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  • how to get the css keys and values for any html tag

    - by artsince
    I would like to dump all css key/value pairs for an html tag. In particular, I would like to learn the css properties for <audio> tag, so I can try to customize the look. document.getElementById('myaudio').style returns a CSSStyleDeclaration object but length returns 0 and I cannot figure out to iterate over the key/value pairs. Thank you

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  • Mixing two wav music files of different size

    - by iphoneDev
    Hi, I want to mix audio files of different size into a one single .wav file. There is a sample through which we can mix files of same size [(http://www.modejong.com/iOS/#ex4 )(Example 4)]. I modified the code to get the mixed file as a .wav file. But I am not able to understand that how to modify this code for unequal sized files. If someone can help me out with some code snippet,i'll be really thankful.

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  • How to import music into Android library

    - by android_dev
    Hello, I would like to know how can I import songs from a web service into Android library without having to download the file into sdcard. I have all the data from the web service but I do not know how to integrate the tracks into Android database. My idea is not to have to download the files, but playing them on streaming using the music player. Do I need to download the tracks to the sd card and then Android does all the stuff? Thanks in advance

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  • MP3 and OGG tags in PHP

    - by Quamis
    Except http://us3.php.net/manual/en/book.ktaglib.php and http://getid3.sourceforge.net/ does anyone know of any other way to work from PHP with tags on audio files? I need to read and write them, and KTagLib seems a little too much for the job, and also don't really get the documentation, and getID3 seems to only write ID3v1 tags.

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  • How do I tell if the master volume is muted?

    - by John_Sheares
    I am using the following to mute/unmute the master audio on my computer. Now, I am looking for a way to determine the mute state. Is there a just as easy way to do this in C#? private const int APPCOMMAND_VOLUME_MUTE = 0x80000; private const int WM_APPCOMMAND = 0x319; [DllImport("user32.dll")] public static extern IntPtr SendMessageW(IntPtr hWnd, int Msg, IntPtr wParam, IntPtr lParam);

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  • Java writes bad wave files

    - by Cliff
    I'm writing out wave files in Java using AudioInputStream output = new AudioInputStream(new ByteArrayInputStream(rawPCMSamples), new AudioFormat(22000,16,1,true,false), rawPCMSamples.length) AudioSystem.write(output, AudioFileFormat.Type.WAVE, new FileOutputStream('somefile.wav')) And I get what appears to be corrupt wave files on OSX. They won't play from Finder however using the same code behind a servlet writing directly to the response stream and setting the Content-Type to audio/wave seems to play fine in quicktime. What gives?

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  • Play an AudioBufferSourceNode twice?

    - by alltom
    Should I be able to use the same AudioBufferSourceNode to play a sound multiple times? For some reason, calling noteGrainOn a second time doesn't play audio, even with an intervening noteOff. This code only plays the sound once: var node = audioContext.createBufferSource() node.buffer = audioBuffer node.connect(audioContext.destination) var now = audioContext.currentTime node.noteGrainOn(now, 0, 2) node.noteOff(now + 2) node.noteGrainOn(now + 3, 0, 2) node.noteOff(now + 5)

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  • how to save Audiorecorded file to another location? i m trying but i got exception...

    - by rakesh-bhatt99
    NSString recordFile = [NSTemporaryDirectory() stringByAppendingPathComponent: (NSString)inRecordFile]; NSArray *docPaths=NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask,YES); NSString docDir=[[docPaths objectAtIndex:0]stringByAppendingPathComponent: (NSString)inRecordFile]; url = CFURLCreateWithString(kCFAllocatorDefault, (CFStringRef)docPaths, NULL); // create the audio file XThrowIfError(AudioFileCreateWithURL(url, kAudioFileCAFType, &mRecordFormat, kAudioFileFlags_EraseFile, &mRecordFile), "AudioFileCreateWithURL failed"); CFRelease(url);

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  • Access to iTunes Sound Check Results on iPhone

    - by Baldoph
    I would like to propose to the user some songs whose volume doesn't exceed a certain level. Is there any way to access to the results of the 'Sound Check' option, from the iPhone ? If not, do you know if I can calculate that with the audio tools in the iPhone SDK ? Thanks a lot.

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  • Mobile opera have background sound support?

    - by Mark
    I make browser/html/js games. One of my biggest pains in the arse is the lack of background sound support in mobile safari. This lack of support makes high value games pretty much impossible. Does anyone know if opera mini supports html5 audio, or any mobile browser for that matter. If not, what are some alternatives methods.

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  • AVFoundation: Video to OpenGL texture working - How to play and sync audio?

    - by j00hi
    I've managed to load a video-track of a movie frame by frame into a OpenGL texture with AVFoundation. I followed the steps described in the answer here: iOS4: how do I use video file as an OpenGL texture? and took some code from the GLVideoFrame sample from WWDC2010 which can be downloaded here: http://bit.ly/cEf0rM How do I play the audio-track of the movie synchronously to the video. I think it would not be a good idea to play it in a separate player, but to use the audio-track of the same AVAsset. AVAssetTrack* audioTrack = [[asset tracksWithMediaType:AVMediaTypeAudio] objectAtIndex:0]; I retrieve a videoframe and it's timestamp in the CADisplayLink-callback via CMSampleBufferRef sampleBuffer = [self.readerOutput copyNextSampleBuffer]; CMTime timestamp = CMSampleBufferGetPresentationTimeStamp( sampleBuffer ); where readerOutput is of type AVAssetReaderTrackOutput* How to get the corresponding audio-samples? And how to play them? Edit: I've looked around a bit and I think, best would be to use AudioQueue from the AudioToolbox.framework using the approach described here: AVAssetReader and Audio Queue streaming problem There is also an audio-player in the AVFoundation: AVAudioPlayer. But I don't know exactly how I should pass data to it's initWithData-initializer which expects NSData. Furthermore I don't think it's the best choice for my case because a new AVAudioPlayer-instance would have to be created for every new chunk of audio samples, as I understand it. Any other suggestions? What's the best way to play the raw audio samples which i get from the AVAssetReaderTrackOutput?

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  • How to impose control access on flash player streaming through RTMP?

    - by MobiHunterz
    Hi, I'm using ICECAST and I'm streaming AAC/HE-AACv2 audio/video file through flash player and on iPhone. Both are separate. But when I submit url in WINAMP to stream it's requesting username/password. But when I use it with flash player, it just starts streaming. My case is I want to use same streaming (RTMP) for both website and iPhone app and i want to impose control access over my flash player to authenticate who can see streamed video. So, I need to allow access to authenticated users only to see flash player or just reject playing. Now, my provider is not supporting control access on flash player, but i need to do it... can u say how i can do this? Any kind of help will be appreciated. Thanks.

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  • Is it feasible and useful to auto-generate some code of unit tests?

    - by skiwi
    Earlier today I have come up with an idea, based upon a particular real use case, which I would want to have checked for feasability and usefulness. This question will feature a fair chunk of Java code, but can be applied to all languages running inside a VM, and maybe even outside. While there is real code, it uses nothing language-specific, so please read it mostly as pseudo code. The idea Make unit testing less cumbersome by adding in some ways to autogenerate code based on human interaction with the codebase. I understand this goes against the principle of TDD, but I don't think anyone ever proved that doing TDD is better over first creating code and then immediatly therafter the tests. This may even be adapted to be fit into TDD, but that is not my current goal. To show how it is intended to be used, I'll copy one of my classes here, for which I need to make unit tests. public class PutMonsterOnFieldAction implements PlayerAction { private final int handCardIndex; private final int fieldMonsterIndex; public PutMonsterOnFieldAction(final int handCardIndex, final int fieldMonsterIndex) { this.handCardIndex = Arguments.requirePositiveOrZero(handCardIndex, "handCardIndex"); this.fieldMonsterIndex = Arguments.requirePositiveOrZero(fieldMonsterIndex, "fieldCardIndex"); } @Override public boolean isActionAllowed(final Player player) { Objects.requireNonNull(player, "player"); Hand hand = player.getHand(); Field field = player.getField(); if (handCardIndex >= hand.getCapacity()) { return false; } if (fieldMonsterIndex >= field.getMonsterCapacity()) { return false; } if (field.hasMonster(fieldMonsterIndex)) { return false; } if (!(hand.get(handCardIndex) instanceof MonsterCard)) { return false; } return true; } @Override public void performAction(final Player player) { Objects.requireNonNull(player); if (!isActionAllowed(player)) { throw new PlayerActionNotAllowedException(); } Hand hand = player.getHand(); Field field = player.getField(); field.setMonster(fieldMonsterIndex, (MonsterCard)hand.play(handCardIndex)); } } We can observe the need for the following tests: Constructor test with valid input Constructor test with invalid inputs isActionAllowed test with valid input isActionAllowed test with invalid inputs performAction test with valid input performAction test with invalid inputs My idea mainly focuses on the isActionAllowed test with invalid inputs. Writing these tests is not fun, you need to ensure a number of conditions and you check whether it really returns false, this can be extended to performAction, where an exception needs to be thrown in that case. The goal of my idea is to generate those tests, by indicating (through GUI of IDE hopefully) that you want to generate tests based on a specific branch. The implementation by example User clicks on "Generate code for branch if (handCardIndex >= hand.getCapacity())". Now the tool needs to find a case where that holds. (I haven't added the relevant code as that may clutter the post ultimately) To invalidate the branch, the tool needs to find a handCardIndex and hand.getCapacity() such that the condition >= holds. It needs to construct a Player with a Hand that has a capacity of at least 1. It notices that the capacity private int of Hand needs to be at least 1. It searches for ways to set it to 1. Fortunately it finds a constructor that takes the capacity as an argument. It uses 1 for this. Some more work needs to be done to succesfully construct a Player instance, involving the creation of objects that have constraints that can be seen by inspecting the source code. It has found the hand with the least capacity possible and is able to construct it. Now to invalidate the test it will need to set handCardIndex = 1. It constructs the test and asserts it to be false (the returned value of the branch) What does the tool need to work? In order to function properly, it will need the ability to scan through all source code (including JDK code) to figure out all constraints. Optionally this could be done through the javadoc, but that is not always used to indicate all constraints. It could also do some trial and error, but it pretty much stops if you cannot attach source code to compiled classes. Then it needs some basic knowledge of what the primitive types are, including arrays. And it needs to be able to construct some form of "modification trees". The tool knows that it needs to change a certain variable to a different value in order to get the correct testcase. Hence it will need to list all possible ways to change it, without using reflection obviously. What this tool will not replace is the need to create tailored unit tests that tests all kinds of conditions when a certain method actually works. It is purely to be used to test methods when they invalidate constraints. My questions: Is creating such a tool feasible? Would it ever work, or are there some obvious problems? Would such a tool be useful? Is it even useful to automatically generate these testcases at all? Could it be extended to do even more useful things? Does, by chance, such a project already exist and would I be reinventing the wheel? If not proven useful, but still possible to make such thing, I will still consider it for fun. If it's considered useful, then I might make an open source project for it depending on the time. For people searching more background information about the used Player and Hand classes in my example, please refer to this repository. At the time of writing the PutMonsterOnFieldAction has not been uploaded to the repo yet, but this will be done once I'm done with the unit tests.

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  • issue getting dynamic Config parameter in Grails taglib

    - by Mick Knutson
    I have a dynamic config parameter I want to get like: String srcProperty = "${attrs ['src']}.audio" + ((attrs['locale'])? "_${attrs['locale']}" : '') assert srcProperty == "prompt.welcomeMessageOverrideGreeting.audio" where my config has: prompt{ welcomeMessageOverrideGreeting { audio = "/en/someFileName.wav" txt = "Text alternative for /en/someFileName.wav" audio_es = "/es/promptFileName.wav" txt_es = "Texto alternativo para /es/someFileName.wav" } } While this works fine: String audio = "${config.prompt.welcomeMessageOverrideGreeting.audio}" and: assert "${config.prompt.welcomeMessageOverrideGreeting.audio}" == "/en/someFileName.wav" I can not get this to work: String audio = config.getProperty("prompt.welcomeMessageOverrideGreeting.audio")

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • How to add clickable logo on the flash web player?

    - by kishore
    Hi All, I have a code like this <script type="text/javascript" src="http://www.clipul.com/play/swfobject.js"></script> <div id="player">This text will be replaced</div> <script type="text/javascript"> var so = new SWFObject('http://montsmile.com/jwplayer/player.swf','mpl','480','380','8'); so.addParam('allowscriptaccess','always'); so.addParam('allowfullscreen','true'); so.addVariable('height','310'); so.addVariable('width','470'); so.addVariable('file','http://localhost:81/newtip/<?=$videopath1?>'); so.addVariable('logo','http://localhost:81/newtip/ffmpeg/logo2.jpg'); so.addVariable("ClickURL", "http://www.google.com"); so.addVariable('captions','/upload/corrie.xml'); so.addVariable('link','<?=$full_url.'tip.php?vid='.$row_video['vid']?>'); so.addVariable('linkfromdisplay','true'); so.addVariable('linktarget','_blank'); so.addVariable('searchbar','false'); so.addVariable('skin','http://montsmile.com/jwplayer/player.swf'); so.write('player'); </script> It is displaying a player and playing the video. If I Click on the Logo It has to go to www.google.com. But when I click on the logo it becomes pause. Help me how to add clickable Logo on the player

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • The fastest way to encode image+audio for Youtube from command line?

    - by Pavel Vlasov
    I have an mp3 and image and I want to make a simple clip to upload onto Youtube. Is there a fast solution? If video formats are so bad designed, then maybe it is possible to use a prerendered video-only clip? This works good except it takes as much time as the audio lasts: ffmpeg -loop_input -r ntsc -i "%IMAGE%" -i "%AUDIO%" -r 1 -acodec copy -shortest -re -force_fps "%VIDEO%" This takes a second but results in a black screen video that is successfully played by a desktop video player but not acceptable by Youtube: ffmpeg -i "%IMAGE%" -i "%AUDIO%" -acodec copy "%VIDEO%" Windows 7. Preserving audio quality is preferred over video quality.

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  • How do I merge MP4 files without audio going out of sync?

    - by djangofan
    Is there a tool I can use that can merge MP4 files without throwing the audio out of sync? I generated some MP4 files from a DVD using AVIDemux but whatever tool I try to use always ends up throwing the audio out of sync with the video. The further you get into the video the further off-sync the audio is. By themselves the MP4/AAC videos have perfect audio-video sync. later tonight i might try http://www.headbands.com/gspot/ to examine the file before and after to see if anything changed in the media format.

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  • How do I add another audio stream to an MP4 file?

    - by RandomEngy
    I've got an MP4 video file and I want to add another AAC audio track to it. I've tried YAMB and MeGUI (frontends for MP4Box) and it plays correctly in Zoom Player, but it picks the wrong track in WMP and plays both at once in Quicktime. I think this might have to do with designating the default audio track somehow. Does anyone know how to specify the default audio track with YAMB/MeGUI or know of another way of adding a track to an MP4 file?

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  • How to export or view audio file references in a PDF?

    - by redshift
    I have a an interactive PDF file that is over 90+ pages long. Each page is a map with city names that contains a Spanish pronunciation of that city in a .wav file. I'd say there are about 10-15 audio files for each map which comes out to 1000+ audio files. Is there a way to extract/export a list of the sound file names associated with each map? I tried to save the PDF to an HTML file, but it only exported images and text, and because the audio files were embedded in the PDF, the file names did not carry over to the HTML file. Any other ideas? I need to see what audio file goes with what map/page.

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  • how to prevent MPMoviePlayer controls from hiding

    - by huevos de oro
    I am trying to implement a custom MPMoviePlayer to play mp3 audio. I have got it working in portrait mode along with an overlay window over the native controls - thanks to other stackoverflow posts. The current issue is the song progress control shows up when the media window opens (blue bar taking up the first 40 odd pixels), but seems to disappear when the song starts leaving a white bar. It will then re-appear when touching the area, so functionally works fine. I would like to find a way to ensure the controls always stay visible but have not found an appropriate property in the reference. Ideally I would like to have my custom control to replace the default, more because I would like to change the position that the look and feel. This being said, I understand it is not possible as the current position in the song from a MPMoviePlayer cannot be accessed.

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  • Why is AudioOutputUnitStart freezing my app in iOS 4?

    - by Luke
    Hi guys, I have an audio app which uses the RemoteIO AudioUnit. It works fine on iPhone, iPad, and any flavor of the simulator on 3.2, but when it hits AudioOutputUnitStart (), it freezes. I get the message "AddRunningClient starting device on non-zero client count" in the console, which I'm not sure how to resolve. I stop the unit and dispose of the AudioComponent every time the app closes. The app works fine the first time I run after restarting everything, but freezes every time after that. What's strange is there are no error messages - just an unresponsive interface and a frozen line of code. Thanks for your help. Luke

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