audio | Generic Go package designed to define a common interface

 by   go-audio Go Version: v1.0.0 License: Apache-2.0

kandi X-RAY | audio Summary

kandi X-RAY | audio Summary

audio is a Go library. audio has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

audio is a generic Go package designed to define a common interface to analyze and/or process audio data.
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            kandi-support Support

              audio has a low active ecosystem.
              It has 146 star(s) with 8 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 6 open issues and 5 have been closed. On average issues are closed in 65 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of audio is v1.0.0

            kandi-Quality Quality

              audio has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              audio is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              audio releases are not available. You will need to build from source code and install.

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            audio Key Features

            No Key Features are available at this moment for audio.

            audio Examples and Code Snippets

            Calculates a summary of the audio summary .
            pythondot img1Lines of Code : 54dot img1License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def audio_summary(tag,
                              tensor,
                              sample_rate,
                              max_outputs=3,
                              collections=None,
                              name=None):
              # pylint: disable=line-too-long
              """Outputs a `Summary` protocol buf  
            Generate the graph for the given audio data .
            pythondot img2Lines of Code : 26dot img2License : Non-SPDX (Apache License 2.0)
            copy iconCopy
            def run_graph(wav_dir, labels, input_layer_name, output_layer_name,
                          num_top_predictions):
              """Runs the audio data through the graph and prints predictions."""
              with tf.compat.v1.Session() as sess:
                # Feed the audio data as input to  
            Runs the audio loop .
            javadot img3Lines of Code : 20dot img3License : Permissive (MIT License)
            copy iconCopy
            @Override
                public void run() {
                    duration = 0;
            
                    try (final ByteArrayOutputStream out = new ByteArrayOutputStream(); final TargetDataLine line = getTargetDataLineForRecord();) {
            
                        int frameSizeInBytes = format.getFrameSize(  

            Community Discussions

            QUESTION

            How to read a file from within a move FnMut closure that runs multiple times?
            Asked 2021-Jun-15 at 16:56

            I'm using glutin and so have a move closure for my program's main loop and I'm trying to play an audio file with the rodio crate. With the following code everything works and I get one beep every time the program loops:

            ...

            ANSWER

            Answered 2021-Jun-15 at 16:27
            The Problem

            Basically, the problem at hand is that rodio::Decoder::new consumes the value which it reads from (well, actually it is already consumed by BufReader::new). So, if you have a loop or a closure that can be called multiple times, you have to come up with a fresh value each time. This what File::open does in your first code snipped.

            In your second code snipped, you only create a File once, and then try to consume it multiple times, which Rust's ownership concept prevents you from doing.

            Also notice, that using reference is sadly not really an option with rodio since the decoders must be 'static (see for instance the Sink::append trait bound on S).

            The Solution

            If you think your file system is a bit slow, and you want to optimize this, then you might actually want to read the entire file up-front (which File::open doesn't do). Doing this should also provide you with a buffer (e.g. a Vec) that you can clone, and thus allows to repeatedly create fresh values that can be consumed by the Decoder. Here is an example doing this:

            Source https://stackoverflow.com/questions/67988070

            QUESTION

            Flutter forEach() - Error: This expression has a type of 'void' so its value can't be used
            Asked 2021-Jun-15 at 16:38

            I'm using the plugin just_audio: ^0.7.4 from https://pub.dev/packages/just_audio. This plugin works with a system of playlist, we define a playlist this way (example with 3 songs):

            ...

            ANSWER

            Answered 2021-Jun-15 at 16:37

            Use map instead of forEach. forEach returns a void. Remove [] too otherwise you need to use the spread operator. Add async-await wherever necessary because I can see listen callback is async.

            Source https://stackoverflow.com/questions/67990095

            QUESTION

            Can browsers natively play packaged subtitles (included in the video file)?
            Asked 2021-Jun-15 at 14:13

            As you might know, most common video container files are like zip archives that contain several other files: the actual video, several audio files for different languages and several text files for subtitles and captions. If these tracks are included in the video file, that's called packaged afaik.

            Now, while HTML offers the element to reference additional files, are browsers capable of choosing among different packaged tracks and display different subtitles?

            How is browser support?

            ...

            ANSWER

            Answered 2021-Jun-15 at 14:13

            No, they can't, even though the HTML standard encourages browser vendors to implement such controls.

            The standard allows several audio and video tracks per media resource, and exposes them via JavaScript:

            A media resource can have multiple embedded audio and video tracks. For example, in addition to the primary video and audio tracks, a media resource could have foreign-language dubbed dialogues, director's commentaries, audio descriptions, alternative angles, or sign-language overlays.

            4.8.12.10 Media resources with multiple media tracks

            Additionally, the standard encourages controls for different audio tracks and captions.

            If the [control] attribute is present, […] the user agent should expose a user interface to the user. This user interface should include features to […] change the display of closed captions or embedded sign-language tracks, select different audio tracks or turn on audio descriptions […]

            4.8.12.13 User interface

            Source https://stackoverflow.com/questions/67726220

            QUESTION

            How do I change the pitch of audio when slowing down time?
            Asked 2021-Jun-15 at 06:15

            I've been making a game using Unity and I added a slow motion function. Afterwards, when I added audio, I wanted to change the pitch of all audio whenever the slow motion function ocurred, but I can't seem to do it. I've been using Brackey's audio tutorial (here if you wanna see it) to guide me into using audio in Unity

            Here is my audio manager:

            ...

            ANSWER

            Answered 2021-Jun-15 at 06:15

            I wanted to change the pitch of all audio

            If you want to change the pitch of any song at runtime you can simply use the source of type AudioSource that is saved in the sound class and edit it's values directly.

            If you then do this as a foreach loop, in your soundManager class, with each song in your array, you can pitch down all of them.

            Change All Pitch Values:

            Source https://stackoverflow.com/questions/67978413

            QUESTION

            Iterating over an array of objects in JSON with Flutter FutureBuilder
            Asked 2021-Jun-15 at 05:30

            I am having trouble trying to iterate over a JSON array of objects from a remote URL using Flutter's FutureBuilder.

            My goal is to:

            • Fetch JSON data from an API
            • Output the data into a 2 column gridview layout

            The JSON data is an array of objects(or a List of Maps in dart), the objects have simple string data.

            I know that I need to build a future to fetch the data from the API and decode the JSON, then I need to create a FutureBuilder to output the List data into my Gridview Builder. That is what I have tried to do in my code below.

            ...

            ANSWER

            Answered 2021-Jun-14 at 20:57

            You have to pass the function like this

            Source https://stackoverflow.com/questions/67976894

            QUESTION

            Play audio ONCE on marker detection A-frame & Ar.js
            Asked 2021-Jun-14 at 20:56

            I'm trying to play a sound just once when a marker is detected with the A-frame and AR.JS libraries.

            I'm trying the code lines below but the sound is playing indefinite.

            ...

            ANSWER

            Answered 2021-Jun-14 at 20:56

            It's playing indefinetely, because once it's visible - on each render loop you call playSound().

            If you add a simple toggle check - You'll get your "once per visible" result:

            Source https://stackoverflow.com/questions/67961428

            QUESTION

            Postpone init() AVPlayer SwitUI
            Asked 2021-Jun-14 at 19:54

            I have found the code for an OObject that serves me as a basic audio player (with a slider) Works fine , however i can use it so far in the ContentView like this :

            ...

            ANSWER

            Answered 2021-Jun-14 at 19:54

            In a non-SwiftUI situation, I'd normally recommend making player an optional and loading it later, but, as you've probably discovered, you can't make an @ObservedObject or @StateObject optional.

            I'd recommend refactoring AudioPlayerAV so that it does the important work in a different function than init. That way, you're free to load the content at whatever point you want.

            For example:

            Source https://stackoverflow.com/questions/67976166

            QUESTION

            I could not click licence agreement 'Accept' button in Hololens 2 Emulator
            Asked 2021-Jun-14 at 18:48

            I just launched the emulator App by double clicking it. It loaded (loading time is 10 to 15 min) with an audio to accept Microsoft licence agreement and login with current Microsoft id. It shows the licence agreement window as shown in below image:

            Hololens Emulator Licence Agreement

            I could not click the Accept button. So I could not proceed further. I used alt+mouse drag to bring the hand, but either the hand does not appear or sometimes even if it appears and moves, no raycast to point on the button. I tried toggling the Use mouse, use keyboard for simulation check boxes.

            Emulator version: 10.0.20346.1002

            My device sepc:

            Processor Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz 2.80 GHz, Installed RAM 16.0 GB (15.9 GB usable), System type 64-bit operating system, x64-based processor

            Windows Spec:

            Edition Windows 10 Enterprise, Version 21H1, OS build 19043.1023, Experience Windows Feature Experience Pack 120.2212.2020.0

            Windows SDK version - 10.0.20348.1

            GPU: Nvidia Geforce GTX 1070, DirectX version: 12, Driver model: WDDM 2.7

            ...

            ANSWER

            Answered 2021-Jun-14 at 18:48

            Thanks Hernando - MSFT for helping me. The Accept button in the Licence agreemnet window can be clicked by moving back and forth the hand using W,A,S,D keys.

            Previously i thought that i should click using a raycast pointer. It would be nice if i can click using raycast because the current approach is very difficult for any new users.

            Additionally, sometimes mouse and keyboard inputs doesn't worked for me. This is because the 'Use Mouse' and 'Use Keyboard' check-boxes under the Simulation Panel is disabled. We have to ensure they are enabled for using mouse and keyboard for simulation inputs.

            Source https://stackoverflow.com/questions/67925873

            QUESTION

            What is the corrct way of running useEffect hook depending on state variable?
            Asked 2021-Jun-14 at 18:35

            I am writing a camera app. So when the user goes to the camera page they are provided with the option to grant camera permissions or not. I am saving their decision in variable const [hasPermission, setHasPermission] = useState(null); My current use effect function:

            ...

            ANSWER

            Answered 2021-Jun-14 at 18:35

            You only need to pass the variable that matters. No need to check anything else.

            Source https://stackoverflow.com/questions/67975493

            QUESTION

            FFmpeg create muted audio file from video without audio
            Asked 2021-Jun-14 at 16:36

            I have a webm file with only the video track. I would like to know if is it possible to create a new file with an only muted audio track of the same duration as the video file. Let's say that we have a webm vp8 and I want to create another file with the same duration with a muted AAC track.

            ...

            ANSWER

            Answered 2021-Jun-14 at 16:36

            Yes, using pipes, like this.

            Source https://stackoverflow.com/questions/67973982

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

            Vulnerabilities

            No vulnerabilities reported

            Install audio

            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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          • HTTPS

            https://github.com/go-audio/audio.git

          • CLI

            gh repo clone go-audio/audio

          • sshUrl

            git@github.com:go-audio/audio.git

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