play-sound | Play sounds by shelling out to one of the available audio | Audio Utils library

 by   shime JavaScript Version: 1.1.6 License: MIT

kandi X-RAY | play-sound Summary

kandi X-RAY | play-sound Summary

play-sound is a JavaScript library typically used in Audio, Audio Utils, Nodejs applications. play-sound has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i play-sound' or download it from GitHub, npm.

Play sounds by shelling out to one of the available audio players.
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            kandi-support Support

              play-sound has a low active ecosystem.
              It has 152 star(s) with 30 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 13 open issues and 15 have been closed. On average issues are closed in 86 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of play-sound is 1.1.6

            kandi-Quality Quality

              play-sound has 0 bugs and 0 code smells.

            kandi-Security Security

              play-sound has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              play-sound code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              play-sound 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

              play-sound releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed play-sound and discovered the below as its top functions. This is intended to give you an instant insight into play-sound implemented functionality, and help decide if they suit your requirements.
            • Play module
            Get all kandi verified functions for this library.

            play-sound Key Features

            No Key Features are available at this moment for play-sound.

            play-sound Examples and Code Snippets

            No Code Snippets are available at this moment for play-sound.

            Community Discussions

            QUESTION

            Play sound from a font awesome icon
            Asked 2021-Nov-23 at 02:34

            I am trying to play a sound when a font awesome icon is clicked.

            I have a page where a list of posts are pulled from a database and I am using jinja to display them all. Each post will have an icon that can be clicked and the contents of that post will be read out.

            This works if I just have an audio control but I would rather have a small icon instead of the entire audio control.

            My issue is that when I add in the code to make it an icon, it only ever seems to run the 'src' of the first result in the for loop. I have inspected the page to check what each of the icons 'srcs' are and they are all different and correct but clicking the icon outputs the wrong audio.

            I think it is something to do with the onclick event having an ID and the ID is always set to the first element in my forloop.

            I tried this post - Play Sound when Font Awesome Icon is Clicked

            HTML

            ...

            ANSWER

            Answered 2021-Nov-23 at 02:34

            Try something like this:

            Source https://stackoverflow.com/questions/70074465

            QUESTION

            What is the best way to schedule multiple audio events with audiomath?
            Asked 2021-Nov-11 at 01:12

            I want to schedule the playback of multiple audio segments at arbitrary times. From the audiomath docs, I think I should use PyschPortAudio to get the most predictable latency. Also from the docs, I understand that I can schedule the playback of a single sound. I'm curious whether multiple short segments can be scheduled in advance at exact times (modulo latency)? Separately: ideally, this schedule could be altered during playback.

            ...

            ANSWER

            Answered 2021-Nov-11 at 01:12

            Yes, coordinated pre-scheduling of multiple independent PsychPortAudio players is possible. As a minimal example, the following seems to work for me on the Mac:

            Source https://stackoverflow.com/questions/69919601

            QUESTION

            AudioPlayers does not work on iOS | Flutter plugin
            Asked 2021-Feb-08 at 12:48

            I am creating a Flutter plugin. Currently, the code:

            1. Synthesises an String into an audio file
            2. Gets the path to the file
            3. Plays the audio file using audioplayers

            When I run the application in Android, it perfectly works. Nevertheless, when I run it on iOS, it does not (assuming relates permissions/restrictions)

            ...

            ANSWER

            Answered 2021-Feb-05 at 09:16

            In the end, I realised that the problem was related to AVAudioSession and its session management. Both libraries, flutter_tts and audioplayers make use of it and therefore they could overlay it other.

            I had to change the method to the following:

            Source https://stackoverflow.com/questions/66006271

            QUESTION

            component to play multiple audio files at the same time (on click) Aframe webVR
            Asked 2020-Dec-16 at 06:44

            I am trying to find a way to reproduce the effect of having all my sound files in my A-frame vr project autoplay once the scene loads, but with an on-window-click function so that they are able to work on browsers that do not allow autoplay / require user interaction

            i'm sure the solution is pretty simple but I have tried for quite a few hours and can't seem to find a solution online including stack anywhere. when I try to follow tutorials such as this, I can't get them to work:

            Play sound on click in A-Frame

            Autoplaying videosphere from A-frame is not working on any browser(Safari/Chrome)

            in my html i have something like this (but with about 10 sound files and 10 models in total):

            ...

            ANSWER

            Answered 2020-Nov-27 at 07:24

            If you want to grab all nodes that have the sound component, then you need to change your selector from sounds to sound - document.querySelectorAll('[sound]').

            Also querySelectorAll will return a list of elements, so You have to iterate through them:

            Source https://stackoverflow.com/questions/65030477

            QUESTION

            Why is this code snippet not working? (Uwp app content to play a media content)
            Asked 2020-Sep-21 at 07:08

            ANSWER

            Answered 2020-Sep-19 at 11:35

            If you set a breakpoint on GetFolderAsync, you should be able to look at the folder variable and see where it thinks the Path is... is it the same absolute path that you expect it to be (C:\Users....repos\Multi-timer)

            Source https://stackoverflow.com/questions/63968198

            QUESTION

            Trying to use playsound as a noob
            Asked 2020-Jul-18 at 01:50

            just need some help troubleshooting an issue that I am having with the playsound module. I installed it via this command: pip install playsound I was told that it does not have dependencies at all, but am unable to use it in my code:

            ...

            ANSWER

            Answered 2020-Jul-18 at 01:50

            You can use other module (sounddevice and soundfile). You should 'pip install sounddevice' and 'pip install soundfile' in uour cmd. Put your StillThere.wav file in your Python folder. If you want to thank me, just mark this post as answer please.

            Source https://stackoverflow.com/questions/62963487

            QUESTION

            On Fedora using Qt 5.9.4, I'm unable to simultaneously record and play audio at the same time
            Asked 2020-Apr-14 at 20:29

            I'm trying to write a program in Qt that simultaneously records audio from a microphone and plays it back at the same time. I'm using Qt 5.9.4 and I'm on Fedora 29 (can't update to latest version as our production environment is Fedora 29 -- can't update it, have already asked boss).

            I have some barebones code written, as you can see below. But everytime I run the program, I get the following error message:

            ...

            ANSWER

            Answered 2020-Feb-25 at 18:26
            void MyAudioRecorder::beginAudio(){
                m_output = m_audioOutput->start();
                m_audioInput->start(m_output);
            
            
               //Above should do the trick but do check the volume, state and error if any:
               qDebug() << "m_audioInput: volume=" <<  m_audioInput->volume()
                        << ", state=" << m_audioInput->state()
                        << ", error=" << m_audioInput->error();
               qDebug() << "m_audioOutput: volume=" <<  m_audioOutput->volume()
                        << ", state=" << m_audioOutput->state()
                        << ", error=" << m_audioOutput->error();
            
            }
            

            Source https://stackoverflow.com/questions/60381580

            QUESTION

            Dynamic pans in Audiomath not completely smooth
            Asked 2020-Feb-19 at 19:52

            I've been trying to get an effect similar to the dynamic-panning demo from in the audiomath examples:

            ...

            ANSWER

            Answered 2020-Feb-19 at 19:52

            From the .pan property docstring:

            The way levels are computed from scalar values between -1 and +1 depends on .norm.

            and accordingly from the .norm property docstring:

            For a Player instance p, if you set p.pan to a scalar value between -1 and +1, the relative levels of left and right channels are computed such that::

            left ** p.norm + right ** p.norm = 1

            The value p.norm=2 produces a natural-sounding pan but it means that stereo sounds are reduced to 70.71% of their maximum amplitude by default. So instead, the default is to use the infinity-norm, p.norm='inf', which ensures that the larger of the two sides is always 1.0

            So the default setting is indeed a non-smooth pan. Adding norm=2 to your Player properties might be the way to go—that would keep total signal power constant across channels. Incidentally, the most sensitive way to judge this would be by using a continuous tone stimulus like you get from ToneTest():

            Source https://stackoverflow.com/questions/60307636

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

            Vulnerabilities

            No vulnerabilities reported

            Install play-sound

            You can install using 'npm i play-sound' or download it from GitHub, npm.

            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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            Install
          • npm

            npm i play-sound

          • CLONE
          • HTTPS

            https://github.com/shime/play-sound.git

          • CLI

            gh repo clone shime/play-sound

          • sshUrl

            git@github.com:shime/play-sound.git

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