sound | sound enhanced - Step

 by   zhongjhATC Java Version: 1.01 License: No License

kandi X-RAY | sound Summary

kandi X-RAY | sound Summary

sound is a Java library. sound has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.

sound enhanced
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              sound has a low active ecosystem.
              It has 5 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              sound has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of sound is 1.01

            kandi-Quality Quality

              sound has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              sound does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              sound releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed sound and discovered the below as its top functions. This is intended to give you an instant insight into sound implemented functionality, and help decide if they suit your requirements.
            • Play a sound
            • Play playlist
            • Load and play sound
            • Get sound duration
            • Play recursively
            • Play listener
            • Play the sound
            • Initialize the activity
            • Load sound pool
            • Sets on completion listener
            • Set repetitions
            • Set callback
            • Add a sound pool player
            • Clear all sound queue
            • Stops the stream
            • Pause playback
            • Clear all queue queues
            Get all kandi verified functions for this library.

            sound Key Features

            No Key Features are available at this moment for sound.

            sound Examples and Code Snippets

            sound
            Javadot img1Lines of Code : 9dot img1no licencesLicense : No License
            copy iconCopy
            allprojects {
            	repositories {
            		...
            		maven { url 'https://www.jitpack.io' }
            	}
            }
            
            dependencies {
                    implementation 'com.github.zhongjhATC:sound:1.01'
            }
              
            Play a sound .
            javadot img2Lines of Code : 16dot img2License : Non-SPDX
            copy iconCopy
            public void playSound(AudioInputStream stream, float volume) {
                init();
                // Walk the pending requests.
                for (var i = headIndex; i != tailIndex; i = (i + 1) % MAX_PENDING) {
                  var playMessage = getPendingAudio()[i];
                  if (playMessage.  
            Runs the sound player .
            javadot img3Lines of Code : 10dot img3License : Permissive (MIT License)
            copy iconCopy
            public static void main(String[] args) {
                    String audioFilePath = "AudioFileWithWavFormat.wav";
            
                    // Clip can not play mpeg/mp3 format audio. We'll get exception if we run with below commented mp3 and mpeg format audio.
                    // String  
            Get the sound name
            javadot img4Lines of Code : 4dot img4License : Permissive (MIT License)
            copy iconCopy
            @Override
                protected String getSound() {
                    return "bleat";
                }  

            Community Discussions

            QUESTION

            Git rebase commit replays vs merge commits: a concrete example
            Asked 2021-Jun-15 at 13:22

            I have a question about how rebasing works in git, in part because whenever I ask other devs questions about it I get vague, abstract, high level "architect-y speak" that doesn't make a whole lot of sense to me.

            It sounds as if rebasing "replays" commits, one after another (so sequentially) from the source branch over the changes in my working branch, is this the case? So if I have a feature branch, say, feature/xyz-123 that was cut from develop originally, and then I rebase from origin/develop, then it replays all the commits made to develop since I branched off of it. Furthermore, it does so, one develop commit at a time, until all the changes have been "replayed" into my feature branch, yes?

            If anything I have said above is incorrect or misled, please begin by correcting me! But assuming I'm more or less correct, I'm not seeing how this is any different than merging in changes from develop by doing a git merge develop. Don't both methods result with all the latest changes from develop making their way into feature/xyz-123?

            I'm sure this is not the case but I'm just not seeing the forest through the trees here. If someone could give a concrete example (with perhaps some mock commits and git command line invocations) I might be able to understand the difference in how rebase works versus a merge. Thanks in advance!

            ...

            ANSWER

            Answered 2021-Jun-15 at 13:22

            " It sounds as if rebasing "replays" commits, one after another (so sequentially) from the source branch over the changes in my working branch, is this the case? "

            Yes.

            " Furthermore, it does so, one develop commit at a time, until all the changes have been "replayed" into my feature branch, yes? "

            No, it's the contrary. If you rebase your branch on origin/develop, all your branch's commits are to be replayed on top of origin/develop, not the other way around.

            Finally, the difference between merge and rebase scenarios has been described in details everywhere, including on this site, but very broadly the merge workflow will add a merge commit to history. For that last part, take a look here for a start.

            Source https://stackoverflow.com/questions/67986445

            QUESTION

            Fix problem with e.code not selecting the html class
            Asked 2021-Jun-15 at 07:46

            I'm trying to select a div that has the class eg. "keyA" which is the code the letter A is asigned. I have a lot of divs like this and I need to access them but when I try to get them with queryselector, console says the value is null. I thought since .${e.code} is the same string as the class, it would work.

            HTML:

            ...

            ANSWER

            Answered 2021-Jun-15 at 03:38

            CSS Classes are case sensitive. e.code returns the String in the format of "Key{key}', and since your class name isn't capitalized, it isn't selected.

            Change the class name so have a capital K (e.g, "KeyA").

            Source https://stackoverflow.com/questions/67979565

            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

            How to continue a sound in Pygame?
            Asked 2021-Jun-15 at 04:42

            I have a sound that I wish to play.

            My code;

            ...

            ANSWER

            Answered 2021-Jun-15 at 04:42

            Do not stop a sound, but pause it with pygame.mixer.Channel.pause:

            Source https://stackoverflow.com/questions/67978279

            QUESTION

            Django QuerySet annotate with Subquery
            Asked 2021-Jun-15 at 01:05

            given the following model

            ...

            ANSWER

            Answered 2021-Feb-19 at 17:39

            You can make a .union(…) [Django-doc] to construct the uion of the two querysets. This is thus:

            Source https://stackoverflow.com/questions/66265278

            QUESTION

            How does this Zebra solution in prolog work?
            Asked 2021-Jun-14 at 21:51
            zebra_owner(Owner) :-
                houses(Hs),
                member(h(Owner,zebra,_,_,_), Hs).
            
            water_drinker(Drinker) :-
                houses(Hs),
                member(h(Drinker,_,_,water,_), Hs).
            
            
            houses(Hs) :-
                length(Hs, 5),                                            %  1
                member(h(english,_,_,_,red), Hs),                         %  2
                member(h(spanish,dog,_,_,_), Hs),                         %  3
                member(h(_,_,_,coffee,green), Hs),                        %  4
                member(h(ukrainian,_,_,tea,_), Hs),                       %  5
                adjacent(h(_,_,_,_,green), h(_,_,_,_,white), Hs),         %  6
                member(h(_,snake,winston,_,_), Hs),                       %  7
                member(h(_,_,kool,_,yellow), Hs),                         %  8
                Hs = [_,_,h(_,_,_,milk,_),_,_],                           %  9
                Hs = [h(norwegian,_,_,_,_)|_],                            % 10
                adjacent(h(_,fox,_,_,_), h(_,_,chesterfield,_,_), Hs),        % 11
                adjacent(h(_,_,kool,_,_), h(_,horse,_,_,_), Hs),              % 12
                member(h(_,_,lucky,juice,_), Hs),                         % 13
                member(h(japanese,_,kent,_,_), Hs),                       % 14
                adjacent(h(norwegian,_,_,_,_), h(_,_,_,_,blue), Hs),          % 15
                member(h(_,_,_,water,_), Hs),       % one of them drinks water
                member(h(_,zebra,_,_,_), Hs).       % one of them owns a zebra
            
            adjacent(A, B, Ls) :- append(_, [A,B|_], Ls).
            adjacent(A, B, Ls) :- append(_, [B,A|_], Ls).
            
            ...

            ANSWER

            Answered 2021-Jun-14 at 21:46

            The houses list Hs is not empty at all, ever. It is created right at the very beginning with

            Source https://stackoverflow.com/questions/67975434

            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

            How do you set the size of an array that is exposed in Blueprint from within Blueprint?
            Asked 2021-Jun-14 at 20:47

            Is there a way to expose an array of undetermined size to the blueprint editor so that the level/game designer can adjust the size of the array?

            In my example, I want an array of gunshot sound effects.

            In my header file I have this:

            ...

            ANSWER

            Answered 2021-Jun-14 at 20:47

            You can use a TArray. TArrays are the default array the editor uses within blueprints.

            Source https://stackoverflow.com/questions/67977001

            QUESTION

            Is Iframe Still Used in a good idea?
            Asked 2021-Jun-14 at 17:45

            I have the requirement to be able to present a document on a website, in the browser. (not download it) and well the way I know to tackle this (without paying to 3rd parties software) is an Iframe, but that sounds like a really old practice. I'm currently developing an application on Blazor and .net5 and sounds really wrong to put an iFrame in there, can you guys provide me input for better practices or just your thoughts?

            Thanks in advance.

            Edit: Im trying to use them to present doc, docx, pdf and pngs in a blazor application with .net5

            ...

            ANSWER

            Answered 2021-Jun-14 at 17:41

            Honestly, after days of research, I'm trying to talk the team into the idea of creating an API dedicated to Docs, and as part of that effort would migrate documents to AWS S3 or azure blob storage. We will introduce Aspose for rendering and separate the Issue.

            Why? because all the solutions I have seen to support doc and Docx in .net5 are really hacky and I can see lacks in terms of security. And I would not recommend anyone to try to do the approach I was looking to do at the begging of this question.

            I leave here what experience cause this research was pain and I hope this question can still help someone.

            Source https://stackoverflow.com/questions/67911967

            QUESTION

            Async loop on a new thread in rust: the trait `std::future::Future` is not implemented for `()`
            Asked 2021-Jun-14 at 17:28

            I know this question has been asked many times, but I still can't figure out what to do (more below).

            I'm trying to spawn a new thread using std::thread::spawn and then run an async loop inside of it.

            The async function I want to run:

            ...

            ANSWER

            Answered 2021-Jun-14 at 17:28

            #[tokio::main] converts your function into the following:

            Source https://stackoverflow.com/questions/67966950

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

            Vulnerabilities

            No vulnerabilities reported

            Install sound

            You can download it from GitHub.
            You can use sound like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the sound component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            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 .
            Find more information at:

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            CLONE
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            https://github.com/zhongjhATC/sound.git

          • CLI

            gh repo clone zhongjhATC/sound

          • sshUrl

            git@github.com:zhongjhATC/sound.git

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