sound | 🔊 A Vue composable for playing sound effects | REST library
kandi X-RAY | sound Summary
kandi X-RAY | sound Summary
If you want to take a quick look at the composable in effect, you should visit the demo. This package is a Vue version of the useSound React hook by joshwcomeau.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of sound
sound Key Features
sound Examples and Code Snippets
public void playSound(AudioInputStream stream, float volume) {
init();
// Walk the pending requests.
for (var i = headIndex; i != tailIndex; i = (i + 1) % MAX_PENDING) {
var playMessage = getPendingAudio()[i];
if (playMessage.
public static void main(String[] args) {
String audioFilePath = "AudioFileWithWavFormat.wav";
// Clip can not play mpeg/mp3 format audio. We'll get exception if we run with below commented mp3 and mpeg format audio.
// String
Community Discussions
Trending Discussions on sound
QUESTION
I have a question about how rebasing works in git, in part because whenever I ask other devs questions about it I get vague, abstract, high level "architect-y speak" that doesn't make a whole lot of sense to me.
It sounds as if rebasing "replays" commits, one after another (so sequentially) from the source branch over the changes in my working branch, is this the case? So if I have a feature branch, say, feature/xyz-123
that was cut from develop
originally, and then I rebase from origin/develop
, then it replays all the commits made to develop
since I branched off of it. Furthermore, it does so, one develop
commit at a time, until all the changes have been "replayed" into my feature branch, yes?
If anything I have said above is incorrect or misled, please begin by correcting me! But assuming I'm more or less correct, I'm not seeing how this is any different than merging in changes from develop
by doing a git merge develop
. Don't both methods result with all the latest changes from develop
making their way into feature/xyz-123
?
I'm sure this is not the case but I'm just not seeing the forest through the trees here. If someone could give a concrete example (with perhaps some mock commits and git command line invocations) I might be able to understand the difference in how rebase works versus a merge. Thanks in advance!
...ANSWER
Answered 2021-Jun-15 at 13:22" It sounds as if rebasing "replays" commits, one after another (so sequentially) from the source branch over the changes in my working branch, is this the case? "
Yes.
" Furthermore, it does so, one develop commit at a time, until all the changes have been "replayed" into my feature branch, yes? "
No, it's the contrary. If you rebase your branch on origin/develop
, all your branch's commits are to be replayed on top of origin/develop
, not the other way around.
Finally, the difference between merge and rebase scenarios has been described in details everywhere, including on this site, but very broadly the merge workflow will add a merge commit to history. For that last part, take a look here for a start.
QUESTION
I'm trying to select a div that has the class eg. "keyA" which is the code the letter A is asigned.
I have a lot of divs like this and I need to access them but when I try to get them with queryselector, console says the value is null.
I thought since .${e.code}
is the same string as the class, it would work.
HTML:
...ANSWER
Answered 2021-Jun-15 at 03:38CSS Classes are case sensitive. e.code
returns the String in the format of "Key{key}', and since your class name isn't capitalized, it isn't selected.
Change the class name so have a capital K (e.g, "KeyA
").
QUESTION
I've been making a game using Unity and I added a slow motion function. Afterwards, when I added audio, I wanted to change the pitch of all audio whenever the slow motion function ocurred, but I can't seem to do it. I've been using Brackey's audio tutorial (here if you wanna see it) to guide me into using audio in Unity
Here is my audio manager:
...ANSWER
Answered 2021-Jun-15 at 06:15I wanted to change the pitch of all audio
If you want to change the pitch of any song at runtime you can simply use the source
of type AudioSource
that is saved in the sound class and edit it's values directly.
If you then do this as a foreach loop, in your soundManager
class, with each song in your array, you can pitch down all of them.
Change All Pitch Values:
QUESTION
I have a sound that I wish to play.
My code;
...ANSWER
Answered 2021-Jun-15 at 04:42Do not stop
a sound, but pause
it with pygame.mixer.Channel.pause
:
QUESTION
given the following model
...ANSWER
Answered 2021-Feb-19 at 17:39You can make a .union(…)
[Django-doc] to construct the uion of the two querysets. This is thus:
QUESTION
zebra_owner(Owner) :-
houses(Hs),
member(h(Owner,zebra,_,_,_), Hs).
water_drinker(Drinker) :-
houses(Hs),
member(h(Drinker,_,_,water,_), Hs).
houses(Hs) :-
length(Hs, 5), % 1
member(h(english,_,_,_,red), Hs), % 2
member(h(spanish,dog,_,_,_), Hs), % 3
member(h(_,_,_,coffee,green), Hs), % 4
member(h(ukrainian,_,_,tea,_), Hs), % 5
adjacent(h(_,_,_,_,green), h(_,_,_,_,white), Hs), % 6
member(h(_,snake,winston,_,_), Hs), % 7
member(h(_,_,kool,_,yellow), Hs), % 8
Hs = [_,_,h(_,_,_,milk,_),_,_], % 9
Hs = [h(norwegian,_,_,_,_)|_], % 10
adjacent(h(_,fox,_,_,_), h(_,_,chesterfield,_,_), Hs), % 11
adjacent(h(_,_,kool,_,_), h(_,horse,_,_,_), Hs), % 12
member(h(_,_,lucky,juice,_), Hs), % 13
member(h(japanese,_,kent,_,_), Hs), % 14
adjacent(h(norwegian,_,_,_,_), h(_,_,_,_,blue), Hs), % 15
member(h(_,_,_,water,_), Hs), % one of them drinks water
member(h(_,zebra,_,_,_), Hs). % one of them owns a zebra
adjacent(A, B, Ls) :- append(_, [A,B|_], Ls).
adjacent(A, B, Ls) :- append(_, [B,A|_], Ls).
...ANSWER
Answered 2021-Jun-14 at 21:46The houses list Hs
is not empty at all, ever. It is created right at the very beginning with
QUESTION
I'm trying to play a sound just once when a marker is detected with the A-frame and AR.JS libraries.
I'm trying the code lines below but the sound is playing indefinite.
...ANSWER
Answered 2021-Jun-14 at 20:56It's playing indefinetely, because once it's visible - on each render loop you call playSound()
.
If you add a simple toggle check - You'll get your "once per visible" result:
QUESTION
Is there a way to expose an array of undetermined size to the blueprint editor so that the level/game designer can adjust the size of the array?
In my example, I want an array of gunshot sound effects.
In my header file I have this:
...ANSWER
Answered 2021-Jun-14 at 20:47You can use a TArray. TArrays are the default array the editor uses within blueprints.
QUESTION
I have the requirement to be able to present a document on a website, in the browser. (not download it) and well the way I know to tackle this (without paying to 3rd parties software) is an Iframe, but that sounds like a really old practice. I'm currently developing an application on Blazor and .net5 and sounds really wrong to put an iFrame in there, can you guys provide me input for better practices or just your thoughts?
Thanks in advance.
Edit: Im trying to use them to present doc, docx, pdf and pngs in a blazor application with .net5
...ANSWER
Answered 2021-Jun-14 at 17:41Honestly, after days of research, I'm trying to talk the team into the idea of creating an API dedicated to Docs, and as part of that effort would migrate documents to AWS S3 or azure blob storage. We will introduce Aspose for rendering and separate the Issue.
Why? because all the solutions I have seen to support doc and Docx in .net5 are really hacky and I can see lacks in terms of security. And I would not recommend anyone to try to do the approach I was looking to do at the begging of this question.
I leave here what experience cause this research was pain and I hope this question can still help someone.
QUESTION
I know this question has been asked many times, but I still can't figure out what to do (more below).
I'm trying to spawn a new thread using std::thread::spawn
and then run an async loop inside of it.
The async function I want to run:
...ANSWER
Answered 2021-Jun-14 at 17:28#[tokio::main]
converts your function into the following:
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