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  • Voices disappear when using headphones. [closed]

    - by James
    How do I declare a variable in C? P.S. I have a pair of SteelSeries Siberia headphones. I've noticed that when watching some films the voices are completely silent, yet when I unplug the headset and listen through my speakers they are there and sound normal. I have no other software that could be interfering with it and it happens regardless of the software I use for playback (I've tried VLC, WMP and Quicktime). It is so strange, and it almost sounds deliberate - the rest of the audio is untouched but voices disappear. The films only have single audio tracks, and it doesn't happen with every film. Can anyone give me any hints as to what could possibly cause this? I am stumped!

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  • Media Player Problem

    - by kostas_menu
    button.setOnClickListener(new View.OnClickListener() { public void onClick(View v){ if(mp2.isPlaying()==true) {mp2.stop(); mp.start(); } else mp.start(); } }); button2.setOnClickListener(new View.OnClickListener() { public void onClick(View v){ if(mp.isPlaying()==true) {mp.stop();mp2.start();} else mp2.start(); } }); I press the first btn and the 1st song is playing.i press the second,the first stops and the second begins.But then, as i press the first btn, the second song stops but the first song is not playing...please help!!:)

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  • AudioOutputUnitStart takes time

    - by tokentoken
    Hello, I'm making an iPhone game application using Core Audio, Extended Audio File Services. It works OK, but when I first call AudioOutputUnitStart, it takes about 1-2 seconds. After the second call, no problem. For a game application, 1-2 seconds is very noticeable. (I tested this on iPhone simulator, and iPhone 3GS) Also, if I leave the game for about 10 seconds, first call of AudioOutputUnitStart also takes time. Maybe I have to call AudioOutputUnitStart beginning of the application to prevent the start-up time?

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  • I want to get title from video player

    - by farrakhov-bulat
    Hello! I want to automate service myshows.ru. People on it must manually put information about movies that watched. I want to write program on c++, that get titles of movies in video players and put it to account on service. What libraries i can use for this work? P.S Sorry for my english

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  • Uninterrupted mp3 play on a website?

    - by Kevin
    Client is requesting a single track to be heard across the website. Generally I advise against it, but they insist. So, what is the most straightforward way of having a flash player embedded in a site, and when a user goes to another page there isn't a gap/interruption? I am thinking an iframe is required.. I am using a flash player that has autoresume, but that only solves picking up where you last left off on the song before going to another page. I tried searching SO for an answer..

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  • BufferedInputStream.read(byte[]) Causes problems. Anyone have this problem before?

    - by K-RAN
    Hello! I've written a Java program that downloads audio files for me and I'm using BufferedInputStream. The read() function works fine but is really slow so I've tried using the overloaded version using byte[]. For some reason, the audio becomes lossy and strange after download. I'm not totally sure what I'm doing wrong so any help is appreciated! Here's the simplified, sloppy version of the code. BufferedInputStream bin = new BufferedInputStream((new URL(url)).openConnection().getInputStream()); File file = new File(fileName); FileOutputStream fop = new FileOutputStream(file); int rd = bin.read(); while(rd != -1) { fop.write(rd); rd = bin.read(); }

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  • Flex: cannot resize player back from Full Screen

    - by Patrick
    hi, The key event is not listened by my Flex app. Since it is really simple code, I cannot understand where the problem is... init() { stage.addEventListener(KeyboardEvent.KEY_DOWN, escHandler); } private function escHandler(event:KeyboardEvent):void { debugF.text = "ESC pressed"; } thanks

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  • iPad MPMoviePlayerController only hearing audio, no videos!

    - by Steph Moreau
    I am currently rebuilding my app for the iPad. I would like to play the videos sourced online. I display the information and when i go to play the video all i get is the audio... No video is shown at all. My page looks exactly the same except that i have some "background" noise. These are the same videos i use on the iPhone app and they work perfectly This is the code that i call to play my videos - (IBAction) playMovie{ NSURL *url = [NSURL URLWithString:vidMovie]; MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc]initWithContentURL:url]; [moviePlayer play]; } I am using this on a button on the right side view of a splitViewController. I get the same result in my simulator as on an iPad. Not sure if i'm missing something, but if anyone can help it would be greatly appreciated!

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  • How to burn an Audio CD programmatically in Mac OS X

    - by Adion
    All the info I can find about burning cd's is for Windows, or about full programs to burn cd's. I would however like to be able to burn an Audio CD directly from within my program. I don't mind using Cocoa or Carbon, or if there are no API's available to do this directly, using a command-line program that can use a wav/aiff file as input would be a possibility too if it can be distributed with my application. Because it will be used to burn dj mixes to cd, it would also be great if it is possible to create different tracks without a gap between them.

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  • Highlighting effect to text and/or image similar to be synchronized with audio

    - by Irfan Mulic
    I am looking how to approach following problem: We have application that displays text with audio recorded material. We use Browser Control (Internet Explorer) in Delphi App to do this. We respond to events in Delphi code setting innerHTML for elements if we have to update the style ... Now, request is to add option to dynamically move the cursor or dynamically highlight the words spoken from the paragraph. It doesn't need to match absolutely the exact word spoken so we will have to dynamically update the content of position of highlighted word based on some timer or something (because it is not text to speach). What should be the most practical and easy approach to this kind of problem, all answers are greatly appreciated. Thanks.

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  • Converting raw bytes into audio sound

    - by Afro Genius
    In my application I inherit a javastreamingaudio class from the freeTTS package then bypass the write method which sends an array of bytes to the SourceDataLine for audio processing. Instead of writing to the data line, I write this and subsequent byte arrays into a buffer which I then bring into my class and try to process into sound. My application processes sound as arrays of floats so I convert to float and try to process but always get static sound back. I am sure this is the way to go but am missing something along the way. I know that sound is processed as frames and each frame is a group of bytes so in my application I have to process the bytes into frames somehow. Am I looking at this the right way? Thanx in advance for any help.

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  • Problem with recording audio in Flash (Red5, ffmpeg)

    - by AT
    I'm trying to implement a small program with Flash and php that records audio and converts it to mp3. Currently I have Red5 server up and running, I can connect to it with no problems and I can publish flv recordings to the server. When I listen to the flv with Wimpy FLV player it seems to be fine. The problem comes when I'm trying to convert it with ffmpeg on the command line. I'm simply using a command ffmpeg -i but the output wav is about 50% slower than the input. When I record 10sec, the output is 15sec and pitched down. I've also tried all kinds of bitrate settings, -nv option, etc. but nothing seems to work. I have a recent version of ffmpeg that supports nellymoser format.. Don't know what to do. Anyone have any ideas?

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  • Crossfading audio with PyQT4 and Phonon

    - by dwelch
    I'm trying to get audio files to crossfade with phonon. I'm using PyQT4. I have tracks queuing properly, but I'm stuck with the fade effect. I think I need to be using the KVolumeFader effect. Here's my current code: def music_play(self): self.delayedInit() self.m_media.setCurrentSource(Phonon.MediaSource(self.playlist[self.playlist_pos])) self.m_media.play() def music_stop(self): self.m_media.stop() def delayedInit(self): if not self.m_media: self.m_media = Phonon.MediaObject(self) audioOutput = Phonon.AudioOutput(Phonon.MusicCategory, self) Phonon.createPath(self.m_media, audioOutput) def enqueueNextSource(self): if len(self.playlist) >= self.playlist_pos+1: self.playlist_pos += 1 self.m_media.enqueue(Phonon.MediaSource(self.playlist[self.playlist_pos])) else: self.m_media.stop() Can anyone give me some advice on implementing the effect?

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  • Convert Audio File to text using System.Speech

    - by Kushal Kalambi
    I am looking to convert a .wav file recorded through an android phone at 16000 to text using C#; namely the System.Speech namespace. My code is mentioned below; recognizer.SetInputToWaveFile(Server.MapPath("~/spoken.wav")); recognizer.LoadGrammar(new DictationGrammar()); RecognitionResult result = recognizer.Recognize(); label1.Text = result.Text; The is working perfectly with sample .wav "Hello world" file. However when i record something on teh phone and try to convert to on the pc, the converted text is no where close to what i had recoreded. Is there some way to make sure the audio file is transcribed accurately?

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  • Playing audio from a wav file in iPhone SpeakHere example

    - by Mo
    I'm working with the iPhone SpeakHere example, and I would like to be able to play audio from either the mic (as in the example) or from a wav file. I have working code to play from a particular wav file, which looks like this: NSString *path = [[NSBundle mainBundle] pathForResource:@"basketBall" ofType:@"wav"]; AVAudioPlayer* theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; theAudio.delegate = self; [theAudio play]; So I'm fine with actually getting the wav to play in the application (I can hook it up to a button, etc.) but I would like it to also behave the same way pushing the "Play" button does after recorded speech, in that it should be connected to the same visualization (which I have modified quite a bit, but essentially shows the current volume, among other things). Thanks for your help!

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  • Linux, C++ audio capturing (just microphone) library

    - by TheOm3ga
    I'm developing a musical game, it's like a singstar but instead of singing, you have to play the recorder. It's called oFlute, and it's still in early development stage. In the game, I capture the microphone input, then run a simple FFT analysis and compare the results to typical recorder's frequencies, thus getting the played note. At the beginning, the audio library I was using was RtAudio, but I don't remember why I switched to PortAudio, which is what I'm currently using. The problem is that, from time to time, either it crashes randomly or stops capturing, like if there were no sound coming from the microphone. My question is, what's the best option to capture microphone input on Linux? I just need to open, read, and close a flow of bytes from the microphone. I've been reading this guide, and (un)surprisingly it says: I don't think that PortAudio is very good API for Unix-like operating systems. So, what do you recommend me?

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  • Online audio stream using ruby on rails

    - by Avdept
    I'm trying to write small website that can stream audio online(radio station) and got few questions: 1. Do i have to index all my music files into database, or i can randomily pick file from file system and play it. 2. When should i use ajax to load new song(right after last finished, or few seconds before to get responce from server with link to file?) 3. Is it worth to use ajax, or better make list, that will play its full time and then start over?

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  • How to play audio file ios

    - by Camus
    I am trying to play an audio file but I can get it working. I imported the AVFoundation framework. Here is the code: NSString *fileName = [[NSBundle mainBundle] pathForResource:@"Alarm" ofType:@"caf"]; NSURL *url = [[NSURL alloc] initFileURLWithPath:fileName]; NSLog(@"Test: %@ ", url); AVAudioPlayer *audioFile = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:NULL]; audioFile.delegate = self; audioFile.volume = 1; [audioFile play]; I am receiving an error nil string parameter I copied the file to the supporting files folder so the file is there. Can you guys help me? Thanks

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  • Audio File continues to play even on leaving the view

    - by Swastik
    What I am doing is -(void)viewWillAppear:(BOOL)animated{ [NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:@selector(clickEvent:) userInfo:nil repeats:YES]; } -(void)clickEvent:(NSTimer *)aTimer{ NSDate* finishDate = [NSDate date]; if([finishDate timeIntervalSinceDate: self.startDate] 11 && touched == NO){ NSString *mp3Path = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"test.mp3"]; [self playMusicFile:mp3Path]; NSLog(@"Timer from First Page"); [aTimer invalidate]; //[touchCheckTimer release]; aTimer = nil; } else{ } -(void)playMusicFile:(NSString *)mp3Path{ NSURL *mp3Url = [NSURL fileURLWithPath:mp3Path]; NSError *err; AVAudioPlayer *audPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:mp3Url error:&err]; [self setAudioPlayer1:audPlayer]; if(audioPlayer1) [audioPlayer1 play]; [audPlayer release]; } Now, on pushing another view this audio file keeps playing in the background. Please help!

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  • iphone - Images (slide show) and audio snychronization

    - by Qaiser
    I have 20 images and some audio. I would like to show a single image at a time and change the images at (unequal) intervals. For example, I want to show image 1 for 1.44 seconds and image 2 for 1.67 seconds and so on. Can someone suggest how to go about doing this please? What I have seen are examples that show how to setup an array of images with one field that denotes total time. This causes the images to show for an equal amount of time (each). ... and that not what I am looking for ...

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  • Background audio not working in windows 8 store / metro app

    - by roryok
    I've tried setting background audio through both a mediaElement in XAML <MediaElement x:Name="MyAudio" Source="Assets/Sound.mp3" AudioCategory="BackgroundCapableMedia" AutoPlay="False" /> And programmatically async void setUpAudio() { var package = Windows.ApplicationModel.Package.Current; var installedLocation = package.InstalledLocation; var storageFile = await installedLocation.GetFileAsync("Assets\\Sound.mp3"); if (storageFile != null) { var stream = await storageFile.OpenAsync(Windows.Storage.FileAccessMode.Read); _soundEffect = new MediaElement(); _soundEffect.AudioCategory = AudioCategory.BackgroundCapableMedia; _soundEffect.AutoPlay = false; _soundEffect.SetSource(stream, storageFile.ContentType); } } // and later... _soundEffect.Play(); But neither works for me. As soon as I minimise the app the music fades out

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  • Record/Playback with AudioQueue on iPhone

    - by Biranchi
    Hi, I am currently using Audio Queues on the iPhone to record and playback audio. What I would like to be able to do is to record some audio, allow the user to pause the record queue, and to seek back and forward through the audio to select a position from where they can start recording from again. I have got over the seeking issue by making the playback AudioQueueBuffer sizes small enough so that the play audio queue callback happens at a rate that allows the user to use a slider control to hear the audio as they adjust the slider back and forth. I think I can achieve the recording at a new position by setting the inStartingPacket parameter of the AudioFileWritePackets function that I call from the Audio Recording Queue callback. The trouble is this only inserts audio over the previously recorded audio. The file length obviously doesn't change so if the user were to go backwards and record less audio than before, the old audio still remains after the end of the newly recorded audio. Is there a way I can get the AudioFile to truncate at the point the user starts to insert the new audio, is there some other way I can remove the old audio starting at the insert position or is there a better way about going about this task? Thanks

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  • Processing velocity-vectors during collision as neatly as possible

    - by DevEight
    Hello. I'm trying to create a good way to handle all possible collisions between two objects. Typically one will be moving and hitting the other, and should then "bounce" away. What I've done so far (I'm creating a typical game where you have a board and bounce a ball at bricks) is to check if the rectangles intersect and if they do, invert the Y-velocity. This is a really ugly and temporary solution that won't work in the long haul and since this is kind of processing is very common in games I'd really like to find a great way of doing this for future projects aswell. Any links or helpful info is appreciated. Below is what my collision-handling function looks like right now. protected void collision() { #region Boundaries if (bal.position.X + bal.velocity.X >= viewportRect.Width || bal.position.X + bal.velocity.X <= 0) { bal.velocity.X *= -1; } if (bal.position.Y + bal.velocity.Y <= 0) { bal.velocity.Y *= -1; } #endregion bal.rect = new Rectangle((int)bal.position.X+(int)bal.velocity.X-bal.sprite.Width/2, (int)bal.position.Y-bal.sprite.Height/2+(int)bal.velocity.Y, bal.sprite.Width, bal.sprite.Height); player.rect = new Rectangle((int)player.position.X-player.sprite.Width/2, (int)player.position.Y-player.sprite.Height/2, player.sprite.Width, player.sprite.Height); if (bal.rect.Intersects(player.rect)) { bal.position.Y = player.position.Y - player.sprite.Height / 2 - bal.sprite.Height / 2; if (player.position.X != player.prevPos.X) { bal.velocity.X -= (player.prevPos.X - player.position.X) / 2; } bal.velocity.Y *= -1; } foreach (Brick b in brickArray.list) { b.rect.X = Convert.ToInt32(b.position.X-b.sprite.Width/2); b.rect.Y = Convert.ToInt32(b.position.Y-b.sprite.Height/2); if (bal.rect.Intersects(b.rect)) { b.recieveHit(); bal.velocity.Y *= -1; } } brickArray.removeDead(); }

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  • Looking for an appropriate design pattern

    - by user1066015
    I have a game that tracks user stats after every match, such as how far they travelled, how many times they attacked, how far they fell, etc, and my current implementations looks somewhat as follows (simplified version): Class Player{ int id; public Player(){ int id = Math.random()*100000; PlayerData.players.put(id,new PlayerData()); } public void jump(){ //Logic to make the user jump //... //call the playerManager PlayerManager.jump(this); } public void attack(Player target){ //logic to attack the player //... //call the player manager PlayerManager.attack(this,target); } } Class PlayerData{ public static HashMap<int, PlayerData> players = new HashMap<int,PlayerData>(); int id; int timesJumped; int timesAttacked; } public void incrementJumped(){ timesJumped++; } public void incrementAttacked(){ timesAttacked++; } } Class PlayerManager{ public static void jump(Player player){ players.get(player.getId()).incrementJumped(); } public void incrementAttacked(Player player, Player target){ players.get(player.getId()).incrementAttacked(); } } So I have a PlayerData class which holds all of the statistics, and brings it out of the player class because it isn't part of the player logic. Then I have PlayerManager, which would be on the server, and that controls the interactions between players (a lot of the logic that does that is excluded so I could keep this simple). I put the calls to the PlayerData class in the Manager class because sometimes you have to do certain checks between players, for instance if the attack actually hits, then you increment "attackHits". The main problem (in my opinion, correct me if I'm wrong) is that this is not very extensible. I will have to touch the PlayerData class if I want to keep track of a new stat, by adding methods and fields, and then I have to potentially add more methods to my PlayerManager, so it isn't very modulized. If there is an improvement to this that you would recommend, I would be very appreciative. Thanks.

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