Impulse | A PulseAudio visualizer widget | Audio Utils library

 by   ianhalpern Python Version: Current License: GPL-3.0

kandi X-RAY | Impulse Summary

kandi X-RAY | Impulse Summary

Impulse is a Python library typically used in Telecommunications, Media, Media, Entertainment, Audio, Audio Utils applications. Impulse has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. However Impulse build file is not available. You can download it from GitHub.

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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    Quality
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            kandi-support Support

              Impulse has a low active ecosystem.
              It has 27 star(s) with 29 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Impulse has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Impulse is current.

            kandi-Quality Quality

              Impulse has 0 bugs and 14 code smells.

            kandi-Security Security

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

            kandi-License License

              Impulse is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Impulse releases are not available. You will need to build from source code and install.
              Impulse has no build file. You will be need to create the build yourself to build the component from source.
              Impulse saves you 155 person hours of effort in developing the same functionality from scratch.
              It has 386 lines of code, 25 functions and 7 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Impulse and discovered the below as its top functions. This is intended to give you an instant insight into Impulse implemented functionality, and help decide if they suit your requirements.
            • Load the theme
            • Set window size
            • Change shape
            • Scale the image
            • Set the attribute of the screenlet
            Get all kandi verified functions for this library.

            Impulse Key Features

            No Key Features are available at this moment for Impulse.

            Impulse Examples and Code Snippets

            No Code Snippets are available at this moment for Impulse.

            Community Discussions

            QUESTION

            Instantiating a prefab and then adding a force to it (Projectile) - Unity
            Asked 2021-Jun-14 at 05:42

            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 00:37
            private 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);
                }
            }
            

            Source https://stackoverflow.com/questions/67963486

            QUESTION

            Unity code not allowing character (2D, rigidbody) to turn direction in air. How can I get more air control with this script?
            Asked 2021-Jun-08 at 17:52

            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 17:52

            I 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.

            Source https://stackoverflow.com/questions/67892137

            QUESTION

            unity object so fast it goes through solid matter
            Asked 2021-May-28 at 17:53

            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 17:53

            QUESTION

            In unity 2D c# how to rotate an object like geometry dash?
            Asked 2021-May-28 at 14:42

            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 14:42

            As I mentioned, the example code you posted has one main issue

            Source https://stackoverflow.com/questions/67729473

            QUESTION

            player stutters when moving unity 2d
            Asked 2021-May-16 at 04:39

            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 04:39

            First 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.

            Source https://stackoverflow.com/questions/67547141

            QUESTION

            Unity Jumping issue for 3d fps
            Asked 2021-May-14 at 18:26

            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 18:26

            The 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.

            Source https://stackoverflow.com/questions/67538094

            QUESTION

            I cant communicate between two scripts
            Asked 2021-May-13 at 00:36

            I have 2 files/scripts of code:

            the first one:

            ...

            ANSWER

            Answered 2021-May-13 at 00:13

            In 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.

            Source https://stackoverflow.com/questions/67512371

            QUESTION

            friction not working correctly in my 2d game - unity
            Asked 2021-May-11 at 11:50

            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 11:50

            The 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:

            Source https://stackoverflow.com/questions/67443201

            QUESTION

            Write To Kafka using Apache Beam (GCP Dataflow)
            Asked 2021-May-11 at 06:06

            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 06:06

            The solution was to use explicit type conversion for both key and value.

            Source https://stackoverflow.com/questions/66237116

            QUESTION

            Unity Golf game physics and movement controller
            Asked 2021-May-08 at 13:23

            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 13:23

            Welcome 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.

            Source https://stackoverflow.com/questions/67445338

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

            Vulnerabilities

            No vulnerabilities reported

            Install Impulse

            You can download it from GitHub.
            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.

            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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            https://github.com/ianhalpern/Impulse.git

          • CLI

            gh repo clone ianhalpern/Impulse

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            git@github.com:ianhalpern/Impulse.git

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