Noisy mixdown in Audacity. Any Audacity (the sourceforge project) gurus out there? - windows

Link to the project
Hey guys. I'm a longtime lurker, and usually like learning about this stuff on my own, but I figured I would see if someone (especially someone involved with the active open source project or its dependencies) would happen to know something I am really curious about.
If you compile the open source project, Audacity, for Windows and export any amount of silence, the resultant Wav has noise in it. By this, I mean (what seems at first glance) to be random noise appears in the resultant file. Everytime. And this noise varies from export to export - which I did by exporting the same content twice in a row without doing anything inbetween.
So far, the only other thing I have tested is Steinberg's Nuendo 4, and the same methodology produces nice, clean Wav files full of 00 every time.
Since this is my first foray into having the awesomeness of an actively maintained project, I figured somebody would have some knowledge about it, or at least let me know where else to post such a question. I am going to crosspost this to the Audacity forums also, and start there.
I managed to get this built in VS2010, and with DirectSound support, so can provide all the information to do so if anyone wants to try it out.
Cheers!

The default settings for (export) quality have dithering activated, which adds a little bit of random noise to improve the sound quality of a downconversion to 16bit WAV.
If you turn off dithering you get all 0 on an export of total silence, but for real world audio the sound quality is better with dithering on.
I'm running Audacity in German language, so I can't give you the exact menu terms, but you should be able to find it like this:
Open the settings via the Edit/Settings Menu.
Quality is in option 4 and there should be a setting for high quality conversion where you can select the kind of dithering you want. Here you can turn it off.

Related

GhostScript Image Quality issue while Printing

Am using GhostScript.Net 1.2.0 version. Am converting a pdf file into list of images to print. My Printed image height and width is fine but the printed image quality is poor. Please help me how to improve the image quality while converting a pdf to image using ghostscript.net
You need to either take this up with the Ghostscript.Net maintainer or find some way to tell us what command line/configuration you are using (ALL of it!), you will also need to supply an example file and define what you find objectionable in your current prints. 'image quality is poor' is extremely subjective, not helpful at all, there could be many, many reasons for 'poor quality', starting with your input file.
You also need to state what operating system you are using, and what your printing setup is. If you have tried anything already, then you need to say what you have done or we will waste much time suggesting dead ends.
Note that if you are using the mswinpr2 device, there may be little that can be done as that relies on the printer driver in the Windows system to do the actual printing.

Java3D: Very poor performance in applet on MacOS X

I'm trying to do some animations using Java3D on a Mac.
If I use universe = new SimpleUniverse(); to create a universe, everything is fast. The problem is that there's a bit of tearing sometimes because I'm altering object properties while in the middle of rendering. What I would like to do is stop the rendering while I'm updating properties.
My first step was to try creating my own Canvas3D, and that's where things went wrong. Rather than just creating a SimpleUniverse, I do this sort of thing:
GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
canvas = new Canvas3D(config);
universe = SimpleUniverse(canvas);
When I do this, the first problem is that the window doesn't automatically appear. So based on the example at java2s, I embedded the Canvas3D in an applet. Then I get a window, but performance is TERRIBLE. The rendering is MUCH slower.
It's almost as though the rendering is no longer being done by the graphics engine but instead in software.
Can anyone give me some tips as to what I'm doing wrong here?
Thanks!
You should try compiling your BranchGroups before they become live. This helps preprocess the objects before they get displayed in the universe. It might also be something else that java is getting hung up on, if you put the whole source in the question, then i could tell you more. It might also just be your computer, Java3D takes a big hunk of Memory and is pretty CPU intensive, your computer specs would also be relevant in answering this question
Hope that helped you out a little bit, if you add more to your question i would be happy to help you more

Qt, CEGUI or wxWidgets for a text game GUI?

I tried to sign up, but I was unable; perhaps a problem from my side. Hopefully I'll get an answer as anonymous.
I apologize for the grammar/syntax, but English isn't my native language.
Recently I lost my job, so I have enough spare time to try something fun. I decided to create a simple text RPG game for me and some friends. It will very close to the board games like Talisman, Dungeon Run, and HeroQuest, using dice and a simple attribute/skill system. So no 3d graphics. The only 2d element, if I decide to include it, will be a map
that will allow the hero to move between locations. Currently I'm using Windows XP SP3, for the game I use wxDev-C++, and although cross platform would be cool, I don't really care.
I have some experience in C++ (currently using wxDev-C++), but I'm far from being called an expert or even a great programmer. I was about to start writing parts of the code, but I decided to check if creating a GUI for the game is possible. In some forums, many suggested I use Qt, CEGUI or wxWidgets, but most examples I saw are grey boxes that are
indifferent at best, when I want something that fits better in a fantasy setting. I don't claim I would do better, but I want a GUI that is more fantasy related.
What I want from the GUI:
1. A "cool" Gui with decent graphics. I could even create an image to serve as a mask in Photoshop, but the GUI builder will have to support imported images.
2. A relatively large textbox in the middle (with a scrollbar) that will display die rolls, damage and options.
3. The ability to display dynamically values (like the change in the health after each action without requiring to refresh manually)
4. Display an icon or a small image of the character in the area where I display stats/abilities.
5. Open new windows created with tha same GUI builder to allocate points, buy/sell things and open a map.
About the map in the game: I decided to create a map in photoshop. When the hero decides to move to another location, a new window will open showing the map. I thought of 2 possible ways to move between locations: 1) Create hotspots on the image and select one by clicking on the name of the location.(I dare not think about the complexity of this so we
move to idea #2) and 2) Have the image as a backgroung to a grid with vertical and horizontal coordinates. When the hero selects a new area to visit, he clicks on the area, but what he really does is click on the grid, which returns the two values (x,y) of the location and informs the game about the area the hero wants to visit.
Yeah, yeah, I know it's too much, so what I'm most interested in are the 1-3. I know that even if they are possible, it will propably take forever, but as I said I have spare time, and I like learning new things. I apologize for the size of the post, but I decided to post as many info as possible so you know what I want.
If any of you has used Qt, CEGUI or wxWidgets could you tell which covers most of my criteria? I saw some great stuff build with CEGUI, but I don't know if it is too hard to learn?
Thank in advance.
I know my answer comes pretty late, I only recently started using stackoverflow fairly recently, but maybe this response will help anybody.
CEGUI fully supports skinning widgets using XML. Our CEED editor (WYSIWYG) fully supports layout editing, but the skinning editor (LNF editor) is not finished as of now (11.11.2014), the development version supports exchanging images however and changing sizes and proportions, but more advanced adjustments have to be done in XML.
CEGUI has an imageset editor, fully supported by the CEED editor. Creating imagesets (sets of named subimages, with position and dimension inside a big texture atlas) is supported there. Additionally there is a way to create imagesets from just a bunch of jpg/png/... files using a tool. You would have to ask for specifics in the forum though because it is not integrated into CEED yet.
So basically with CEGUI you are free to make whatever fantasy GUI you want. Skinning simple elements like buttons and progress bars isn't much work in XML anyways. Without the finished editor, some more advanced widgets are more work to skin, but many skins have already been created done this way and some of them are even publically available in the forum and in the CEGUI stock files.
StaticText widgets supports what you want, you can even use images in there or change fonts and colours in the text if you want. Scrollbars are supported too.
I am not sure what you mean by this. You have to specify this.
A simple "Generic/Image" widget is available in CEGUI for this purpose. You can use precreated images or even RTT textures.
You can create and destroy windows in CEGUI without issues.
Regarding the map: I m not sure what you mean, but getting the position of a click in respect to an image (representing the map) is possible in CEGUI.
CEGUI is not particularly hard to learn. There is always the forums and the chat if you got questions. For an Open Source project it is quite well documented so if you read all of the API docu, and look at the supplied samples in the sample browser, you should already get quite far. And for everything additional there is the forum (search), the IRC chat and a community wiki (mind the targeted versions of an article there though)
For a project like yours, CEGUI seems perfectly suited (this is what it was created for in the first place). Qt is not really optimal for games for numerous reasons. wxWidgets I have never used.

Animation tools

I realize this is not strictly programming related, but hopefully you will let me get away with it.
My group is trying to put together a very short (2 minutes or so) "film" about a new feature to our product. The feature is trying to solve a particular problem a lot of our customers have. We do not want to go with live action for displaying the description of the problem we are trying to solve because we feel that the production value of anything we could come up with would be incredibly low and turn off our viewers. So we would like to make an animation (basically floating clip-art that is animated moving from place to place) while we have someone narrate the problem description.
While flash seems to be a good solution I have some problems with it:
I need to capture this in a movie format like avi
It needs to be captured in 1080p, 720p and regular TV def.
Does anyone have a suggestion for a piece of software that can get me where I need to go?
Free is good, but I think I could get my boss to lay down some scratch for this.
Thanks!
For just some basic here-is-the-screen-this-is-a-slide kinda thing you could use Windows MovieMaker, free and standard.
And here you have some tips on how to create your own screen-captured-AVI file for input.

what language/libraries an app that has a video preview window?

I want to make a simple assistant for putting together AviSynth scripts. This would be a windows desktop application that would have a "preview" screen of an avi movie, which would give you a timeline, play, fast-forward, rewind, advance and go back frame-by-frame. The program would need to know the frame number of the current frame in the player and its filename.
What language is best suited for this? I know PHP ( I understand that this is not a contender ) and am familiar with Java. My thought is that the biggest hurdle with this project will be finding a library for the video playing features. With a cursory glance, no Java video libraries jumped out at me. My next thought would be c++ for this.
The output of this program would be an AviSynth script, a plaintext file which looks like this:
AviSource("myAvi.avi")
Crop(0, 0, 320, 240)
Blur(0.1)
There are a few tool kits that can do tihs:
C#: DirectShow (DirectX)
Java: JMF
If you have Avisynth installed, the only thing you need for preview (If I understood, that's your need) is something that can decode uncompressed video. It would open like a normal file. I'm sure there are video players implemented fairly well in Java, but I don't know how much functionallity from them you need. Anyway parsing scripts is not easy - I recommend you not to try to if you don't need to.
EDIT: I'm sorry, I thought you needed a very specific app, but from what you seem to need, you don't need to code anything, use AVSP!
Please watch this video, it shows how straightforward it is. It has advanced functions such as auto-completion, (even from your own auto-loading scripts!) syntax coloring, macros, automtic importing, drag&drop (of a video, for instance - just drag it to the video and AVSP makes the loading) scrit preview with zoom and all stuff, you can use automatic or custom sliders (you can make a slider that re-writes a number on the script in real time, for instance for hue/luminosity/contrast/etc. that would be cumbersome to control via script), checkboxes & radio buttons (for boolean values, etc...), text fields that alter strings in real time, and basically anything you need... Please check it out.
Also, VirtualDubMod is OLD.
And yep, AVSP is free, both gratis and libre! =)

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