play-sound | Play sounds by shelling out to one of the available audio | Audio Utils library
kandi X-RAY | play-sound Summary
kandi X-RAY | play-sound Summary
Play sounds by shelling out to one of the available audio players.
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QUESTION
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 02:34Try something like this:
QUESTION
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 01:12Yes, coordinated pre-scheduling of multiple independent PsychPortAudio players is possible. As a minimal example, the following seems to work for me on the Mac:
QUESTION
I am creating a Flutter plugin. Currently, the code:
- Synthesises an String into an audio file
- Gets the path to the file
- 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 09:16In 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:
QUESTION
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 07:24If 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:
QUESTION
This is my code, I took it from an example from MSDN forum (https://social.msdn.microsoft.com/Forums/ie/en-US/ddb1b7f1-e988-40c7-8e1e-eaf6d8573ec2/uwp-how-to-play-sound-from-wav-fileresource?forum=wpdevelop).
...ANSWER
Answered 2020-Sep-19 at 11:35If 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)
QUESTION
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 01:50You 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.
QUESTION
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 18:26void 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();
}
QUESTION
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 19:52From 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
instancep
, if you setp.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()
:
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