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  • Youtube has no voice but the music continues just fine?

    - by Prix
    PC CONFIG: gigabyte EP45C UD3R with the realtek HD onboard 4gb dual channel Qcore 2.83ghz When i watch to videos on youtube now the voice some times is in static and some times so low that you can hear it while the sound continues just fine... For example if can hear to things like guitar or a train etc but the voice of whoever is speaking is gone or very low or pure static when watching the videos. I know some videos have a really great quality and some are HD 1080p so this was something not expected to happen. I can aswell play videos on my WMP11 just fine i have ccc-p installed also tried k-lite, both on the latest stable avaiable. I havent tried anything else related to flash but something is either wrong with my drivers or youtube. I have installed the latest drivers to make sure they are up-to-date but this didnt help either. What i have tried so far: removed the audio drivers and re-installed remove any codec pack i had and re-installed k-lite, test, didnt worked remove any codec pack i had and re-installed cccp, test, didnt worked checked the control panel sound configurations, tried chaging to phone stereo, to 5.1 which is what my headphone is. checked the realtek manager, tried changing the sound channels from 2CH to 6CH to reflect my headphone, didnt work. rebooted after every change of the above tries. tried chrome, firefox and internet explorer with the same results didnt w

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  • Using sound forge 6.0 what will be the need to upgrade to latest version

    - by Jayapal Chandran
    I had been using sound forge 6.0 not recently but long back. I edit mp3 files for my purpose and some more filters like flange, pan, fade in out, recording, line in recording, extracting sound from video files (mpg, avi(divx), etc...), increasing the default volume, editing treble and bass effects, and etc... I am not going to use it professionally. I use it just like that. Now when i checked i could see Sound Forge Audio Studio 10 is the latest version for my purpose. Others are too high i think. Besides, i had been using Gold Wave version 4 very extensively just to edit sound files mostly mp3. and here is the reason for me to change to sound forge. It is when we edit mp3 files it deflashes(making it raw i think) before editing. after editing if i save it asks for the format to save and i will choose mp3. At this point it again applies the compression process which makes the sound file lossy. When i did the same with sound forge it did not deflash. It just edited the file as mp3. May be i dont know whether gold wave has the same option. So, please suggest. oh i had asked a question already like this... here it is goldwave vs sound forge in editing mp3 files

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • Is acousting fingerprinting too broad for one audio file only?

    - by IBG
    So we were looking for some topics related to audio analysis and found acoustic fingerprinting. As it is, it seems like the most famous application for it is for identification of music. Enter our manager, who requested us to research and possible find an algorithm or existing code that we can use for this very simple approach (like it's easy, source codes don't show up like mushrooms): Always-on app for listening Compare the audio patterns to a single audio file (assume sound is a simple beep) If beep is detected, send notification to server With a flow this simple, do you think acousting fingerprinting is a broad approach to use? Should we stop and take another approach? Where to best start? We haven't started anything yet (on the development side) on this regard, so I want to get other opinion if this is pursuit is worth it or moot.

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  • Is acoustic fingerprinting too broad for one audio file only?

    - by IBG
    We were looking for some topics related to audio analysis and found acoustic fingerprinting. As it is, it seems like the most famous application for it is for identification of music. Enter our manager, who requested us to research and possible find an algorithm or existing code that we can use for this very simple approach (like it's easy, source codes don't show up like mushrooms): Always-on app for listening Compare the audio patterns to a single audio file (assume sound is a simple beep) If beep is detected, send notification to server With a flow this simple, do you think acoustic fingerprinting is a broad approach to use? Should we stop and take another approach? Where to best start? We haven't started anything yet (on the development side) on this regard, so I want to get other opinion if this is pursuit is worth it or moot.

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  • Opus : le nouveau codec audio open-source est standardisé, il ferait mieux que six codecs propriétaires réunis dixit Mozilla

    Opus : le nouveau codec audio open-source est standardisé Il couvre les usages de six codecs propriétaires et le ferait mieux dixit Mozilla Une victoire historique. Pour Mozilla, la standardisation du codec audio open-source Opus est un évènement de cette envergure. La Fondation y voit « le début de la fin des formats propriétaires [dans l'audio] ». Ce projet de standardisation a été mené à bien grâce à une collaboration entre le monde open-source (dont est issue la Fondation) et des entreprises privées dont Microsoft (au travers de Skype) ou Google. Cette standardisation devrait permettre à Opus de mieux s'imposer que ses prédécesseurs (comme Vorbis)...

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  • Dancer.js : une API audio open source de haut niveau en JavaScript pour lier animations visuelles et musique

    Créez de belles animations visuelles sur vos musiques préférées grâce à ce framework javascript Vous avez forcément, à un moment ou à un autre, utilisé cette fonctionnalité sur votre lecteur de musique préféré. Je parle de ces animations graphiques à base de lignes colorées, de bulles qui éclatent et bien d'autres formes au rythme de votre chanson favorite. Et bien il est maintenant possible d'intégrer de telles animations dans votre site web grâce à Dancer.js ! Cette API est utilisable avec l'API Audio Data de Mozilla ainsi qu'avec l'API Web Audio de Webkit et flash fallback. Dancer.js utilise les fréquences audio en temps réel pour les lier à des effe...

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  • Supported Audio Formats of Qt4 Phonon?

    - by Nikwin
    I am making a music player in PyQt4, and I am using Phonon to play the music itself. This application is aimed primarily at Windows, but I plan on also supporting Mac and Linux versions. What I want to know is which audio formats are supported by Phonon so that I can ensure that the user only enters those files.

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  • FMOD on non-playing audio

    - by coldrising
    Hey, is there any way to get the audio spectrum of a section of a song using FMOD if it is not playing? Can I render a full song waveform using FMOD (+opengl/openframeworks/etc.) before the song is playing?

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  • AVAudioPlayer won't play audio file after AVAudioRecorder

    - by Kevin
    I create a .caf audio file using AVAudioRecorder and if I try and play it back using AVAudioPlay I get no sound on the iPhone (if played in simulator works fine). If I close my application and reopen the file plays fine. Also I am not able to adjust the phone volume after recording unless I close and reopen my application. Any ideas?

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  • List input and output audio devices in Applet

    - by Jhonny Everson
    I am running a signed applet that needs to provide the ability for the user to select the input and output audio devices ( similar to what skype provides). I borrowed the following code from other thread: import javax.sound.sampled.*; public class SoundAudit { public static void main(String[] args) { try { System.out.println("OS: "+System.getProperty("os.name")+" "+ System.getProperty("os.version")+"/"+ System.getProperty("os.arch")+"\nJava: "+ System.getProperty("java.version")+" ("+ System.getProperty("java.vendor")+")\n"); for (Mixer.Info thisMixerInfo : AudioSystem.getMixerInfo()) { System.out.println("Mixer: "+thisMixerInfo.getDescription()+ " ["+thisMixerInfo.getName()+"]"); Mixer thisMixer = AudioSystem.getMixer(thisMixerInfo); for (Line.Info thisLineInfo:thisMixer.getSourceLineInfo()) { if (thisLineInfo.getLineClass().getName().equals( "javax.sound.sampled.Port")) { Line thisLine = thisMixer.getLine(thisLineInfo); thisLine.open(); System.out.println(" Source Port: " +thisLineInfo.toString()); for (Control thisControl : thisLine.getControls()) { System.out.println(AnalyzeControl(thisControl));} thisLine.close();}} for (Line.Info thisLineInfo:thisMixer.getTargetLineInfo()) { if (thisLineInfo.getLineClass().getName().equals( "javax.sound.sampled.Port")) { Line thisLine = thisMixer.getLine(thisLineInfo); thisLine.open(); System.out.println(" Target Port: " +thisLineInfo.toString()); for (Control thisControl : thisLine.getControls()) { System.out.println(AnalyzeControl(thisControl));} thisLine.close();}}} } catch (Exception e) {e.printStackTrace();}} public static String AnalyzeControl(Control thisControl) { String type = thisControl.getType().toString(); if (thisControl instanceof BooleanControl) { return " Control: "+type+" (boolean)"; } if (thisControl instanceof CompoundControl) { System.out.println(" Control: "+type+ " (compound - values below)"); String toReturn = ""; for (Control children: ((CompoundControl)thisControl).getMemberControls()) { toReturn+=" "+AnalyzeControl(children)+"\n";} return toReturn.substring(0, toReturn.length()-1);} if (thisControl instanceof EnumControl) { return " Control:"+type+" (enum: "+thisControl.toString()+")";} if (thisControl instanceof FloatControl) { return " Control: "+type+" (float: from "+ ((FloatControl) thisControl).getMinimum()+" to "+ ((FloatControl) thisControl).getMaximum()+")";} return " Control: unknown type";} } But what I get: Mixer: Software mixer and synthesizer [Java Sound Audio Engine] Mixer: No details available [Microphone (Pink Front)] I was expecting the get the real list of my devices (My preferences panels shows 3 output devices and 1 Microphone). I am running on Mac OS X 10.6.7. Is there other way to get that info from Java?

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  • Play any audio for given time

    - by Dipen
    I want to play any file for 6 seconds. Also suppose the audio is bigger then 6 sec the application will play only for 6 sec.and if it is less then 6 sec then play continuously. So is there any inbuilt option from any framework?

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  • Recording audio from the microphone in Windows Phone 7 Series

    - by Richard
    Hi I'm wondering if anyone has any code samples or links to documentation that demonstrate how to capture audio from the device's microphone on the new Windows Phone Series 7. I've recently downloaded the Windows Phone SDK CTP for Visual Studio 2010 and I'm struggling to find any supporting documentation that might help. Thanks, Richard.

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  • Problem streaming video on iPhone, only audio is playing

    - by Sheehan Alam
    I am trying to stream a video using MPMoviePlayerController but only audio is working. How can I get the video to appear? - (void)loadView { NSString *url = @"http://d1xt8xjto3lfs9.cloudfront.net/060810/afternoonupdate060810.mov"; MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL URLWithString:url]]; [moviePlayer play]; }

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  • Iphone: Change Audio Speed

    - by mauro
    Hi, I purchased Amazing Slow Downer for iphone. It permits to change audio speed without changing pitch. Could someone please help me in finding the source code for obtaining such a function. Thank you Mauro

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  • Raw Audio Conversion

    - by Walidix
    While, I'm reading gstreamer document I found this: " Audioconvert converts raw audio buffers between various possible formats. It supports integer to float conversion, width/depth conversion, signedness and endianness conversion and channel transformations." I only understand "depth" (bit number per sample) "signedness and endianness" (for data representation) And now, I'm looking for explanations of : "integer to float conversion" "width" "channel transformations" Thanks in advance

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  • Android audio manager method causing a force close

    - by AnSan
    Hi All, New to this and a bit confused as to why calling the following method creates a force close: AudioManager myaudiomanager; public void toggleSilent() { myaudiomanager.setRingerMode(AudioManager.RINGER_MODE_SILENT); } I don't see any blatant errors and I have added permissions to the manifest regarding the audio manager. Anyone able to direct me further?

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