PlayAudioFile | play audio file using AVAudioFile AVAudioEngine | Audio Utils library
kandi X-RAY | PlayAudioFile Summary
kandi X-RAY | PlayAudioFile Summary
example how to play audio file using AVAudioFile, AVAudioEngine, AVAudioPlayerNode. besides playing audio it captures samples using AVAudioPCMBuffer also it draws audio file wave form in DisplayView.
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QUESTION
I have a Discord Bot that plays an Audiofile on command in a voice channel. When that file doesnt exist, i want to handle it via try / except
- problem is,
discord.FFmpegPCMAudio
just prints res/mp3s/asff.mp3: No such file or directory
directly to console, instead of triggering the except
part.
The thing i do not understand though: When i put open(filename, r)
into the same function, it correctly returns [Errno 2] No such file or directory
and triggers my except
handling.
Why do two functions in the same place that both try to access a file give two different results to my exception handling, and how can i prevent it? My first easy solution would be to manually os.path.exist()
before calling the function, but i want to know why im having this issue in the first place.
This is roughly what my code looks like, not directly reproducable of course because youd need a running discord bot...
...ANSWER
Answered 2020-Sep-07 at 17:15The default behaviour for Discord is to catch all exceptions, and print them to your console instead. You can, however, overwrite the default error handler by creating your own using on_command_error()
. Here's a basic example of a custom error handler to get you started.
This way, you can check the type of the exception that was caught using an if-statement
(to handle every type of exception differently), and do with it what you want.
QUESTION
I'm trying to learn and play a bit with Xamarin :) I wanted to play a simple sound at the end of a certain time and in part I succeeded, this works on the android and ios emulators but when I try to build the app on my iPhone this crush at the moment of sound reproduction!
the code I wrote I copied from here!
so my code is this:
iAudio.cs :
...ANSWER
Answered 2020-Jan-09 at 02:26I have checked this code , it works in my site . Invoking the play method as follow :
QUESTION
I'll start with a simple "playground" view controller class I've made that demonstrates my problem:
...ANSWER
Answered 2017-Dec-21 at 01:20After some searching I've found the problem. The issue lies in the audio engine's inputNode singleton. From the docs:
The audio engine creates a singleton on demand when inputNode is first accessed. To receive input, connect another audio node from the output of the input audio node, or create a recording tap on it.
Plus a reference to the format issue I was experiencing:
Check the input format of input node (specifically, the hardware format) for a non-zero sample rate and channel count to see if input is enabled.
In my playground class, the flow for triggering audio file playback never accesses the engine's inputNode before it creates an "active chain" with:
QUESTION
I am using MediaElementAudioSourceNode
to play audio files (refer to this question) and it works as expected but I have a doubt about on how can I dispose the Node after it has been disconnected.
Currently I have this code:
...ANSWER
Answered 2018-Jan-29 at 16:47There isn't currently any way to do this: https://github.com/WebAudio/web-audio-api/issues/1202
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