soundengine | allows interacting with soundcards to e.g | Runtime Evironment library

 by   mmende C++ Version: 1.3.1 License: Non-SPDX

kandi X-RAY | soundengine Summary

kandi X-RAY | soundengine Summary

soundengine is a C++ library typically used in Server, Runtime Evironment, Nodejs applications. soundengine has no bugs, it has no vulnerabilities and it has low support. However soundengine has a Non-SPDX License. You can download it from GitHub.

A C++ addon for node.js that allows interacting with soundcards to e.g. play, record or process live microphone samples and send them back to the speakers. The module uses PortAudio to interact with the different host apis.
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              soundengine has a low active ecosystem.
              It has 5 star(s) with 1 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 86 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of soundengine is 1.3.1

            kandi-Quality Quality

              soundengine has no bugs reported.

            kandi-Security Security

              soundengine has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              soundengine has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              soundengine releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            soundengine Key Features

            No Key Features are available at this moment for soundengine.

            soundengine Examples and Code Snippets

            Soundengine,Basic usage example
            C++dot img1Lines of Code : 24dot img1License : Non-SPDX (NOASSERTION)
            copy iconCopy
            const soundengine = require('soundengine')
            
            // Start live transmission from the default input device to the default output device at 22kHz
            var engine = new soundengine.engine({sampleRate: 22050})
            
            // Start recording
            engine.startRecording()
            
            // Apply   
            Soundengine,Api,Devices
            C++dot img2Lines of Code : 2dot img2License : Non-SPDX (NOASSERTION)
            copy iconCopy
            const soundengine = require('soundengine')
            var devices = soundengine.getDevices()
              
            Soundengine,Installation
            C++dot img3Lines of Code : 1dot img3License : Non-SPDX (NOASSERTION)
            copy iconCopy
            $ npm i soundengine
              

            Community Discussions

            QUESTION

            Flutter C++ Memory allocation causes jank on raster thread - Android NDK Dart FFI
            Asked 2021-Mar-28 at 03:15

            I have a flutter app which uses Dart ffi to connect to my custom C++ audio backend. There I allocate around 10MB of total memory for my audio buffers. Each buffer has 10MB / 84 of memory. I use 84 audio players. Here is the ffi flow:

            C++ bridge:

            ...

            ANSWER

            Answered 2021-Mar-28 at 03:15

            The actual cause, after discussions (in the comments of the question), is not because the memory allocation is too slow, but lie somewhere else - the calculations which will be heavy if the allocation is big.

            For details, please refer to the comments and discussions of the question ;)

            Source https://stackoverflow.com/questions/66552976

            QUESTION

            Audiokit AKSampler as a AKNode/AKPolyphonicNode in a separate class
            Asked 2020-May-08 at 07:54

            How can I separate AKSampler into a class? For instance:

            SoundEngine.swift

            ...

            ANSWER

            Answered 2020-May-08 at 06:50

            The simple answer to your "What am I doing wrong?" Is that you've initiated a second sampler that is part of your MySampler class that is being played, but is not connected to the signal chain. Sure, its parent is in the AKMixer, but that doesn't mean that some random property within it will be. Perhaps some other nice person will post a GitHub project of a better set up example.

            Source https://stackoverflow.com/questions/61646533

            QUESTION

            Getting player position, cannot pass object instance over due to include loop
            Asked 2020-Apr-07 at 14:22

            I am currently working on a clone of Space Invaders in C++ and SFML and seem to be having a problem with the players position.

            Currently, when the invaders shoot, the hit-box of the player continues to be the start position of the player recorded as 900, 500. This hit-box does not move the player. I am unsure of why and how to fix it. I know I cannot include game.h into invaders.h as game.h includes invaders.h hence causing an include loop. I need to take the player instance that is created in game.h, and pass that on to invaders.h for the hit-box of the player ton be passed along as well.

            This is the code that relates to the invaders shots and the players position.

            Game.h

            ...

            ANSWER

            Answered 2020-Apr-07 at 14:22

            Putting a member of type Player in Invaders means it's a separate object, and probably not the same Player used by Game. So most likely player movement happens to the Game's Player, but the invaders are targeting their own distinct Player which hasn't moved.

            Since Invaders::updateBullets() needs the Player object, several options are:

            • Pass a Player& or Game& to the updateBullets function.
            • Make Game a singleton, with a public way to get the Game object and therefore its Player object, from any context.
            • Keep a Player* or Game* pointer in class Invaders - but if those objects could ever be destroyed before Invaders objects, dealing with that will be tricky. And this may be a bit "wasteful".

            And in general, remember a class definition isn't needed if you're just dealing with pointers or references to that class, and this can help reduce the needed #include directives. For example, you could change Game.h and Game.cpp:

            Source https://stackoverflow.com/questions/61080870

            QUESTION

            Kotlin:RecyclerView with SoundPool: no sound on rows click
            Asked 2019-Dec-01 at 12:40

            I am not getting any sound played when I click the RecyclerView rows. The sound slips are being implemented in my SecondAdapter. The SecondAdapter is an adapter class for my RecyclerView Activity class. The Logcat reflected this when I click the rows:

            ...

            ANSWER

            Answered 2019-Dec-01 at 12:40

            Try to change your adapter implementation like below:

            Source https://stackoverflow.com/questions/59125436

            QUESTION

            Kotlin:RecyclerView with SoundPool runtime error
            Asked 2019-Dec-01 at 10:28

            I am getting a runtime error: No Value passed for parameter 'soundToInit'in my SecondAdapter class. My SecondAdapter is an Adapter to a RecyclerView declared in SecondActivity.

            SecondAdapter class:

            ...

            ANSWER

            Answered 2019-Dec-01 at 10:28

            Change your Holder like below

            Source https://stackoverflow.com/questions/59124575

            QUESTION

            Kotlin: Calling a function from another class
            Asked 2019-Dec-01 at 09:01

            I'm trying to create a button that plays sound using SoundPool. The sound is created in another class and i'm trying to access it from my MainActivity as follow:

            MainActivity:

            ...

            ANSWER

            Answered 2019-Dec-01 at 09:01

            Try to change your implementation like below:

            Sound class:

            Source https://stackoverflow.com/questions/59123914

            QUESTION

            NAudio WaveOut.PlaybackState property is not updated
            Asked 2019-Nov-23 at 12:41

            Coding an app using WPF framework in C# (I'm really really new to it, don't be too hard on my coding style). I want some "goodbye" audio to play (using NAudio 1.8.4 reading a stream from a MPQ file) when I exit and not to be interrupted even if the main window disappeared ; for this reason I use a foreground thread in a class called PlayerThread.

            I play sounds using the PlayerThread constructor

            ...

            ANSWER

            Answered 2018-Jan-02 at 15:06

            Sounds like you need to synchronize your threads where main thread should wait for other thread to finish before exit. Have a look at Thread.Join : https://msdn.microsoft.com/en-us/library/95hbf2ta(v=vs.110).aspx

            Source https://stackoverflow.com/questions/48062741

            QUESTION

            Why does XAudio2 play .wav files only when the system is paused?
            Asked 2018-Jun-05 at 05:55

            I've followed the tutorial along Microsoft's website, and created my own SoundEngine and Sound class structure to have the code abstracted away in main, however whenever I make a call such as batmanWav->play(), it will only play the audio if I write std::cin.get() or system("PAUSE")

            Why is this? I will be trying to port this to a game that's already been worked on, but I obviously don't want the game to stop every time a sound is played.

            EDIT: I was asked to show some code which has the issues

            ...

            ANSWER

            Answered 2018-Jun-05 at 05:55

            As someone already noted, the problem is that your application exits before the sound really starts playing. XAudio2 is a non-blocking API, which means that you have to keep the memory live and the audio graph active until the sounds complete playing.

            In other words, when you called IXAudio2SourceVoice::Start, nothing happens except that it logs that you want to start the audio. Another thread which was created as part of your IXAudio2 object then sees the request and begins to process the playback request. By that point, your application has exited and the process terminated unless you 'pause'.

            Try something like the following from XAudio2BasicSound:

            Source https://stackoverflow.com/questions/50661328

            QUESTION

            How to connect speakers for Android Things without HDMI
            Asked 2018-Apr-18 at 18:23

            I have an android app that outputs sound normally on a phone. I also put it into an android device and can hear audio on tv through HDMI cable. I also have an android things app that moves a servo and can put audio on the tv, also working as expected.

            What I can't do is get audio from the audio jack, which would be my preferred option since I want something without a display.

            I have lots of logcat entries saying everything is normal and sound is not failing, but other than that I can't rule out if it's an OS capability that's turned off (there's no mention in release notes), something that needs to be tuned into config.txt, whether I need extra lines of code, or it is muted.

            I'm assuming audio is not getting to the jack at all. I know that the Raspberry pi 3 b audio jack also carries video, and I've tried to tap into every combination of its pins without success, both using a cable splitter and putting cables on the pins of the connector directly on the board. I'm also assuming that one of the exposed pins under the board carries audio only. Though I'd be grateful if someone could clarify which has left / right channel, even if tested on Raspbian or other OSs.

            As seen in following logs, audio focus is ok and SoundPool.play never return 0 (as showin in line that says RESULT === 8):

            ...

            ANSWER

            Answered 2017-Feb-09 at 18:43

            As pointed in the Raspberry Pi overlay documentation

            2) The onboard analogue audio output uses both PWM channel

            So you can't use PWM to drive a servo and play sounds thru the onboard Audio simultaneously.

            A few options are possible:

            Source https://stackoverflow.com/questions/42035890

            QUESTION

            PortAudio: short noise at start and end of sound
            Asked 2017-Dec-11 at 18:26

            I have piano-like application, and when I'm pressing piano key, it plays a sound. In my app I wrote my own sine wave generator. App is wrote in Qt. I think that problem is with portAudio, but I can't find any solution for this.

            I've recorded for you how my problem sounds: https://vocaroo.com/i/s1yiWjaJffTU

            And here is my generator class:

            soundEngine.h

            ...

            ANSWER

            Answered 2017-Dec-11 at 18:26

            MODERATOR ATTENTION: This question seems to belong more to dsp.stackexchange than this forum.

            There's nothing wrong with either your sound or PortAudio. The sound you're hearing at the end is just the result of the audio being abruptly stopped. Take a look at the following image of a sound that has a constant amplitude through the entire duration. This sound will have an audible pop at the end.

            Conversely, if we attenuate the amplitude by modifying the waveform's envelope (the same sound as in image #1) so that it resembles the sound in image #2, we won't hear any abrupt change(s) in the sound at the end.

            In conclusion, if your goal is to completely eliminate the pops that you're hearing, fade out (or fade in) your sound(s).

            Source https://stackoverflow.com/questions/47753325

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install soundengine

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i soundengine

          • CLONE
          • HTTPS

            https://github.com/mmende/soundengine.git

          • CLI

            gh repo clone mmende/soundengine

          • sshUrl

            git@github.com:mmende/soundengine.git

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