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QUESTION
I'm writing an app for playing different audio files (play them in loops). In the app I want multiple files to be able to play simultaneously , but they need to start at the same point. This means additional audio tracks I have activated would only start playing upon completion of an already playing audio file's loop.
My components are currently two -
- App.js (presents different audio files), parent.
- Play.js (present the option to play and stop each audio file), child . I'm trying to pass an update (via hooks) to the parent once an audio file has started to play, but each time I do such an update I lose the functionality the children i.e. I can start playing a file but can't stop it.
This is the code of my child:
...ANSWER
Answered 2021-Jun-08 at 18:47In your play component use state for the currentlyPlaying and the audio.
QUESTION
I have created a Camera using AVFoundation which is able to record video and audio using AVCaptureVideoDataOutput
and AVCaptureAudioDataOutput
. I create my capture session, attach all inputs and the video- and audio-data outputs, and the Camera then sits idle. The user is now able to start a video recording.
The problem with this is that immediately after I start the capture session (captureSession.startRunning()
), the background music stutters. I assume this is because once the capture session starts running, the AVCaptureAudioDataOutput
internally activates the AVAudioSession (AVAudioSession.setActive(...)
), which I don't want it doing. I want it sitting idle (and not providing any audio output buffers) until I explicitly activate the Audio Session (once the user starts recording).
This is really annoying, since the Camera is the start-screen in our app and everytime the user opens or closes the app his music stutters.
I know that this is somehow possible because Snapchat works that way - you open the App and background audio smoothly continues to play. Once you start recording, there is a small stutter on the background music, but the Camera smoothly operates and starts recording once the short stutter is over.
My code:
...ANSWER
Answered 2021-Jun-03 at 15:10The .mixWithOthers
looks like the right thing to do to avoid interruptions, but default AVCaptureSession
will configure the AVAudioSession
for you, so set
captureSession.automaticallyConfiguresApplicationAudioSession = false
to stop it replacing your settings.
The property's documentation tells us that AVCaptureSession
does more than just set the .playAndRecord
category, a fact which may be important for your use case:
the receiver ensures the application's audio session is set to the PlayAndRecord category, and picks an appropriate microphone and polar pattern to match the video camera being used
QUESTION
I've coded a box shadow drop for images in my element where it'll respond to the position of the mouse. It works well if the box shadow effect were to run on only one element. However, when running on multiple elements it starts to lag/stutter. I am unclear as to what is causing it. I'm hoping someone can clarify it.
Here is a short video of what I'm experiencing:- https://drive.google.com/file/d/1ULahZWR5sKt-yaDEIjEvK3TFa1g1n65d/view
Attached is my code;
HTML:
...ANSWER
Answered 2021-May-30 at 05:44There are too many events triggering as it is a mousemove
event on document
. Try throttling down the triggers a bit.
QUESTION
I created the github.com
project qjson/qjson-go
that contains the package name qjson
that you can see here. I named the github project this way because github.com/qjson/
contains other projects for different languages (e.g. qjson-c
).
Unfortunately, I get the following error when I try to import the project as github.com/qjson/qjson-go
:
ANSWER
Answered 2021-May-24 at 13:50This program works as expected:
QUESTION
I have a GridLayout inside of a ScrollView. The GridLayout contains about 25 images. The images are chosen at runtime so their sizes cannot be determined beforehand. These images are loaded asynchronously at different times ( there is at least a 500 millisecond difference between them ).
The problem occurs when the image is loaded and the size of the GridLayout changes. From what I understand, the ScrollView's scroll_y
is set to some value relative to the original height of the GridLayout. Then, once the image has loaded the size of the GridLayout changes, but the scroll_y
is still relative to the old height. This causes the ScrollView to scroll down by a large amount.
I've tried to rectify this by manually changing the scroll_y
to match the new height. I'm using the following equation:
Equation for Finding New Scroll_Y
I'm subracting scroll_y
from 1 because a scroll value of 1 is at the very top in kivy. I've reordered this equation to the following and have implemented this in code:
Simplified Equation for Finding New Scroll_Y
This has reduced the problem, and there is a less apparent jittering, but it still scrolls up by 5-10 pixels each time an image is loaded.
This is because I'm calculating the new height for the equation, based on:
- the old viewport height of the ScrollView
- the old height of the image widget
- the new height of the image.
But, this calculated height is slightly bigger than what the actual height turns out to be, causing my adjusted scroll_y
to be slightly off. I'm not sure why the actual height is smaller.
I'm not sure where to go from here.
Here is a link to a repository that has a minimal reproducible example. Grid Stuttering Example
...ANSWER
Answered 2021-May-16 at 22:32I believe the easiest way to do what you want is to extend ScrollView
. Here is a class extending ScrollView
that does what you want:
QUESTION
I'm currently trying to make the camera follow the player smoothly. The script works fine but the problem is that this script is causing the player to stutter at a certain point. For example, if the player is at X:3, the player would stutter but then if the player was at X:-6, the player would stop stuttering. I'm 100% sure that this script is the problem because if I remove the script, the player stops stuttering.
Here is the camera follow script:
...ANSWER
Answered 2021-May-16 at 06:51By stutter I think you mean shake or tremble (not familiar with the stutter word).
I would try to adjust to the docs example. Use void Update()
or LateUpdate()
instead of FixedUpdate()
.
You may want to use void LateUpdate()
if you want your game to be accurate. This method will be called after the input is detected, so it will react better. I believe that this is the better choice, because it will be more accurate than Update()
.
I would also keep track of where in the scene the shake starts if its from a determined point on, and check for some misplaced collider near the position where the undesired shake starts.
QUESTION
whenever the player uses its jetpack or when there's a lot of velocity, the player stutters. I tried using interpolate and other things like that but the only outcome was even more stutter. If anyone knows what the cause for the stuttering is, please tell me and if you want to, maybe even explain your answer :)
here is what i mean by the player stuttering : https://www.youtube.com/watch?v=k6q3vvQtwjM
here is my player code :
...ANSWER
Answered 2021-May-16 at 04:39First of all whenever dealing with Rigidbodies you do not want to use the Transform
component to move an object. You rather want to only move it via the Rigidbody
/Rigidbody2D
component!
Then there is a general issue. You can either move your object hard based on the input or use the physics and forces. Both at the same time is not possible because both transform.position
or the actually "correct" Rigidbody2D.MovePosition
will overrule the forces so these two systems are clashing all the time.
Therefore I would rather simply overwrite the velocity
directly like e.g.
QUESTION
ANSWER
Answered 2021-May-10 at 10:47I am afraid you're at the end of the road with your design -- A Web browser, in practice, does not guarantee you pixel perfect rendering. In theory, this might have been the case, since there is no provision in any specification to necessarily produce different glyph sizes for a given font size rule, or padding numbers, for that matter.
In practice, however, Web browsers have, do and will continue to render your hypertext at their own discretion with regard to accuracy achieved, potentially slightly differently from one another, due to a number of variables you have no straightforward (if any) control over.
For instance, testing your code on my Firefox 87 on Windows 10, there is no "jankiness" whatsoever.
You will need to accept the "jankiness" or revise your design to the extent where the problem disappears on its own or where you employ a different UI solution to achieve your goal.
You can look at the details
HTML element and see if it may help you solve the problem without all the scripting involved on your part.
QUESTION
I'm trying to implement Oboe library into my application, so I can perform low latency audio playing. I could perform panning, playback manipulation, sound scaling, etc. I've been asking few questions about this topic because I'm completely new to audio worlds.
Now I can perform basic things which internal Android audio class such as SoundPool
provides. I can play multiple sounds simultaneously without noticeable delays.
But now I encountered another problem. So I made very simple application for example; There is button in screen and if user taps this screen, it plays simple piano sound. However fast user taps this button, it must be able to mix those same piano sounds just like what SoundPool
does.
My codes can do this very well, until I taps button too much times, so there are many audio queues to be mixed.
...ANSWER
Answered 2021-May-06 at 10:52Does Oboe stop rendering audio if it takes too much time to render audio like situation above?
Yes. If you block onAudioReady
for longer than the time represented by numFrames
you will get an audio glitch. I bet if you ran systrace.py --time=5 -o trace.html -a your.app.packagename audio sched freq
you'd see that you're spending too much time inside that method.
Did I reach limit of rendering audio, meaning that only limiting number of queues is the solution? or are there any ways to reach better performance?
Looks like it. The problem is you're trying to do too much work inside the audio callback. Things I'd try immediately:
- Different compiler optimisation: try
-O2
,-O3
and-Ofast
- Profile the code inside the callback - identify where you're spending most time.
- It looks like you're making a lot of calls to
sin
andcos
. There may be faster versions of these functions.
I spoke about some of these debugging/optimisation techniques in this talk
One other quick tip. Try to avoid raw pointers unless you really have no choice. For example AudioStream* stream;
would be better as std::shared_ptr
and std::vector* players;
can be refactored to std::vector players;
QUESTION
From my research, I cannot seem to find anyone else with the same problem which leads me to believe I'm just committing an unholy amount of stupidity. Nonetheless, I'm working with the Java sampled sound API and I'm trying to play a simple 440Hz sine wave for 5 seconds. However, it seems as though the SourceDataLine
is eating through the frames at twice the speed of its given AudioFormat
framerate. The sample I'm using is:
ANSWER
Answered 2021-May-05 at 11:26You are specifying a sample rate of twice the frame rate so it is expecting twice as many samples. These two rates are usually the same for PCM.
The sample rate is per channel not the total for all channels.
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