AudioMix | mix music and mic pcm , then encode them into aac file | Audio Utils library
kandi X-RAY | AudioMix Summary
kandi X-RAY | AudioMix Summary
mix music and mic pcm, then encode them into aac file
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QUESTION
So I am trying to make a drum machine with gstreamer. For those who are not familiar with a drum machine have a look at:
https://www.youtube.com/watch?v=KC7UaUD5rEA
Basically you have a specific sample loaded to a track. Each track has 16 steps which you can enable or disable. When you press play the drum machine will loop over the steps and when a step is enabled it will play that sound.
I got it working with the current setup: 8 x (filesrc | wavparse | audioconvert | volume) | audiomixer | alsasink
I put the pipeline in play state and each step I perform a seek_simple back to the start of the pipeline. To trigger the sound I mute and demute the wav each step according to the wanted rhythm/pattern.
The issue: By performing the seek back to the start the tail of the wav sample/sound is cut off and this makes a choppy sound. Ideally I'd like to re-trigger a wav sample but the previous one should continue to play until done.
The question: How can I re trigger a sound without cutting of it's tail?
Ps: I've tried to play with the seek flags "flush", "keep_unit", ... but without success.
My loop:
...ANSWER
Answered 2021-May-19 at 07:44I managed to achieve my goal by using this C library: https://soundprogramming.net/programming/tutorial-using-sdl2-and-sdl_mixer-to-play-samples/
This example gives a way to play multiple sound simultaneously. I then made a python wrapper around it and push a wav file to it. Follow this tutorial:
https://docs.python.org/3/extending/index.html
Feel free to post the gstreamer solution.
thx
QUESTION
I'm really new to using Unity and C#, I'll do my best to explain the situation and show relevant code.
So basically I am creating a Settings Menu in my game. Options I have are a fullscreen toggle, resolution dropdown, graphics dropdown and volume slider. All of these settings will maintain the selection on a scene change or the game being shutdown and run again, other than the volume slider.
In Unity, the volume slider will maintain it's selection. Just not in the game once it has been built. It will instead default back to middle of the slider.
Here is relevant code.
...ANSWER
Answered 2021-Feb-24 at 02:53You are close, use PlayerPrefs
to store the last value that was set.
Something like this:
QUESTION
I am new to C# and Unity and I tried to implement a volume slider. I can now adjust the volume, but the volume resets every time I try to load a new scene.
Could someone tell me how to transfer the volume to other scenes? I am using Unity 2018.3.14f1 and the code I am using for the volume is:
...ANSWER
Answered 2021-Jan-31 at 16:45Save It in PlayerPrefs
, Then load it on Start or anywhere you need it.
QUESTION
I'm working on a project that involves streaming audio from an AVPlayer
video player object into libpd
using an MTAudioProcessingTap
. For the process loop of the tap, I used PdAudioUnit
s render callback code as a guide; but I realized recently that the audio format expected by libpd
is not the same as the audio coming from the tap — that is, the tap is providing two buffers of non-interleaved audio data in the incoming AudioBufferList, whereas libpd expects interleaved samples. I don't think I can change the tap itself to provide interleaved samples.
Does anyone know of a way I can work around this?
I think that I need to somehow create a new AudioBufferList
or float buffer and interleave the samples in place; but I'm not quite sure how to do this and it seems like it would be expensive. If anyone could give me some pointers I would greatly appreciate it!
Here is my code for installing my tap:
...ANSWER
Answered 2021-Jan-29 at 02:16Answering my own question...
I'm not sure exactly why this works, but it does. Apparently I didn't need to use ring buffers either which is strange. I also added a switch for when mNumberBuffers
only has one buffer.
QUESTION
Is possible to change a object [SerializeField] for another with script? I try but doesn't work good i need to change the music with controlled with slider in the scene. The script to controller:
...ANSWER
Answered 2021-Jan-21 at 19:12Your problem has nothing to do with SerializeField. Are you aware what SerializeField do? SerializeField in Unity used for reflecting object value to Unity Editor Inspector. It doesn't affect variable protection level. When you didn't assign any protection accessors (private, public, internal), it is private as default. So only accesible in this class level. If you want to access it from another class, you should just add public accessor.
QUESTION
I'm trying to only modify the video audio via AVAssetExportSession
AudioMix
property.
I'm not trimming or doing any other thing except for sound modification. Therefore, I tried using AVAssetExportPresetPassthrough
and apply the relevant AudioMix
, the AVAssetExportSession
works, but the sound remains the same. If I'm changing the preset to AVAssetExportPresetHighestQuality
it's much slower but then the audio change works.
Code:
...ANSWER
Answered 2021-Jan-17 at 22:58By modifying the audioMix
, you are not passing through. And there's no single-pass way to say "pass through the video track and decode/apply audioMix
then re-encode in as AVAssetExportPresetHighestQuality
", so you could try a two step method:
Export the audio track by itself [create an AVMutableComposition
containing only the that track], using AVAssetExportPresetHighestQuality
:
QUESTION
As in my other question I'm using one audio mixer with two groups for the game scene and the main menu scene.
In the main menu scene I have audio source for the music and audio source for the sfx effects. When the game start in the main menu the music is playing automatic on the awake.,
The sfx is not playing and I want that when I change the sfx slider it will sound the sfx effect for a short time so each time I change the slider value it will play the sfx to hear the volume of it.
The sliders as they look like in the game :
The settings script when I set also the audio volumes :
...ANSWER
Answered 2021-Jan-16 at 16:42You could do it like e.g.
QUESTION
I have audioMixerGroup.audioMixer.GetFloat("AllVolume", out tmp);
tmp will have volume in db. I vant to convert db (-80, 0) to slider's value (0, 1).
in short, I need to do How to set a Mixer's volume to a slider's volume in Unity? just the other way around
...ANSWER
Answered 2020-Dec-22 at 16:51You can create a Remap
function:
QUESTION
Had to repost this question because no one answered, it's been 2 weeks, and I am absolutely clueless on why this is happening. I am using the following function to convert a PHAsset to a url:
...ANSWER
Answered 2020-Dec-08 at 04:10self.requestContentEditingInput(with: options, completionHandler: {(contentEditingInput: PHContentEditingInput?, info: [AnyHashable : Any]) -> Void in
completionHandler(contentEditingInput!.fullSizeImageURL as URL?)
})
QUESTION
I am using following code to get videos' URLs from photo albums of iPhone. Then I can open whichever I want in app but I could not find similar way to do it for images. :(
...ANSWER
Answered 2020-Sep-28 at 06:37You should use the function requestContentEditingInput
to catch URLs indirectly
Your function will be more or less below but I think it will work for you
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