cassiano
    Well, I have a HP Envy dv6t-7300 laptop that came with a Ralink RT5390 WiFi card. Everything was working perfectly, and eventually I press the WiFi button in my keyboard to toggle the card on/off. Until today, all worked right: if the wifi was off (wifi LED amber) and I press the wifi button, after a few seconds the LED turn white and everything works. If I repeat the process, the wifi LED turn amber and the card get disabled, but now, I can't turn it on anymore. running sudo rfkill list all I get: 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes So, I ran sudo rfkill unblock all but nothing changed. As a side note, if I run sudo ifconfig wlan0 up, the indicator LED gets white (indicating that the card was enabled), but Ubuntu still say that the card is blocked by hardware. Extra information: the card works without issues in windows and in Ubuntu installer (booting from a live CD). I'm using the card out-of-box, using the drivers already included in Ubuntu 12.10. The module rt2800pci is loaded and working fine, not blacklisted, etc, etc. The card and the button toggle worked flawlessly until today, when I toggled it off and can't turn it on anymore... The problem is back, but in a different manner: if I don't press the wifi key a few times during the grub loading, in the login screen the wifi button will be ambar (disabled), pressing it will toggle it white (enabled) or ambar (disabled) again, but ubuntu still says that the network card was disabled by hardware and doesn't connect... In other words, if I don't press the WiFi button a few times when Ubuntu is booting, it will be stuck with the "network card was disabled by hardware" message, even if the light is white (enabled). Any clue? Maybe a error in some startup script or config file?

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  • BSOD Code 16, artifacts all over the place (gtx 260)

    - by belinea
    I have a following, quite dated rig E8400 Core 2 Duo cpu Intel Dragontail Peak DP35DP motherboard on Intel Bearlake P35 chipset 4GB ram Geforce 260gtx Corsair 650W PSU Windows 7 64 bit The following things has happened in the last few days. I first decided to update my Nvidia drivers to the latest version. That was 4 days ago. PC worked fine for 2 days and I was able to play few games as well without any problems. Then 2 days ago a first crash happened while playing the new XCOM game. BSOD code 16. Just the blue screen, no artifacts. PC rebooted and worked well again, I continued playing this game for another 2 hours and went to sleep. Next evening I tried to play some BF3 multiplayer (use to play on LOW settings). Approx. 10 minutes into the game red/pink-ish artifacts appeared on the screen and game quit to desktop. Restarted the game and another 3-4 minutes afterwards another crash to desktop but this time followed shortly by BSOD Code 16. From that moment I started to seeing artifacts on random startups, including Windows loading screen and the BIOS itself. Windows would still load but soon enough it would BSOD on a simple task like opening a Internet browser. Today I get tons of artifacts (little small red dashes all over the screen) on BIOS, loading screen, normal Windows mode as well as safe mode. I suspect it wouldn't be drivers but I tried removing and sweeping them entirely in the safe mode. PC would still start with artifacts all over the place but would load the normal mode, just without the driver, in the default lowest resolution. As soon as proper Nvidia drivers are installed though and PC rebooted, Windows doesn't load at all as BSOD now appears on loading screen. However, again, if I go to safe mode and remove drivers, normal mode launches fine. So obviously crash happens only on high resolution. I opened my machine this morning and gave it a proper cleaning even though it wasn't heavily dusted. It didn't help and number of artifacts seems to increase with every PC restart. I write these words in safe mode, which works, but I have to look through all the red dots and dashes. I don't have built in GPU chipset so I can't try removing my Geforce card nor can I borrow A GPU from anyone else. What are my options? I was looking into getting a completely new rig around Christmas so I'm not freaking out about this. If everything points to hardware issue I may simply decide to get the new machine earlier and don't bother with fixing this one. However it would be great to learn more if this is indeed situation that has slim chances of getting sorted. I realize BSOD Code 16 is rather popular topic online but every story seems a bit different and there can be number of issues with it. Hence a new thread.

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  • save and play recorded sound

    - by blacksheep
    i'd like to save and play again this recorded sounds: @interface Recorder : NSObject { NSMutableArray *times; NSMutableArray *samples; } @end @implementation Recorder – (id) init { [super init]; times = [[NSMutableArray alloc] init]; samples = [[NSMutableArray alloc] init]; return self; } – (void) recordSound: (id) someSound { CFAbsoluteTime now = CFAbsoluteTimeGetCurrent(); NSNumber *wrappedTime = [NSNumber numberWithDouble:now]; [times addObject:wrappedTime]; [samples addObject:someSound]; } @end thanx blacksheep

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  • Sound Manager Classes for Windows (C# or C++ .Net 2.0)

    - by Yakov
    Hi guys! I need some classes for playing short wav sounds, this classes would load this wav files into memory when an instance created, play sounds in background when needed, release this wav files from memory when an instance disposed. How can I do this on C# for windows (.Net 2.0)? (Win API's sndPlaySound, OpenAL or may be any wrapper) Ideally I would love to find an exist solution that simple and able to solve my task. Do you know any solutions for this issue? Thankx for your time.

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  • change sound effect in asp.net

    - by beaso_88
    in fact i have educational sites for small students , this sites contains hundered of educational MP3 files , our aim is to convert these MP3 files to funny sounds . i have search on the net and i found great example on C#.net . http://channel9.msdn.com/coding4fun/articles/Skype-Voice-Changer but my problem , i want to do that in asp.net not windows form application. who can help me?? assume that i have mp3 file and i want to make some change on it then save these changes to this file.

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  • Why does Mass Effect 1 run so slow on my machine if I have an XFX NVidia 9400GT video card? [closed]

    - by Papuccino1
    I so sick and tired of having my components pass the minimum requirements of a game and then I get 15 FPS on the game on everything low. Should't PC developers say 'use at least this video card for a smooth 30 FPS'? Here are my specs: Windows 7 2GB DDR2 RAM XFX Nvidia 9400gt Intel Pentium D Dual Core 2.8ghz I should be at LEAST getting 30 FPS on everything low right? Please tell me what I can do to make games run as they should, or is my video card not good for these games? Here are the recommended requirements from the official site: Recommended System Requirements for Mass Effect on the PC Operating System: Windows XP or Vista Processor: 2.6+GHZ Intel or 2.4+GHZ AMD Memory: 2 Gigabyte Ram Video Card: NVIDIA GeForce 7900 GTX or higher. ATI X1800 XL series or higher Hard Drive Space: 12 Gigabytes Sound Card: DirectX 9.0c compatible sound card and drivers – 5.1 sound card recommended My videocard is 9400GT, how is that worse than a 7900GTX? :S Edit 2: I should note, that I get poor frames when running the game in absolute BOTTOM specs. lowest resolution, no particles, etc. etc. Absolute ZERO and getting poor framerates.

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  • How can I remotely tell what brand/model internal SCSI card is installed in a machine?

    - by edmicman
    I am doing some consulting work for a previous employer upgrading and migrating old servers to new hardware. There is an existing file server (HP ProLiant DL380) that has an tape backup drive connected; it is using a SCSI interface and I'm pretty sure it's using an internal SCSI card. They are upgrading to a new server hardware (HP ProLiant DL160 G6). The old server is 2U, the new one 1U and we would want to move the tape drive to the new server, too. I'm trying to figure out if the SCSI card in the old server would be able to be installed in the new one or if we'll need to source a new card; mostly I don't know for sure the height of the card and if it's low-profile enough that it would fit in the new server. There is not much of a technical resource onsite and the old server is in-use anyway so I would like to avoid making a trip in myself or trying to have someone onsite pop open the case and tell me what card is there. It's running Windows Server 2003 - is there a way to tell from say Device Manager what make and model the SCSI card might be? Or any other system diagnostic program or something that would give me hardware info like that? Thanks for any info!

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  • Video card not detected in POST on initial boot.

    - by Jeff M
    I have a minor problem with my desktop computer after cleaning it out for dust. When I first boot up the computer, the video card does not get detected so I can't see anything. In POST, I'm getting the "can't detect video card" beeps. The boot sequence continues normally, just without video. However, if I restart it (using the restart button) anytime after POST, it would boot up normally. I have no reason to think that the motherboard, video card or PSU got damaged in the process. It was working fine before, works fine after resetting. Took all the necessary precautions while cleaning. On the initial boot, I can hear the video card's fan power up but immediately power down and try again one more time only to fail. After the beep, resetting gets everything running and sounding normally. I've reseated the card a couple of times and reset the BIOS but doesn't seem to help. I'm hoping I won't have to take it out and remove and reinstall everything again. Does anyone recognize these symptoms to know exactly what the problem is? My guess is that the video card isn't getting enough juice initially to be running stable to be detected. I just don't know what I did (or didn't do) to get it to be in this state. It's not a high priority thing for me at the moment, just means I have to always reset it after initially turning it on but will eventually remove everything and reinstall if it comes to that. I don't think the specs are relevant here but just in case, here's the relevant stuff: Motherboard: Gigabyte P35-DS3P Video: EVGA GeForce 8600 GTS PSU: Antec True Power Trio 650W Built ~2 years ago, still running well

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  • Which Cardbus/PCMCIA -> USB card works with external hard drive?

    - by Carl
    I have an HT-Link Cardbus/PCMCIA USB 2.0 2-port card (NEC / 32-bit). My external hard drive w/USB adapter won't work with it, and it will work plugged directly into a USB port on a different laptop. (My USB ports got fried.) I got the card off E-Bay. My MP3 player works plugged into that card. The drivers for the card say "Known limitations: High Speed Isochronus, USB Composite Devices." (No other details provided.) I don't know if the hard drive adapter is "isochronous" or "composite." I've read there are problems with too little power being supplied to the drive. The cable to the drive has two USB plugs on one end, and it doesn't make any difference if I plug both of them into the Cardbus card. What card should I get? I see many different brands on E-Bay. I need one that supplies sufficient power for an external hard drive, and doesn't have any "known limitations" in the way.

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  • Need recommendation: which USB card (PCMCIA) works with external hard drive?

    - by Carl
    I have an HT-Link Cardbus/PCMCIA USB 2.0 2-port card (NEC / 32-bit). My external hard drive w/USB adapter won't work with it, and it will work plugged directly into a USB port on a different laptop. (My USB ports got fried.) I got the card off E-Bay. My MP3 player works plugged into that card. The drivers for the card say "Known limitations: High Speed Isochronus, USB Composite Devices." (No other details provided.) I don't know if the hard drive adapter is "isochronous" or "composite." I've read there are problems with too little power being supplied to the drive. The cable to the drive has two USB plugs on one end, and it doesn't make any difference if I plug both of them into the Cardbus card. What card should I get? I see many different brands on E-Bay. I need one that supplies sufficient power for an external hard drive, and doesn't have any "known limitations" in the way.

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  • Replacing Credit Card Numbers

    - by Del
    Hi, I'm using an sql to replace credit card numbers with xxxx and finding that REGEX_REPLACE does not consistently replace everything. Below is the SET command i'm using on the SQL SET COMMENTS_LONG = REGEXP_REPLACE (COMMENTS_LONG,'\D[1-6]\d{3}.\d{4}.\d{4}.\d{3}(\d{1}.\d{3})?|\D[1-6]\d{12,15}|\D[1-6]\d{3}.\d{3}.?\d{3}.\d{5}', ' XXXXXXXXXXXXXXXX') Before Elizabeth aclled to change address.5430-6000-2111-1931 A After Elizabeth aclled to change address XXXXXXXXXXXXXXXX1 A I tried increasing the number of X but result is the same. I also find that i have to put a space in front of the first X as it appears to move 1 char to the left.

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  • Using python to play two sine tones at once

    - by Alex
    I'm using python to play a sine tone. The tone is based off the computer's internal time in minutes, but I'd like to simultaneously play one based off the second for a harmonized or dualing sound. This is what I have so far; can someone point me in the right direction? from struct import pack from math import sin, pi import time def au_file(name, freq, dur, vol): fout = open(name, 'wb') # header needs size, encoding=2, sampling_rate=8000, channel=1 fout.write('.snd' + pack('>5L', 24, 8*dur, 2, 8000, 1)) factor = 2 * pi * freq/8000 # write data for seg in range(8 * dur): # sine wave calculations sin_seg = sin(seg * factor) fout.write(pack('b', vol * 127 * sin_seg)) fout.close() t = time.strftime("%S", time.localtime()) ti = time.strftime("%M", time.localtime()) tis = float(t) tis = tis * 100 tim = float(ti) tim = tim * 100 if __name__ == '__main__': au_file(name='timeSound1.au', freq = tim, dur=1000, vol=1.0) import os os.startfile('timeSound1.au')

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  • Normalize FFT magnitude to imitate WMP

    - by Bevin
    So, I've been working on a little visualizer for sound files, just for fun. I basically wanted to imitate the "Scope" and "Ocean Mist" visualizers in Windows Media Player. Scope was easy enough, but I'm having problems with Ocean Mist. I'm pretty sure that it is some kind of frequency spectrum, but when I do an FFT on my waveform data, I'm not getting the data that corresponds to what Ocean Mist displays. The spectrum actually looks correct, so I knew there was nothing wrong with the FFT. I'm assuming that the visualizer runs the spectrum through some kind of filter, but I have no idea what it might be. Any ideas?

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  • Using python to play two sin tones at once

    - by Alex
    Im using python to a sine tone. the tone is based off the computers internal time in minutes, but id like to simultaneously play one based off the second for a harmonized or dualing sound. This is what I have so far can someone point me in the right direction. from struct import pack from math import sin, pi import time def au_file(name, freq, dur, vol): fout = open(name, 'wb') # header needs size, encoding=2, sampling_rate=8000, channel=1 fout.write('.snd' + pack('>5L', 24, 8*dur, 2, 8000, 1)) factor = 2 * pi * freq/8000 # write data for seg in range(8 * dur): # sine wave calculations sin_seg = sin(seg * factor) fout.write(pack('b', vol * 127 * sin_seg)) fout.close() t = time.strftime("%S", time.localtime()) ti = time.strftime("%M", time.localtime()) tis = float(t) tis = tis * 100 tim = float(ti) tim = tim * 100 if name == 'main': au_file(name='timeSound1.au', freq = tim, dur=1000, vol=1.0) import os os.startfile('timeSound1.au')

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