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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

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  • Silverlight 4 - encoding PCM data from the microphone

    - by Richard
    Hi I've written a basic SL4 application to capture audio data from the microphone using CaptureSource. The trouble is, it's raw PCM output - which means huge and uncompressed. Given that I need this application to run purely within a SL4 environment, how can I compress the PCM audio data into something that can be delivered to a remote server more easily? In conversation, people have suggested Speex and WMA for instance, but I haven't found any libraries or examples that work without requiring reference to DLL's that won't work in a SL4 project. Thanks, Richard.

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  • After playing a MediaElement, how can I play it again?

    - by Edward Tanguay
    I have a variable MediaElement variable named TestAudio in my Silverlight app. When I click the button, it plays the audio correctly. But when I click the button again, it does not play the audio. How can I make the MediaElement play a second time? None of the tries below to put position back to 0 worked: private void Button_Click_PlayTest(object sender, RoutedEventArgs e) { //TestAudio.Position = new TimeSpan(0, 0, 0); //TestAudio.Position = TestAudio.Position.Add(new TimeSpan(0, 0, 0)); //TestAudio.Position = new TimeSpan(0, 0, 0, 0, 0); //TestAudio.Position = TimeSpan.Zero; TestAudio.Play(); }

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  • Flash video player doesn't play after rewriting a url

    - by Joel
    Hi! I recently started a new job working on a content management system. One of the jobs was to implement url rewriting, which i've done, but for some reason the URL rewriting has killed the ability to play flv files through FLVPlayer_Progressive. An example can be seen below: Working if you then follow the link on the menu and go to Campaigns It's a Living Thing you can see how it's not working when the url is being re-written. Below is the html for the object tag i'm setting within a gui editor on the admin side, everything on that end works also! <object height="160" width="284" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="FLVPlayer"> <param name="movie" value="/sitefiles/PeachSocial/flash/FLVPlayer_Progressive.swf"> <param name="salign" value="lt"> <param name="quality" value="high"> <param name="scale" value="noscale"> <param name="FlashVars" value="&amp;MM_ComponentVersion=1&amp;skinName=Clear_Skin_1&amp;autoPlay=true&amp;autoRewind=true&amp;streamName=/sitefiles/PeachSocial/flash/dept_envrnmnt"> <embed src="/sitefiles/PeachSocial/flash/FLVPlayer_Progressive.swf" flashvars="&amp;MM_ComponentVersion=1&amp;skinName=Clear_Skin_1&amp;autoPlay=true&amp;autoRewind=true&amp;streamName=/sitefiles/PeachSocial/flash/dept_envrnmnt" quality="high" scale="noscale" name="FLVPlayer" salign="LT" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash" width="284" height="160"> </object> I would have thought giving the path the way i am would have taken it back to the server root and gone from there, but it doesn't seem to like it once the url rewriting happens. Anyways i'm outta ideas after a pretty frustrating day of trying to pass the thing absolute urls, relative paths and the like and am hoping a fresh set of eyes may help.

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  • Is it possible to have AVFramework and AudioToolbox framework in one app?

    - by Satyam
    I'm trying to write develop audio related application. In that, I'm using AudioToolBox framework for recording the sound. And I'm using AVFramework to play soudns. When app is stared, it will play some mp3 file using AVFramework. And also initializes Audiotoolbox. In simulator, I'm able to record and play. But when I'm testing it on iPhone, I'm getting following error for initializing AudioToolBox. 2009-12-11 22:25:51.599 StoryBook[807:207] AudioRecorder init AudioSessionInitialize failed with error: 1768843636 Can some one tell me whether we can use both AV as well as Audio Toolbox frame works in one application? Why I'm getting that error?

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  • Changing volume in Java when using JLayer.

    - by Penchant
    I'm using JLayer to play an inputstream of mp3 data from the internet. How do i change the volume of the output? I'm using this code to play it: URL u = new URL(s); URLConnection conn = u.openConnection(); conn.setConnectTimeout(Searcher.timeoutms); conn.setReadTimeout(Searcher.timeoutms); bitstream = new Bitstream(conn.getInputStream()/*new FileInputStream(quick_file)*/); System.out.println(bitstream); decoder = new Decoder(); decoder.setEqualizer(equalizer); audio = FactoryRegistry.systemRegistry().createAudioDevice(); audio.open(decoder); for(int i = quick_positions[0]; i > 0; i--){ Header h = bitstream.readFrame(); if (h == null){ return; } bitstream.closeFrame();

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  • Play a beep that loop and change the frequency/speed

    - by Bono
    Hi all, I am creating an iphone application that use audio. I want to play a beep sound that loop indefinitely. I found an easy way to do that using the upper layer AVAudioPlayer and the numberOfLoops set to "-1". It works fine. But now I want to play this audio and be able to change the rate / speed. It may works like the sound played by a car when approaching an obstacle. At the beginning the beep has a low frequency and this frequency accelerate till reaching a continuous sound biiiiiiiiiiiip ... It seems this is not feasible using the high layer AVAudioPlayer, but even looking at AudioToolBox I found no solution. Does anybody have informations about how to do that? Thanks a lot for helping me!

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  • How to fix Drupal SwfTools player path error

    - by Garth Humphreys
    I've placed the players in "sites/all/libraries/" but I'm still getting this message when I go to admin/settings/swftools/handling, "FlexPaper - Missing sites/all/libraries/flexpaper/FlexPaperViewer.swf" Anyone having the same issue? On a side note when I setup the swftools profile and then assign the CCK formater and then goto the page to view the swf I get this message: "No modules have registered the action swf_list. Check any required supporting modules are enabled." http://drupal.org/node/790506

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  • Standalone XULRunner app not loading the Flash player plugin

    - by Rajeesh
    Hi, I have created a standalone XUL application, and I copied "NPSWF32.dll"(flash plugin dll) to the "plugins" folder under the browser. When I launch the application, flash content is not getting displayed. If I set the MOZ_PLUGIN_PATH to the "plugins" directory before launching the application, everything is working as expected. Could someone tell me, what I needs to do in order to load the flash plugin automatically from the "plugins" folder. Thanks, Rajeesh

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  • Flash Player - green box with version number

    - by Gavin
    I'm trying to get a very simple Flash video working using SWFembed, and it does work across multiple computers at this point in multiple browsers, but as soon as I pushed it live I got this: http://cl.ly/1EDS I've adjusted file permissions, but it is exactly the same code and files as in another directory on the server. I've seen this a few times (green box with version number), but have not been able to find any reference to it online. Thanks for any suggestions in advance!

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  • Novocaine - How to loop file playback? (iOS)

    - by lppier
    I'm using Novocaine by alexbw Novocaine for my audio project. I'm playing around with the example code here for file reading. The file plays back with no problem. I would like to loop this recording with the gap between the loops - any suggestion as to how I can do so? Thanks. Pier. // AUDIO FILE READING OHHH YEAHHHH // ======================================== NSArray *pathComponents = [NSArray arrayWithObjects: [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) lastObject], @"testrecording.wav", nil]; NSURL *inputFileURL = [NSURL fileURLWithPathComponents:pathComponents]; NSLog(@"URL: %@", inputFileURL); fileReader = [[AudioFileReader alloc] initWithAudioFileURL:inputFileURL samplingRate:audioManager.samplingRate numChannels:audioManager.numOutputChannels]; [fileReader play]; [fileReader setCurrentTime:0.0]; //float duration = fileReader.getDuration; [audioManager setOutputBlock:^(float *data, UInt32 numFrames, UInt32 numChannels) { [fileReader retrieveFreshAudio:data numFrames:numFrames numChannels:numChannels]; NSLog(@"Time: %f", [fileReader getCurrentTime]); }];

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  • How or why would this mechanic (not) work to bring game balance to a singleplayer RPG? [closed]

    - by 0xFFF1
    Mechanic details The player, the monsters, and the merchants act as three separate parties. The player needs to beat up monsters for exp points and resources to sell and to buy potions from merchants to continue to fight. The monsters need healing and reviving to survive (also bought from merchants) and the merchants need potion ingredients from the player and the monsters to make potions to sell. These potions are only able to be processed in such bulk by merchants thus their potions would be cheaper than making them yourself. Only the monsters can farm ingredients in bulk. Only the player is or has to be overly aggressive (in bulk). Monsters can farm and produce "Level up candies" that do the work of exp. they are eaten right away after they are made and are never stockpiled or held for fear of the player and merchants who want to sell to the player. The monsters will defend themselves. Reviving is very expensive. The merchants can be found either with a concerned expression or a grinning expression based on how much profit they are making compared to their morale standing. The economies of each monster town and merchant city are distinct but interconnected. Magic Swords are worth a lot. So what I need to know is what concerns would there be to design a game around this mechanic and/or design this mechanic around a developing game. which would fare better? Is game balance an issue here? (how strong the monsters get or how quickly they die off based on the player's input into the system), Or is game balance solely in the hands of the player? (he decides if he overkills monsters or get underleveled.) What do I need to think about to make sure it isn't too easy or too hard to swing the amount/strength of monsters compared to the player and the amount of profit the merchants get vs the player. Would indicating how out of whack things are getting in game help with this?

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  • How Do I Convert text to a WAV file With Inaudible Waveform?

    - by Scott
    I am trying to create an audio watermarking system. I figure the best solution is to create an audio file (WAV) based on a unique string of text and then combine this with the original wav. The part that makes this tricky (for me anyway) is: How do I convert the text string to a wav? How do I ensure that the resulting WAV form is inaudible (or at least barely noticeable to the listener). I would prefer this be done server side (via PHP, etc) but if the processing load isn't too much then would be ok with something in Flash or Javascript. I'd be willing to pay someone to create me a workable solution (complete source code that functions as described). Thanks, Scott!

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  • Silverlight Player Blank When Changing ism file

    - by Al Katawazi
    I am trying to get silverlight smooth streaming going on a site I am bilding and it works fine with the big buck bunny sample code which looks like this: <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%" id="Object2"> <param name="source" value="SmoothStreamingBlackGlass.xap"/> <param name="onerror" value="onSilverlightError" /> <param name="initparams"value='autoplay=False,muted=False,stretchmode=0,displaytimecode=False, playlist=<playList><playListItems><playListItem title="Big%20Buck%20Bunny" description="" mediaSource="Big%20Buck%20Bunny.ism/Manifest" adaptiveStreaming="True" thumbSource="Big%20Buck%20Bunny_Thumb.jpg" frameRate="24.0000384000614" ></playListItem></playListItems></playList>' /> <a href="http://go2.microsoft.com/fwlink/?LinkID=124807" style="text-decoration: none;"><img src="http://go2.microsoft.com/fwlink/?LinkId=108181" alt="Get Microsoft Silverlight" style="border-style: none" /></a> </object> <iframe style="visibility:hidden;height:0;width:0;border:0px"></iframe> but if i change the code like this i only get a blank area when the page is rendered instead of the movie clip. <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%" id="Object2"> <param name="source" value="SmoothStreamingBlackGlass.xap"/> <param name="onerror" value="onSilverlightError" /> <param name="initparams"value='autoplay=False,muted=False,stretchmode=0,displaytimecode=False, playlist=<playList><playListItems><playListItem title="Robotica_1080" description="" mediaSource="Robotica_1080.ism/Manifest" adaptiveStreaming="True" thumbSource="Robotica_1080_Thumb.jpg" frameRate="24.0000384000614" ></playListItem></playListItems></playList>' /> <a href="http://go2.microsoft.com/fwlink/?LinkID=124807" style="text-decoration: none;"><img src="http://go2.microsoft.com/fwlink/?LinkId=108181" alt="Get Microsoft Silverlight" style="border-style: none" /></a> </object> <iframe style="visibility:hidden;height:0;width:0;border:0px"></iframe> Any ideas? I am using Encoder 3 to do the encoding set on microsoft smooth streaming for 720p with all the default settings.

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  • How to configure the framesize using AudioUnit.framework on iOS

    - by Piperoman
    I have an audio app i need to capture mic samples to encode into mp3 with ffmpeg First configure the audio: /** * We need to specifie our format on which we want to work. * We use Linear PCM cause its uncompressed and we work on raw data. * for more informations check. * * We want 16 bits, 2 bytes (short bytes) per packet/frames at 8khz */ AudioStreamBasicDescription audioFormat; audioFormat.mSampleRate = SAMPLE_RATE; audioFormat.mFormatID = kAudioFormatLinearPCM; audioFormat.mFormatFlags = kAudioFormatFlagIsPacked | kAudioFormatFlagIsSignedInteger; audioFormat.mFramesPerPacket = 1; audioFormat.mChannelsPerFrame = 1; audioFormat.mBitsPerChannel = audioFormat.mChannelsPerFrame*sizeof(SInt16)*8; audioFormat.mBytesPerPacket = audioFormat.mChannelsPerFrame*sizeof(SInt16); audioFormat.mBytesPerFrame = audioFormat.mChannelsPerFrame*sizeof(SInt16); The recording callback is: static OSStatus recordingCallback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) { NSLog(@"Log record: %lu", inBusNumber); NSLog(@"Log record: %lu", inNumberFrames); NSLog(@"Log record: %lu", (UInt32)inTimeStamp); // the data gets rendered here AudioBuffer buffer; // a variable where we check the status OSStatus status; /** This is the reference to the object who owns the callback. */ AudioProcessor *audioProcessor = (__bridge AudioProcessor*) inRefCon; /** on this point we define the number of channels, which is mono for the iphone. the number of frames is usally 512 or 1024. */ buffer.mDataByteSize = inNumberFrames * sizeof(SInt16); // sample size buffer.mNumberChannels = 1; // one channel buffer.mData = malloc( inNumberFrames * sizeof(SInt16) ); // buffer size // we put our buffer into a bufferlist array for rendering AudioBufferList bufferList; bufferList.mNumberBuffers = 1; bufferList.mBuffers[0] = buffer; // render input and check for error status = AudioUnitRender([audioProcessor audioUnit], ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList); [audioProcessor hasError:status:__FILE__:__LINE__]; // process the bufferlist in the audio processor [audioProcessor processBuffer:&bufferList]; // clean up the buffer free(bufferList.mBuffers[0].mData); //NSLog(@"RECORD"); return noErr; } With data: inBusNumber = 1 inNumberFrames = 1024 inTimeStamp = 80444304 // All the time same inTimeStamp, this is strange However, the framesize that i need to encode mp3 is 1152. How can i configure it? If i do buffering, that implies a delay, but i would like to avoid this because is a real time app. If i use this configuration, each buffer i get trash trailing samples, 1152 - 1024 = 128 bad samples. All samples are SInt16.

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  • Prefered method for looping sound flash as3

    - by Brian Heylin
    Hi there, I'm having some issues with looping a sound in flash AS3, in that when I tell the sound to loop I get a slight delay at the end/beginning of the audio. The audio is clipped correctly and will play without a gap on garage band. I know that there are issues with sound in general in flash, bugs with encodings and the inaccuracies with the SOUND_COMPLETE event (And Adobe should be embarrassed with their handling of these issues) I have tried to use the built in loop argument in the play method on the Sound class and also react on the SOUND_COMPLETE event, but both cause a delay. But has anyone come up with a technique for looping a sound without any noticeable gap?

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  • Signal amplitude against time in Java

    - by wsr74ws84
    I'm racking my brain in order to solve a knotty problem (at least for me). While playing an audio file (using Java) I want the signal amplitude to be displayed against time. I mean I'd like to implement a small panel showing a sort of oscilloscope (spectrum analyzer). The audio signal should be viewed in the time domain (vertical axis is amplitude and the horizontal axis is time). Does anyone know how to do it? Is there a good tutorial I can rely on? Since I know very little about Java, I hope someone can help me.

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  • Mp3 Player IE Bug Issue

    - by Belgin Fish
    Ok, well on my site http://www.easyasmp3.com/ for some reason the esnips (first) results arn't playing in internet explorer on the results page. When you click the little play button it's not doing anything. Works fine in firefox. Could anyone help Thanks!

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