BackgroundMusic | Background Music , a macOS audio utility | Music Player library
kandi X-RAY | BackgroundMusic Summary
kandi X-RAY | BackgroundMusic Summary
Background Music, a macOS audio utility: automatically pause your music, set individual apps' volumes and record system audio.
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Trending Discussions on BackgroundMusic
QUESTION
Very new to Phaser so I think I might be fundamentally misunderstanding something.
My game is supposed to be a clone of 'Jetpack Joyride' where the player jumps to avoid obstacles and collect coins etc.
I am currently trying to create a powerup which makes all of the coins on screen zoom towards the player (and therefore collect all of the coins).
I have used the this.physics.moveToObject function but it always gives me the error: 'Uncaught TypeError: Cannot read properties of undefined (reading 'velocity')'.
My thinking is that this function can't pull multiple objects at once - or it isn't able to 'locate' all instances of 'coins'(perhaps because of the way I have set up the random generation of them).
This could also be something to do with a basic syntax error on my end.
One issue I have noticed is, I need to actually destroy the sprites as they go off the screen - but not sure this is related to the above.
Anyway, any help is appreciated!
...ANSWER
Answered 2022-Mar-03 at 09:59Well the error is caused, because you are passing a group
and not a gameobject
to the function (details can befound in the documentation).
You could loop over all children/conis in the group, a call the function moveToObject
on each of them.
here a short demo (adapted from your code):
QUESTION
There are only two scenes in my game. The first is the menu and the second is the game. In the second scene I added background music and I made sure that when reloading the scene the music did not interrupt, but this means that when returning to the menu the music continues overlapping that of the menu.
Can you give me any solutions please? Thank you!
This is the code to make the music continue with the scene reloads:
...ANSWER
Answered 2021-Dec-23 at 00:43Put the same game object with the BackgroundMusic
script on both of the scenes. Since you implemented the singleton pattern, this will ensure that only 1 music player will ever play at one time.
Now, subscribe to SceneManager.sceneLoaded
so that you can change the music based on the scene, like so:
QUESTION
Im in a fragment1 and i want go to fragment2 if an event occurred in a class called from the fragment1. I have tried a callback of fuction: function in Class call a function in fragment1 to go in fragment but i collect this error:
...ANSWER
Answered 2022-Jan-02 at 20:33This exception is due to your code calling (through navigation) the LifecycleRegistry.addObserver
from a thread other than the Main thread. You have to ensure that you call the navigation from the main thread.
Change to this in the follow()
function
QUESTION
I am following a code tutorial on YouTube and for some reason my code wont execute as it is producing this error code. Please assist, thank you.
Traceback (most recent call last): File "H:\Year 12 ict\game project\space game booster WORKING.py", line 194, in main() File "H:\Year 12 ict\game project\space game booster WORKING.py", line 192, in main redraw_window() File "H:\Year 12 ict\game project\space game booster WORKING.py", line 144, in redraw_window enemy.draw(WINDOW) File "H:\Year 12 ict\game project\space game booster WORKING.py", line 81, in draw window.blit(self.player_img, (self.x, self.y)) TypeError: argument 1 must be pygame.Surface, not None
The code is:
...ANSWER
Answered 2021-Dec-10 at 12:05Try changing self.player_img = None
to self.player_img = pygame.Surface((0, 0))
in the ship class. Also, when you load an image, use .convert
or .convert_alpha()
at the end, for example img = pygame.image.load("image.png").convert_alpha()
. It should improve the performance.
You can also put this in draw()
before blitting:
QUESTION
I'm developing a simple game in Kotlin using LibGDX that plays music in the background. On Android, when the user is playing the game and presses the HOME button, then resumes the game once more, my pause screen appears - and the music resumes. What I want is for the music to always be off whenever my pause screen is being displayed.
When I start up a new game, whenever I press my in-game "pause" button, the music stops as intended - then starts again once I click my in-game "resume" button. That's working just fine. It's only when pressing the HOME button that I have issues.
I found this JavaDoc comment in the LibGDX doc: https://libgdx.badlogicgames.com/ci/nightlies/docs/api/com/badlogic/gdx/audio/Music.html
Music instances are automatically paused and resumed when an Application is paused or resumed. See ApplicationListener.
That is not the behaviour I want but I can't figure out how to stop it. I've tried to stop the music when the app resumes but none of that seems to have any effect - the music always plays.
I'm using an Assets class, following the recommendations here: libgdx: best way to load all assets in the game
Here's my Assets class:
...ANSWER
Answered 2021-Nov-19 at 06:21I've found a couple of ways to resolve this issue.
It's caused by the following code in com.badlogic.gdx.backends.android.AndroidApplication
:
QUESTION
this is my swift class
...ANSWER
Answered 2021-Oct-19 at 09:37As explain in comment ;
QUESTION
Im trying to add a AVAudioPlayer for background music on my app, I am initiating the player at the main screen, trying to start playing when the app opens but get unexpected behavior...
It plays and instantly keeps sort of creating new players and playing those players so there is tens of the same sound playing at the same time
Initiating and playing function for the music
ANSWER
Answered 2021-Jul-06 at 01:21you could try something like this:
QUESTION
I've got this background sound playing throughout the game. The problem is that I want it to stop when the scene index is 0.
...ANSWER
Answered 2021-Jun-13 at 16:53If you use DontDestroyOnLoad
it is "forever" you don't have to do it for each scene again.
And then note that after that the Start
is not called for every scene load again only the first time!
Rather use SceneManager.sceneLoaded
like e.g.
QUESTION
I'm trying to make a game and in the main menu, there is a label to start music, and another to stop music.
...ANSWER
Answered 2021-Mar-26 at 10:10I've had the same issue a while ago: This is how I got it working. This is specific for background music.
QUESTION
...I have edited the code a bit would this new code work and if not what should i do to get it to work
ANSWER
Answered 2021-Jan-15 at 16:05Add a song
item in each situation like:
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