I can't figure this one out. If I click on a textbox, it sets up a timer to fire x number of times a minute. The timer seems to work fine, but the lower the cycles per minute, the lower the volume that the sound affect plays. I must not be understanding how the XNA framework works.
private System.Threading.Timer tmrMetronome_m;
private void tbTempo_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
TextBlock tb = (TextBlock)sender;
int iBeatsPerMinute = int.Parse(tb.Text);
int iMS = 1000 * 60 / iBeatsPerMinute;
if (this.tmrMetronome_m != null)
{
this.tmrMetronome_m.Change(new TimeSpan(0), new TimeSpan(0, 0, 0, 0, iMS));
}
else
{
this.tmrMetronome_m = new System.Threading.Timer(MetronomeTick, null, new TimeSpan(0), new TimeSpan(0, 0, 0, 0, iMS));
}
}
private void MetronomeTick(object state)
{
using (System.IO.Stream strWAV = TitleContainer.OpenStream("wav/Beat.wav"))
{
SoundEffect effect = SoundEffect.FromStream(strWAV);
FrameworkDispatcher.Update();
effect.Play();
}
}
Are you sure there isn't some other issue at play here? Could the beats possibly be overlapping to create the impression of being louder when they occur more often?
I recreated pretty much your exact code above in a quick XNA project, and did not experience the loudness issue. I was not -- obviously -- using the same audio sample though.
You may want to try moving that Stream reading out to the initialization somewhere. Store the sound effect contents into a SoundEffect variable during your app loading time and then call Play() on this variable during the MetronomeTick.
Depending on your wants, an alternative is to only store a SoundEffectInstance variable, and then during load time, load it up like so:
using (System.IO.Stream strWAV = TitleContainer.OpenStream("wav/Beat.wav"))
{
SoundEffect effect = SoundEffect.FromStream(strWAV);
soundInstance = effect.CreateInstance();
}
To play it, just call Play() on the SoundEffectInstance object.
Of course, because you're only keeping one instance, two of these sounds will never overlap (not sure of what you want). Either way it's worth trying if this problem still persists.
Related
I'm quite new to Processing.
I'm trying to make Processing randomly play a video after I clear the screen by mouseclick, so I create an array that contain 3 videos and play one at a time.
Holding 'Spacebar' will play a video and release it will stop the video. Mouseclick will clear the screen to an image. The question is how can it randomize to another video if I press spacebar again after clear the screen.
I've been searching all over the internet but couldn't find any solution for my coding or if my logic is wrong, please help me.
Here's my code.
int value = 0;
PImage photo;
import processing.video.*;
int n = 3; //number of videos
float vidN = random(0, n+1);
int x = int (vidN);
Movie[] video = new Movie[3];
//int rand = 0;
int index = 0;
void setup() {
size(800, 500);
frameRate(30);
video = new Movie[3];
video[0] = new Movie (this, "01.mp4");
video[1] = new Movie (this, "02.mp4");
video[2] = new Movie (this, "03.mp4");
photo = loadImage("1.jpg");
}
void draw() {
}
void movieEvent(Movie video) {
video.read();
}
void keyPressed() {
if (key == ' ') {
image(video[x], 0, 0);
video[x].play();
}
}
void mouseClicked() {
if (value == 0) {
video[x].jump(0);
video[x].stop();
background(0);
image(photo, 0, 0);
}
}
You have this bit of logic in your code which picks a random integer:
float vidN = random(0, n+1);
int x = int (vidN);
In theory, if you want to randomise to another video when the spacebar is pressed again you can re-use this bit of logic:
void keyPressed() {
if (key == ' ') {
x = int(random(n+1));
image(video[x], 0, 0);
video[x].play();
}
}
(Above I've used shorthand of the two lines declaring vidN and x, but the logic is the same. If the logic is harder to follow since two operations on the same line (picking a random float between 0,n+1 and rounding down to an integer value), feel free to expand back to two lines: readability is more important).
As side notes, these bit of logic look a bit off:
the if (value == 0) condition will always be true since value never changes, making both value and the condition redundant. (Perhaps you plan to use for something else later ? If so, you could save separate sketches, but start with the simplest version and exclude anything you don't need, otherwise, in general, remove any bit of code you don't need. It will be easier to read, follow and change.)
Currently your logic says that whenever you click current video resets to the start and stops playing and when you hit the spacebar. Once you add the logic to randomise the video that the most recent frame of the current video (just randomised) will display (image(video[x], 0, 0);), then that video will play. Unless you click to stop the current video, previously started videos (via play()) will play in the background (e.g. if they have audio you'll hear them in the background even if you only see one static frame from the last time space was pressed).
Maybe this is the behaviour you want ? You've explained a localised section of what you want to achieve, but not overall what the whole of the program you posted should do. That would help others provide suggestions regarding logic.
In general, try to break the problem down to simple steps that you can test in isolation. Once you've found a solid solution for each part, you can add each part into a main sketch one at a time, testing each time you add something. (This way if something goes wrong it's easy to isolate/fix).
Kevin Workman's How To Program is a great article on this.
As a mental excercise it will help to read through the code line by line and imagine what it might do. Then run it and see if the code behaves as you predicted/intended. Slowly and surely this will get better and better. Have fun learning!
I am looking to create a program in Visual Studio (C#) which scans the screen for an exact image in an exact location of the screen. I have seen many discussions which involve algorithms to find a "close" image, but mine will be 100% exact; location, size and all.
I have obtained a png from a section of my screen [Image 1] using this code:
private void button1_Click(object sender, EventArgs e)
{
//Create a new bitmap.
var bmpScreenshot = new Bitmap(Screen.PrimaryScreen.Bounds.Width,
Screen.PrimaryScreen.Bounds.Height);
// Create a graphics object from the bitmap.
var gfxScreenshot = Graphics.FromImage(bmpScreenshot);
// Take the screenshot from the upper left corner to the right bottom corner.
gfxScreenshot.CopyFromScreen(1555, 950,
1700, 1010,
Screen.PrimaryScreen.Bounds.Size,
CopyPixelOperation.SourceCopy);
// Save the screenshot to the specified path that the user has chosen.
bmpScreenshot.Save("Screenshot.png");
}
So, basically here is the flowchart of my program on how I want to move forward:
1) create the master png using the above code
2) run loop:
create same screenshot using the same procedure as the master png
compare master png to new screenshot png and if:match then move on otherwise reiterate loop.
I am very new to programming, but I don't believe this is beyond me, given a little guidance. I have written fairly complicated (in my opinion) VBA and Matlab programs. Any help is greatly appreciated.
Thank You,
Sloan
Digging around a bit through Microsoft's documentation, I came up with a rough function that would do something similar to what you want.
https://msdn.microsoft.com/en-us/library/hh191601.aspx
This function offers the chance of getting stuck in an endless loop, so you might consider calling it with a timeout from your main. See here for info on synchronous methods with timeouts:
Monitoring a synchronous method for timeout
From your main, all you'd have to do is see if it returns true.
static int Main(string[] args)
{
if (ImageInLocation(left, right, top, bottom)) {
// do other things
}
return 0;
}
The only thing I'm not entirely sure on is how strict you can be with the ColorDifference. Even if the images are identical, any pixel difference with an entirely non-tolerant ColorDifference will come up false. If you know it should work and it's not, perhaps consider increasing the tolerance. Here's some more info on that:
https://msdn.microsoft.com/en-us/library/microsoft.visualstudio.testtools.uitesting.colordifference.aspx
public bool ImageInLocation(int left, int right, int top, int bottom) {
bool image_found = false;
var masterImage = Image.FromFile("path_to_master");
while (!image_found) {
// screenshot code above, output to "path_to/Screenshot.jpg"
var compImage = Image.FromFile("path_to/Screenshot.jpg");
// note, all zeroes may not be tolerant enough
var color_diff = new ColorDifference(0, 0, 0, 0);
Image diffImage;
image_found = ImageComparer.Compare(masterImage, compImage, color_diff, out diffImage);
}
return true;
}
Good luck! Welcome to the programming community.
Also, if anyone has any suggestions/changes, feel free to edit this. Happy imaging, friends!
I'm attempting to port an old open-source FMOD 3 game (Candy Crisis) to the latest version of FMOD Ex 4 on OS X. Its sound needs are very simpleāit plays WAVs, sometimes changing their frequency or speaker mix, and also plays MOD tracker music, sometimes changing the speed. I'm finding that the game works fine at first, but over the course of a few minutes, it starts truncating sounds early, then the music loses channels and eventually stops, then over time all sound ceases. I can cause the problem to reproduce more quickly if I lower the number of channels available to FMOD.
I can get the truncated/missing sounds issue to occur even if I never play a music file, but music definitely seems to make things worse. I have also tried commenting out the code which adjusts the sound frequency and speaker mix, and that was not the issue.
I am calling update() every frame.
Here's the entirety of my interactions with FMOD to play WAVs:
void InitSound( void )
{
FMOD_RESULT result = FMOD::System_Create(&g_fmod);
FMOD_ERRCHECK(result);
unsigned int version;
result = g_fmod->getVersion(&version);
FMOD_ERRCHECK(result);
if (version < FMOD_VERSION)
{
printf("Error! You are using an old version of FMOD %08x. This program requires %08x\n", version, FMOD_VERSION);
abort();
}
result = g_fmod->init(8 /* was originally 64, but 8 repros the issue faster */, FMOD_INIT_NORMAL, 0);
FMOD_ERRCHECK(result);
for (int index=0; index<kNumSounds; index++)
{
result = g_fmod->createSound(QuickResourceName("snd", index+128, ".wav"), FMOD_DEFAULT, 0, &s_sound[index]);
FMOD_ERRCHECK(result);
}
}
void PlayMono( short which )
{
if (soundOn)
{
FMOD_RESULT result = g_fmod->playSound(FMOD_CHANNEL_FREE, s_sound[which], false, NULL);
FMOD_ERRCHECK(result);
}
}
void PlayStereoFrequency( short player, short which, short freq )
{
if (soundOn)
{
FMOD::Channel* channel = NULL;
FMOD_RESULT result = g_fmod->playSound(FMOD_CHANNEL_FREE, s_sound[which], true, &channel);
FMOD_ERRCHECK(result);
result = channel->setSpeakerMix(player, 1.0f - player, 0, 0, 0, 0, 0, 0);
FMOD_ERRCHECK(result);
float channelFrequency;
result = s_sound[which]->getDefaults(&channelFrequency, NULL, NULL, NULL);
FMOD_ERRCHECK(result);
result = channel->setFrequency((channelFrequency * (16 + freq)) / 16);
FMOD_ERRCHECK(result);
result = channel->setPaused(false);
FMOD_ERRCHECK(result);
}
}
void UpdateSound()
{
g_fmod->update();
}
And here's how I play MODs.
void ChooseMusic( short which )
{
if( musicSelection >= 0 && musicSelection <= k_songs )
{
s_musicChannel->stop();
s_musicChannel = NULL;
s_musicModule->release();
s_musicModule = NULL;
musicSelection = -1;
}
if (which >= 0 && which <= k_songs)
{
FMOD_RESULT result = g_fmod->createSound(QuickResourceName("mod", which+128, ""), FMOD_DEFAULT, 0, &s_musicModule);
FMOD_ERRCHECK(result);
result = g_fmod->playSound(FMOD_CHANNEL_FREE, s_musicModule, true, &s_musicChannel);
FMOD_ERRCHECK(result);
EnableMusic(musicOn);
s_musicModule->setLoopCount(-1);
s_musicChannel->setPaused(false);
musicSelection = which;
s_musicPaused = 0;
}
}
If someone wants to experiment with this, let me know and I'll upload the project somewhere. My gut feeling is that FMOD is busted but I'd love to be proven wrong.
Sounds like your music needs to be set as higher priority than your other sounds. Remember, lower numbers are more important. I think you can just set the priority on the channel.
Every time I play the following WAV, FMOD loses one channel permanently. I am able to reproduce this channel-losing behavior in the "playsound" example if I replace the existing jaguar.wav with my file.
https://drive.google.com/file/d/0B1eDRY8sV_a9SXMyNktXbWZOYWs/view?usp=sharing
I contacted Firelight and got this response. Apparently WAVs can include a looping command! I had no idea.
Hello John,
I've taken a look at the two files you have provided. Both files end
with a 2 sample infinite loop region.
FMOD 4 (and FMOD 5 for that matter) will see the loop region in the
file and automatically enable FMOD_LOOP_NORMAL if you haven't
specified any loop mode. Assuming you want one-shot behavior just pass
in FMOD_LOOP_OFF when you create the sound.
Kind regards, Mathew Block | Senior Platform Engineer
Technically this behavior contradicts the documented behavior of FMOD_DEFAULT (which is specified to imply FMOD_LOOP_OFF) so they are planning to improve the documentation here.
Based on the wave sample you supplied, FMOD is behaving correctly as it appears you've figured out. The sample has a loop that is honored by FMOD and the last samples are simply repeated forever. While useless, this is correct and the variance in the samples is so slight as to not be audible. While not part of the original spec for wave format, extended information was added later to support meta data such as author, title, comments and multiple loop points.
Your best bet is to examine all your source assets for those that contain loop information. Simply playing all sounds without loop information is probably not the best workaround. Some loops may be intentional. Those that are will have code that stops them. Typically, in a game, the entire waveform is looped when looping is desired. You can then write or use a tool that will strip the loop information. If you do write your own tool, I'd recommend resampling the audio to the native output sampling rate of the hardware. You'd need to insure your resampler was sample accurate (no time shift) and did not introduce noise.
Historically, some game systems had a section at the end of the sound with silence and a loop point set on this region. The short reason for this was to reduce popping that might occur at the end of a sound in a hardware audio channel.
Curiosly, the last 16 samples of your .wav look like garbage and I'm wondering if the .wav assets you're using were converted from a source meant for a game console and that's where the bogus loop information came from as well.
This would have been a comment but my lowly rep does not allow it.
How do I use implemented Animation in LibGDX? I know, that the documentation can be found here, but when I want to get a frame out of the Animation, I need to use stateTime, which isn't explained anywhere in the documentation. So the question is, what is stateTime in terms of LibGDX's Animation?
There is some more doc on the getKeyFrame method documentation:
Returns a TextureRegion based on the so called state time. This is the amount of seconds an object has spent in the state this Animation instance represents, e.g. running, jumping and so on.
(This documentation doesn't really make any sense to me either.)
But, the Animation.java source is readable. It looks like it boils down to
getKeyFrameIndex
which divides the stateTime by frameDuration (which is a parameter of the constructor -- how long each frame lasts) to compute an array index. getKeyFrameIndex does different things for looping or non-looping sequences, but basically it takes the array index to look up the right key frame in the sequence to display.
So the "stateTime" is the input to pick a key frame from your Animation. The documentation is assuming you have one Animation instance for "running" and another for "jumping" (these are the "states" its referring to). To find the right key frame within an Animation, you tell it how long you've been in this "state". So, if you've been in the "running" Animation instance for 1.2 seconds, it does some math to figure out which key frame to show (say you've initialized the instance with 30 frames that show for 0.0333 seconds and loop -- it picks the 6th frame).
The wiki https://github.com/libgdx/libgdx/wiki/2D-Animation has some more details and an example, but doesn't address this directly, either.
animationFrames = walkSheetArray[moveDirection];
animation = new Animation(1f / 5f, animationFrames);
myAnimatedActor = new AnimatedActor(animation);
stage.addActor(myAnimatedActor);
public class AnimatedActor extends Image {
private float stateTime = 0;
Animation animation;
public AnimatedActor(Animation animation) {
super(animation.getKeyFrame(0));
this.animation = animation;
}
#Override
public void act(float delta) {
((TextureRegionDrawable) getDrawable()).setRegion(animation.getKeyFrame(stateTime += delta, true));
super.act(delta);
}
}
I have written a small application that performs some long-running tasks. Instead of having the user to wait and seeing just a progress bar, I would like to display some (changing) information about the application.
For that purpose, I wrote the following code within the constructor of an extended Pane:
FadeTransition fadeOutTransition = new FadeTransition(Duration.millis(1000), this);
fadeOutTransition.setFromValue(0.8);
fadeOutTransition.setToValue(0.0);
Similarly the fadeInTransition. And further...
SequentialTransition seqTransition = new SequentialTransition (
new Transition() {
{ setInterpolator(Interpolator.DISCRETE);
setCycleDuration(Duration.seconds(1)); }
protected void interpolate(double frac) {
int nextElement = (int) ((explenations.size() - 1) * Math.random());
Explenation explenation = explenations.get(nextElement);
questionLabel.setText(explenation.getQuestion());
answerLabel.setText(explenation.getAnswer());
}
},
fadeInTransition,
new PauseTransition(Duration.seconds(15)),
fadeOutTransition
);
What I woud like is the text to fade in, stay there for ~15 seconds and then fade out again. Unfortunately, the animation flickers, moves faster and slower - and the PauseTransition never takes 15 seconds! What is wrong about the code? I'm using Java 7, and JavaFX 2.2 on Mac OS X.
The problem seems to be that I called the function
seqTransition.play();
multiple times. From there comes probably the flickering and the unequal waiting time.