Impulse | A PulseAudio visualizer widget | Audio Utils library
kandi X-RAY | Impulse Summary
kandi X-RAY | Impulse Summary
Impulse is a bit of eye-candy for your desktop. It is a widget that displays a graphical spectrum analyzer on your gnome desktop. It is written in c and python and uses GTK and cairo graphics to generate the animation. the impulse library creates a pulse audio connection context that reads the output stream from pulseaudio in a thread natively which can then be read from python. You can specify impulse to either output the raw stream or output the fft of the raw stream. Requires: python-gtk2 python-cairo libfftw3-3 libpulse0 Screenlet version requires: screenlets.
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Top functions reviewed by kandi - BETA
- Load the theme
- Set window size
- Change shape
- Scale the image
- Set the attribute of the screenlet
Impulse Key Features
Impulse Examples and Code Snippets
Community Discussions
Trending Discussions on Impulse
QUESTION
I'm trying to add a force to the Rigidbody
component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.
Here's my code so far:
...ANSWER
Answered 2021-Jun-14 at 00:37private void ProjectileShoot()
{
if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
{
GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position,
projectilePrefab.transform.rotation);
Rigidbody projectileRb = projectileGO.GetComponent();
projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
}
}
QUESTION
While coding a 2D movement for my game in Unity I got myself into an issue. Previously I took the decision to make so the character can't move in the middle of the air, however, I'd like to change that. How can I do it? I want the character to be able to turn direction in the middle of the air, but in a different speed than "moveSpeed". This is my first time on this website, so I apologize if I let out too many details. Here are the movement and jump scripts:
WALK SCRIPT
...ANSWER
Answered 2021-Jun-08 at 17:52I would use 2d colliders to check if your touching a ground object. Then on your movement method I would check if you are touching it. If you aren't, then change movespeed.
QUESTION
I model a swing that has its own drive. This drive consists of a housing and a weight inside it. The weight is accelerated with an electromagnetic field, so that it hits the wall of the housing at high speed and thus sets the swing in motion. I am farely new to unity but i thought i did everything correct. At the push of a button the weight was accelerated, hit the housing and the swing startet moving. It worked very well until i started to increase the force which is accelerating the weight (The weight is pretty small, so it needs a lot of speed to move the swing). Now the weight is flying out of the housing. I checked all collision boxes. They are correct and i even made them overlapping to ensure this is not the mistake. I have no idea how to fix this problem and would be grateful for any help. Here is the code that accelerates the weight, in case you need it:
...ANSWER
Answered 2021-May-28 at 17:53For fast moving objects make sure to set the Rigidbody.collisionDetectionMode
to CollisionDetectionMode.ContinuousDynamic
QUESTION
In my game, my main character is a cube and if press space it's jumping depending on how much you press the button but I want to rotate my cube 90 degrees when pressing the space button. I am unsure of how to achieve this.
Here is what I am currently trying
...ANSWER
Answered 2021-May-28 at 14:42As I mentioned, the example code you posted has one main issue
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
Hello I am trying to create a movement script for a fps game. I have the movement working but the jump function is not working I am not sure whether the problem is with the code or the way I have the character set up. In the debug log, it is registering that I pressed the space key, In the debug it says: FixedUpdate Jump UnityEngine.Debug:Log (object) PlayerMovement:FixedUpdate () (at Assets/PlayerMovement.cs:94)
Here is the Code:
...ANSWER
Answered 2021-May-14 at 18:26The problem is that you should never use both ChracacterController and Rigidbody. The reason for this is that it gets messy, it does two different physics calculations, and you can do it with either of them by themselves.
When should I use Rigidbodies?
Rigidbodies should be used in 2d games (as of now, there is no build in character controller for 2d). In 3D, you have a choice of Rigidbody or CharacterController. Rigidbody should be used for planes, boats, etc. And for any physics involved players. For non-player usage, Rigidbodies should be use for anything like a bullet or ball. Any object using physics.
When should I use CharacterController?
Character controllers should be used for players, and not heavily physics-involved objects like planes or boats. CharacterController has special built in features that allow it to climb up slopes with a certain slope limit. They also have step heights which can control how high the player can go up a 90° face (like the stairs).
I hear that the movement works fine, and you only want the jump to work. In this case, I will use CharacterController for the jumping.
QUESTION
I have 2 files/scripts of code:
the first one:
...ANSWER
Answered 2021-May-13 at 00:13In order to access the values of a class you need to instanciate an object of said class. Then you can access said values using it´s respective get and set methods.
QUESTION
I am developing a 2d game in unity, and I am trying to add friction to slow the player down when he is on the ground. I launch the player into the air with the rigidbody's add force. I have heard of physics materials, and am currently trying to use them. I am using the 2d version of them, I made one material which had high friction. I add the material to the floor, and then I play the game, and my character is still sliding on the floor. I thought the problem might be with the player not having a physics material, so I added one. It still didn't work.
I tried doing different combinations with the different materials.
I tried attaching a rigidbody, but kinematic to the floor.
I tried looking it up, and couldn't find an answer.
Here is the code that moves the player:
...ANSWER
Answered 2021-May-11 at 11:50The problem here is that you are not limiting the velocity of the player, so what you can do is set an if statement if the player is touching the floor and the velocity is higher than what you want it to be.
Example:
QUESTION
I am trying to send data to a Kafka topic in Python using WriteToKafka
via Apache Beam using Dataflow as a runner.
By running the following script:
...ANSWER
Answered 2021-May-11 at 06:06The solution was to use explicit type conversion for both key and value.
QUESTION
So, i have a problem. I am a beginner in unity and i want to create a Golf game. I can code C# and i have a basic level in 3d modelling. My Problem is I have no idea how the unity coding works. My idea is a system like in Golf It, you have a club that apears if you press the left mouse button and then it takes the y axis of your mouse and binds the club to that axis. as soon as you hit the ball it takes the velocity of the club and transports it on the golf ball. The physics are not that good in golf it cause you can't let the ball fly, doesn't matter how hard you hit. Thus i'd like to implement some realistic golf physics. (I am in highschool and thus i can calculate physic calculations).
I hope for someone who is a bit more expriecent and could at least give me some kind of idea how to solve that problem. Thanks already :)
btw. i already tried to search for tutorials and also did a try by myself but didn't come to any useful result. but i at least already modeled a club and ball and also a little golf track.
if it helps here is my idea for a script for the golf ball that waits on the impulse of the golf club (yeah it of course doesn't work).
...ANSWER
Answered 2021-May-08 at 13:23Welcome new user. Don't use Update. Unity has many functions for when "a collision happens".
https://docs.unity3d.com/ScriptReference/Collider.OnCollisionEnter.html
You'll have to become really familiar with all those.
I suggest at first get familiar with using the physics engine, you'll be surprised how well it works for golf.
Later you can write your own physics (use a coroutine). You'll still likely use colliders only as triggers when you do that. You'll have to learn all about that too.
Be aware that it can take ~ 1,000 hours of work to become familiar with the basics of Unity.
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Install Impulse
You can use Impulse like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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