HSLab: null audio device - macos

I'm a beginner of HTK (Hidden Markov Model Toolkit).
I just compiled and installed it on my Mac machine (MacOS Sierra).
When I run a HSLab command like:
HSLab no_name
it opens a GUI window properly. But when I click "rec" it crashes with:
ERROR [+6015] StartAudioInput: null audio device
FATAL ERROR - Terminating program HSLab
The HTK version is 3.4.1 (current stable).
Any ideas?

I can produce the same error on my Linux machine (openSUSE Leap 42.2) running Pulseaudio sound manager. The fix for me is to prefix the command with padsp as in:
padsp HSLab no_name
Then the rec button works correctly. I'm not sure the audio recorded is what is required, but that is another issue. No doubt one day we will be able to compile HTK to be PA aware.

Related

Ruby2d not working in WSL2 on Ubuntu 18.04 - Getting error "No available video device"

I'm using WSL2 on Ubuntu 18.04 to run Ruby code in Windows 10.
For example, running Ruby on Rails is easily done with no special setup required.
In case of Ruby2D:
The installation went fine but, I get an error when running any Ruby2D file, even the most basic one:
require 'ruby2d'
show
I get this error in Console:
error: XDG_RUNTIME_DIR not set in the environment.
Error: (SDL_Init) No available video device
error: XDG_RUNTIME_DIR not set in the environment.
Error: (SDL_CreateWindow) No available video device
Error: (GL2 / SDL_GL_CreateContext) Video subsystem has not been initialized
Error: An OpenGL context could not be created
How do I "add" (or config) a "video device" to my Ubuntu on the WSL2?
As you've noticed, WSL under Windows 10 doesn't have any GUI/X/windowing capabilities built in. There are a few possibilities:
If you have the ability to upgrade to Windows 11, it supports WSLg (built-in) for running Linux GUI apps directly on Windows. I did just install Ruby, ruby2d (and its dependencies) and was able to successfully execute your example. I assume it is just supposed to show a blank GUI window ...
If you can't upgrade to Windows 11, there are still several possible alternatives for running Linux GUI apps. I have not had a chance to test ruby2d in this type of environment, but I believe it should work. If you run into issues, I can at least get the first option up and running to try it out and see if we can work through it:
First, my preference is to install xrdp and a simple window manager like xfce. See my answer here for details and instructions. You don't need the full Gnome environment (which requires Systemd) - A simple installation of Xfce should do.
However, the most popular method is to install a third-party X server on Windows 10 and set up the DISPLAY variable manually. If you'd like to go this route, see this question and its answer for details.

Haskell SDL app on macOS doesn't recognize keyboard/mouse when run with runhaskell

I'm running into a weird problem when running sdl-apps under macOS. Compiled apps run fine, but when i try to run the same code with runhaskell (or more specifically stack runghc) a window opens with no title bar and doesn't react to mouse or keyboard input. Doing the same under Windows or Linux works fine though.
Is there anything like a command line argument or something that i can do about that or do i just have to live with this?
SDL system librarys were installed via homebrew and the haskell libs via stack lts-8.3

Exit code 256 in Pascal on Mac OS X 10

I just have installed Lazarus on my MacBook Air with OS X 10. And when I want to run a code, it says
Exit code 256
Does anyone know, what should I do?
Explanation
I had the same problem. I tried to compile this extremely basic program:
program HelloWorld;
begin
Writeln('Hello, world');
end.
And I got the error message:
Compile Project, Target: HelloWorld: Exit code 256, Errors: 1
Fatal: Compilation aborted
I think this was due to the fact that I had installed macOS Sierra last weekend. So I re-installed (with some difficulties, see below) the fcp, fpcsrc and lazarus packages and recompiled the source. Now I got a success message.
Answer
So re-download the packages above (they may have longer names, but these are the base names). Then first install fpc, then fpcsrc and then lazarus. Note that if you simply double-click the .pkg files in the .dmg files, macOS Sierra will complain:
“lazarus.pkg” can’t be opened because it is from an unidentified developer.
So open the context menu (right click) and select Open. Then you will get:
“lazarus.pkg” is from an unidentified developer. Are you sure you want to open it?
Then you can click the Open button and it will start the installer anyway. Follow the instructions and all should install well.
After that, you should be able to compile your code without that ugly error message. Note that under OS X (or, as they call it now, macOS) you won't be able to debug console mode programs from the Lazarus IDE. You'll have to start it from the console.

PortAudio for MAC Mavericks

Did anyone manage to build the latest stable version from PortAudio (v19 20140130) on OS-X 10.9 - MAC Maverick?I am new both to MAC and to PortAudio, but did follow all instructions and received many errors during the build, some of them very basic (for example - file 'assert.h' was not found). My assumption is that MAC SDK version might be different from what PortAudio was expecting.I am actually interested in the output binaries of the build - both x86 and x64, so if these could be downloaded from somewhere this also could be a solution.Many thanks for any tip, PazO
Problem resolvedBackground:In order to build PortAudio on MAC you need to run two commands: configure and make. This procedure is fully described here.The first command - configure - suppose to build your Makefile file, enabling the next command - make- to work correctly.One of the tasks of configure is to discover what MacOS-SDK version is installed on your system and what is the full path to it.The problem:The problem was that the configure script did not find the correct version of MacOS-SDK that is insalled on my Maverick system and thus made the next command - make - to fail.The fix:In the configure.in file there is a section that tries to discover what is the
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Once discovered it will put the correct values into the local script variables
mac_version_min and mac_sysroot.Since this code was not working correctly I replaced it with the next two 'hard-coded'
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Wine error "could not find or load the Qt platform plugin windows"

I´ve been working on porting a program called "Logitech Gaming software" to mac. I've downloaded a wrapper called "steamliner"
http://portingteam.com/files/file/8146-steamliner/
I downloaded this steam wrapper because it had the .net program "mono" and already set windows 7 system...
And when i run the installer for the "Logitech Gaming software" i get an error called
I've been on a lot of sites, that says that i should do some cmd commands or install some programs. I haven't made any terminal commands, but i have tried to install two program called "mingw" and "qt-opensource-windows-x86-1.6.0-8"
Mingw: http://mingw-w64.sourceforge.net
I didn't have any success installing "qt-opensource-windows-x86-1.6.0-8" because of an error called "Connection Closed".
But i did have success installing "Mingw".
Does anyone have an idea to fix this error.
by the way i'm using wine to port the program, and i'm not very good, so would you please answer in non-geek language :)

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