How can I access to the audio of the pc and set it to a variable in C++ or python? I'd like to do a wallpaper that changes with the music (like in wallpaper engine but on my own).
I searched in many websites but I didn't find anything useful
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The Microsoft documentation for the WAVEOUTCAPS struct lists a number of formats that an audio device can support:
I do not see any 24-bit variables listed here, although through I have confirmed my sound card is capable of opening a 24-bit output with a call to WaveOutOpen (and playing 24bit audio files through that output).
I'm guessing that Microsoft defined additional variables somewhere for 18/20/24/32/48/64 bit output, but I can't find them. I tried searching on the net and nothing came up, and I tried using Visual Studio to search for variables in my current name space that start with "WAVE_FORMAT_" but did not find any additionally defined formats that way.
Is it possible to check for 4/18/20/24/32/48/64 bit output availability on Windows using the function WaveOutGetDevCap(), or any similar function? If so, how?
waveOutXxx is legacy API you, generally speaking, should not be used nowadays. This API is an emulation layer on top of real audio API and does not have to support 24-bit scenarios which did not exist at the time of waveOutXxx. There are no specific new constants defined for newer formats and there are so many of them that there cannot be a separate bit for every one.
You can compose a WAVEFORMATEX structure that describes your high bitness format (you would typically use WAVEFORMATEXTENSIBLE variant of it) and check it against waveOutOpen function.
Or, rather, use WASAPI and IAudioClient::Initialize, see Rendering a Stream for details and the way WAVEFORMATEX structure is used there.
I have several folders with photos, each having 6-15 images. They are vacation photos or family gatherings etc.
I would like to write a Linux script (in shell or Perl) that creates videos from these images, using nice transitions like "page flip" or "rotate and fly away" and such.
I also want to overlay .mp3 sound over the photos.
People do this all the time with menu based video editing software, but I want to do so programmatically.
What would be your suggestion how to programmatically create a video from still images with various video effects?
I can program in Bash, Perl and C++, and I need something that can work on Linux.
When i try to take a screenshot of my desktop I found the area of the Windows Media Player window was empty, nothing in it, I google for it for a while and found that most of video players user Overlay surfaces for performance, and overlay surfaces can not be caputured, so some ideas come out said to disable the DDraw accelaration so that you can grap an still image from a live video, but when the player was launched, it's already use the hardware accelaration, even i disable hardware accelaration, it will not take effect until i relaunch the player, my question is: how to capture a image from a live video without diasble the ddraw accelaration? or how to make the settings(disable hardware accelaration) work work without relaunch the video player?
I won't play the vedio with my program, i just want to take a still
image while it is played by a 3rd party player such as Windows Media
Player or Real player etc...
I want to do this programatically, say
by C/C++ and DirectX, so I don't want to use any exsisting software
or tools
No matter which player in use, my program should capture it, I know some tool can do this like CapTrue and tencent qq, so i think it is possible to do so.
A workaround can be to use vlc to play your file. It gives a screenshot option in it directly.
AFAIK, this is an intentional "feature" in WMP, for protection. If you need to have WMP, then you need a decent screengrabber. Unfortunately, the ones I know like hypersnap are not free.
If you only want a screengrab of a frame, VLC is your friend, like #zdd said.
I was wondering if there was a tool similar to jCrop, with the exception that instead of an image I'd allow the user to crop an audio file? Google didn't give me any useful results sadly :(
The reason why I'm asking is that I'm making a tool to convert audio files to popular ringtone formats, and only letting the user specify the offsets in numbers is somewhat inconvenient. Obviously the tool doesn't have to be in javascript - anything that fits into a website is ok.
Here's a browser-based audio editor written in Flash that you could probably adapt (it supports cropping):
http://www.hisschemoller.com/2010/audio-editor-1-0/
One thing I found a bit confusing is that you have to hold down the play button on the editor to play the full sound.
There is a 2d-game based on Direct3D. This game has a lot of graphics and animations. What is the best way to extract animation image sequences from the running game (e.g. using memory dump)? Is there any special tools for such purposes?
Depending on what you call 'the best'
FRAPS - http://www.fraps.com/
Allows you to capture screen shots which you can edit the frames out of.
Alternatively you may be able to use graphical debugging tools like PIX (http://msdn.microsoft.com/en-us/library/bb173085(VS.85).aspx) to capture the graphical commands and pull the textures out directly (games often disable PIX support on release though).
Or, try and pull the images directly out of the files (they have to be loaded somewhere and file formats are usually pretty easy to reverse engineer).
NB: I'm assuming by 2D game you don't mean actually really mean 3D assets but 2D game play.
I don't know if it can work on full screen mode, but with a desktop screen recorder tool like CamStudio you can record the animation in uncompressed avi format.
With an extra tool for video processing you can do whatever you want with the captured frames.
there is a tool which can extract the resource files from many popular games and binary formats: Game file explorer.
Saves you the trouble of screen grabbing