riff | Get your jam on , a musical game that tests your ability | Game Engine library

 by   fredrick JavaScript Version: Current License: MIT

kandi X-RAY | riff Summary

kandi X-RAY | riff Summary

riff is a JavaScript library typically used in Gaming, Game Engine, React, Nodejs applications. riff has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A musical game that tests your ability to play "riffs". Record a riff and see how well you or someone else can play it.
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            kandi-support Support

              riff has a low active ecosystem.
              It has 4 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              riff has no issues reported. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of riff is current.

            kandi-Quality Quality

              riff has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              riff is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              riff 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.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of riff
            Get all kandi verified functions for this library.

            riff Key Features

            No Key Features are available at this moment for riff.

            riff Examples and Code Snippets

            Gets the bytes of the riff .
            javadot img1Lines of Code : 26dot img1no licencesLicense : No License
            copy iconCopy
            public byte[] getBytes() {
            		
            		Charset charSet = Charset.forName(ENCODING);
            		
            		ByteBuffer buffer = ByteBuffer.allocate(44);
            		buffer.order(ByteOrder.LITTLE_ENDIAN);
            		
            		buffer.put(riffId.getBytes(charSet));
            		buffer.putInt(riffSize);
            		buffer.put  

            Community Discussions

            QUESTION

            Correct reading of samples from .wav file
            Asked 2021-May-15 at 19:52

            I am trying to read correctly a WAVE file, PCM, mono, 16 bits (2 bytes per sample). I have managed to read the header. The problem is reading (writing) the data part.

            As far as I understand the 16-bit samples in the data chunk are little-endian, and "split" into two chunks of 8 bits each. So for me a way to read the correct data should be:

            1. Read file and put chunks into two differentint8_t variables (or a std::vector..)
            2. In some way "join" these two variables to make a int16_t and being able to process it.

            The problem is I have no idea on how to deal with the little-endianness and the fact that these samples aren't unsigned, so I can't use the << operator.

            This is one of the test I've done, without success:

            ...

            ANSWER

            Answered 2021-May-15 at 19:52

            I'm a Java programmer, not C++, but I've dealt with this often.

            The PCM data is organized by frame. If it's mono, little-endian, 16-bit the first byte will be the lower half of the value, and the second byte will be the upper and include the sign bit. Big-endian will reverse the bytes. If it's stereo, a full frame (I think it's left then right but I'm not sure) is presented intact before moving on to the next frame.

            I'm kind of amazed at all the code being shown. In Java, the following suffices for PCM encoded as signed values:

            Source https://stackoverflow.com/questions/67542461

            QUESTION

            How can I make Siren sound in C?
            Asked 2021-May-13 at 19:14

            I want to make Siren sound which's frequency changing 960Hz and 770Hz every 0.65sec. (in 8sec Wav file) But I have no idea how to build function as I write above. I tried to use 'for(...=0; ... < 0.65; ...++)' every period. But y[0] and y[1] are function, so I'm confused. My final goal is to make siren wav sound, which come from right side to left side.

            To say to the point, I want to know how to make frequency changeable 960Hz and 770Hz every 0.65 sec. I'll be thankful to you if you give me advice to achieve my final goal.

            As I'm not good at English, if you're hard to understand my Question, plz comment me.

            ...

            ANSWER

            Answered 2021-May-13 at 19:14

            You are outputting each of the two frequencies on alternate samples. That is, a steady tone of one frequency in the left channel and a steady tone of the other frequency in the right channel.

            What we need to do is maintain the same frequency for a given sub-duration and flip between them. And, the same frequency is fed into both channels [albeit with different volume levels].

            Here's a slight refactor that does that. It is annotated.

            I'm not sure about the level you're using (e.g. level_l and level_r). I think it sounds better with them being the same (i.e. the siren gets closer), so I made level_r just be level_l as an option. But, I left the original L/R scaling intact.

            Edit: After listening to the above, the siren sounded more like a true [European] siren when I shortened the sub-duration. I'm not sure it's still 0.65 seconds, but it sounded better [to me]

            Source https://stackoverflow.com/questions/67524182

            QUESTION

            Modifying .wav audio file using scipy.wavfile write numpy.ndarray has no attribute append
            Asked 2021-May-13 at 02:29

            Working from a previous question asked. The main objective is reading a .wav file and specifically skipping the RIFF and other containers and focusing strictly on the data portion of the .wav file contents. The running example is encountering an error for:

            AttributeError: 'numpy.ndarray' object has no attribute 'append'

            1. Stemming from a traceback of: new_data = data.append(np.zeros(2 * sr))

            However, when changing the below file to try and fix this issue, such as new_data.astype(np.int16), still running into issues.

            ...

            ANSWER

            Answered 2021-May-13 at 02:29

            ndarray doesn't have a method append, use numpy.append(arr1, arr2)

            numpy.append

            Source https://stackoverflow.com/questions/67513023

            QUESTION

            How can I make stereo wave sound in C?
            Asked 2021-May-10 at 01:32

            While I want to make stereo wave sound in C, I could found mono sound code, and here it is

            ...

            ANSWER

            Answered 2021-May-10 at 01:32

            The point is the 16bit stereo data are packed as follows in the data chunk:

            Source https://stackoverflow.com/questions/67460660

            QUESTION

            Python3 modifying wav audio data correctly
            Asked 2021-May-09 at 09:16

            Learning how to modify different types of audio files, .wav, .mp3, etcetera using Python3 using the wave module. Specifically .wav file format, in this regard for this question. Presently, I know there are ISO standards for audio formats, and any references for this subject are greatly appreciated regarding audio standards for the .wav file format as well on a side note.

            But in terms of my question, simply ignoring the RIFF, FMT headers, in a .wav file using the Python3 wave module import.

            Is there a more efficient way to skip the RIFF headers, other containers, and go straight to the data container to modify its contents?

            This crude example simply is converting a two-channel audio .wav file to a single-channel audio .wav file while modifying all values to (0, 0).

            ...

            ANSWER

            Answered 2021-May-09 at 09:16
            Performance comparison

            Let's examine first 3 ways to read WAVE files.

            The slowest one - wave module

            As you might have noticed already, wave module can be painfully slow. Consider this code:

            Source https://stackoverflow.com/questions/67453808

            QUESTION

            django - how can I add more to my URL in my views.py?
            Asked 2021-May-09 at 04:52

            I have a url, http://127.0.0.1:8000/lesson/riff-lab/1305/pentab-wow/

            When a user navigates to the above url, I want to change it to http://127.0.0.1:8000/lesson/riff-lab/1305/pentab-wow/?d:a3ugm6eyko59qhr/pentab-Track_1.js

            The appended part is needed in order to load something that I want to load, but the specifics are not important for this question.

            Here's what I have tried.

            ...

            ANSWER

            Answered 2021-May-09 at 04:52

            You trying to change the aim of a shell that already has hit it's target. URL comes first, then view routed to it is processed, there is no way to change it without making another request, e.g. returning a redirect response "please open this url now" to the client.

            You can easily find it in django docs by this keywords, but what you are trying to do generally doesn't look very reasonable, if you know beforehand how you need to construct url, why change it mid-way or why change it at all if view has all required data? I don't know your context, but it's probable that you need to reconsider your approach.

            Source https://stackoverflow.com/questions/67454264

            QUESTION

            Python How to convert pyaudio bytes into virtual file?
            Asked 2021-Apr-07 at 05:49
            In Short

            Is there a way to convert raw audio data (obtained by PyAudio module) into the form of virtual file (can be obtained by using python open() function), without saving it to the disk and read it from the disk? Details are provided as belows.

            What Am I Doing

            I'm using PyAudio to record audio, then it will be fed into a tensorflow model to get prediction. Currently, it works when I firstly save the recorded sound as .wav file on the disk, and then read it again to feed it into the model. Here is the code of recording and saving:

            ...

            ANSWER

            Answered 2021-Apr-07 at 05:49

            You should be able to use io.BytesIO instead of a physical file, they share the same interface but BytesIO is only kept in memory:

            Source https://stackoverflow.com/questions/66979769

            QUESTION

            How do I cross compile a Rust application from macOS x86 to macOS Silicon?
            Asked 2021-Mar-30 at 17:34

            I want to cross compile a Rust program from my x86 Mac to a binary that can run on a Silicon Mac, and I can't figure out linking.

            I have:

            • An x86 Mac running macOS 10.15.7 Catalina
            • A Rust project called riff
            • cargo 1.51.0 (43b129a20 2021-03-16) recently retrieved using rustup
            • Xcode version 12.4 (12D4e)

            I want to compile this into a binary that can run on a Silicon (ARM) Mac. This could be one of:

            • A Silicon specific binary
            • A Universal binary that can run on either Silicon or x86

            I have tried (through ./release.sh --dry):

            • rustup target add aarch64-apple-darwin
            • cargo build --release --target=aarch64-apple-darwin

            The result was too long to paste in here, so this is an excerpt:

            ...

            ANSWER

            Answered 2021-Mar-30 at 17:34

            Add the appropriate target

            Source https://stackoverflow.com/questions/66849112

            QUESTION

            Binary Reader with Filemode.Open Blocks file for other programs
            Asked 2021-Mar-17 at 20:02

            I am trying to make a tagging solution for .wav audiofiles.

            For that reason I need to open the file to read out it's Tags. The code for that starts out like this:

            ...

            ANSWER

            Answered 2021-Mar-17 at 20:02
            this.Reader = new BinaryReader(File.Open(path,FileMode.Open,FileAccess.Read,FileShare.Read));
            

            Source https://stackoverflow.com/questions/66680261

            QUESTION

            I cannot play a sound twice in xaudio2
            Asked 2021-Feb-24 at 21:35

            I am trying to set up xaudio2 and have been following the documentation. I can play a sound just fine, until I try playing it again, at which point nothing happens. I have followed the documentation almost line for line, but can't figure out why this is happening. here is the code.

            ...

            ANSWER

            Answered 2021-Feb-24 at 21:35

            A single XAudio2 source voice can only be playing or not playing. It can't be playing 'twice'. If you want the same sound with overlapping playback, you need to have two XAudio2 source voices active. You can submit the same audio to as many different format-compatible voices as you want. Remember that your audio data remains in your applications' memory, and each source voice just reads it directly from there (i.e. there's no copying of all the source data like there was in DirectSound).

            XAudio2 is a 'real-time mixer' for complex sounds like you find in games. If you just want to play a WAV file, that's what the old Win32 PlaySound function did.

            If you want to play the same sound again, you have to submit the audio packet again. If you do it repeatedly, it will keep looping.

            Alternatively, you can set the loop-count when you play it to just reuse the same submitted packet over and over again.

            You should take a look at DirectX Tool Kit for Audio for a simple XAudio2-based audio library. It supports 'one-shot' sounds like you are trying to do here, as well as looping sounds, voice-management, positional audio, environmental effects, file-based streaming, etc.

            Source https://stackoverflow.com/questions/66346624

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

            Vulnerabilities

            No vulnerabilities reported

            Install riff

            You can download it from GitHub.

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