Emulator (API 29, Android 10.0, CPU x86)
This happens when I launch a device emulator. Does anyone have an idea of why this is happening? Is more info needed?
6:57 PM Emulator: dsound: Could not initialize ADC
6:57 PM Emulator: dsound: Could not create capture buffer
6:57 PM Emulator: dsound: Reason: No sound driver is available for use, or the given GUID is not a valid DirectSound device ID
6:57 PM Emulator: audio: Failed to create voice `goldfish_audio_in'
6:57 PM Emulator: C:\Users\deus\AppData\Local\Android\Sdk\emulator\qemu\windows-x86_64\qemu-system-x86_64.exe: warning: opening audio input failed
6:57 PM Emulator: dsound: Could not initialize ADC
6:57 PM Emulator: dsound: Could not create capture buffer
6:57 PM Emulator: dsound: Reason: No sound driver is available for use, or the given GUID is not a valid DirectSound device ID
6:57 PM Emulator: audio: Failed to create voice `adc'
It's your new Windows 10 Update. I couldn't figure it out for the life of me! I looked at 4 pages of results on Google and only saw the same old crap. So, here we go.
To Fix: Click Start, go to ⚙ Settings> Privacy Settings> Microphone. Turn On "Allow apps to access your microphone"
Related
I compile and run QT5 example from here
https://doc.qt.io/qt-5/qtmultimedia-multimedia-audioinput-example.html
On other PC it runs just fine, but on my current PC Windows 10 seems don't allow me to use microphone.
I am double check and mic works fine in skype and other apps.
When i run example it show me all my mics:
as you can see, it detects all mics in system.
But when it starts or when i change mic from list i have this errors in debug, and mic did not work and program did not show any activity:
QAudioInput: failed to open audio device
QAudioInput: failed to open audio device
QObject::connect(QIODevice, Unknown): invalid nullptr parameter
QAudioInput: failed to open audio device
QAudioInput: failed to open audio device
QObject::connect(QIODevice, Unknown): invalid nullptr parameter
I found cause - Kaspersky KES 11 component - Intrusion detection.
After i disable it microphone begins works just fine. So if you use this antivirus just disable this component when you develop apps on qt5.
Even if you add program to group "trusted", when recompile program you need to regroup it again, because it crc changed each time you compile program.
I am a newbie to ARCore development with Sceneform using Android Studio. As I don't have any compatible device, I am trying to test the development using the built-in emulator but the rear camera (set to Virtualscene) seems to be buggy as the scene will frequently distorted.
Tried with several different ARCore sample programs, and emulated different android devices (Pixel 2 XL API 28, Pixel 2 XL API 27 & Pixel API 27), but still facing the same problem. OpenGL has been set to renderer maximum (Up to 3.1).
I suspect it is due to hardware limitation, but is there any way that I can solve this problem? Thanks.
My laptop specs:
OS: Windows 10 Home
CPU: Intel Core i5-7200U # 2.5GHz
RAM: 8.0GB DDR4
GPU: Intel HD Graphics 620
Sample of the emulator bug:
Logcat snippet:
08-09 03:22:28.521 5289-5289/com.google.ar.sceneform.samples.solarsystem E/eglCodecCommon: glUtilsParamSize: unknow param 0x00008919
08-09 03:22:28.593 5289-5289/com.google.ar.sceneform.samples.solarsystem W/native: cameras.cc:526 Metadata for GL texture didn't arrive. camera_id=0 status=generic::deadline_exceeded: Timed out waiting for metadata.
08-09 03:22:28.596 5289-5335/com.google.ar.sceneform.samples.solarsystem E/native: camera_image_stream.cc:115 Failed to extract the metadata or correct the timestamp, status=generic::deadline_exceeded: Timed out waiting for metadata.
08-09 03:22:28.600 5289-5289/com.google.ar.sceneform.samples.solarsystem E/eglCodecCommon: glUtilsParamSize: unknow param 0x00008919
08-09 03:22:28.602 5289-5289/com.google.ar.sceneform.samples.solarsystem E/eglCodecCommon: glUtilsParamSize: unknow param 0x00008919
08-09 03:22:28.630 5289-5335/com.google.ar.sceneform.samples.solarsystem E/native: camera_image_stream.cc:115 Failed to extract the metadata or correct the timestamp, status=generic::deadline_exceeded: Timed out waiting for metadata.
08-09 03:22:28.657 5289-5289/com.google.ar.sceneform.samples.solarsystem W/native: cameras.cc:526 Metadata for GL texture didn't arrive. camera_id=0 status=generic::deadline_exceeded: Timed out waiting for metadata.
08-09 03:22:28.662 5289-5289/com.google.ar.sceneform.samples.solarsystem E/eglCodecCommon: glUtilsParamSize: unknow param 0x00008919
For your CPU you can see here that need a support for Intel VT-x, maybe is disable. You can see on this post how to enable.
Other option is maybe let the emulator use more RAM.
Tools > Android > AVD Manager
Click in a pen to edit your AVD and in the new dialog click on Show Advanced Settings
NetworkingHololens in the application name and I'm trying to use the SharingService to manipulate a cube over the network.
When I run other apps(without the networking capability), it runs fine on the HoloLens emulator, but when I run this or any other networking app, the following error shows up after the "Made with Unity", and just becomes black.
Updated Logs
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: Microsoft RemoteFX Graphics Device - WDDM (ID=0x2c1)
Vendor: Microsoft
VRAM: 639 MB
Initialize engine version: 2017.1.1f1 (5d30cf096e79)
'Cube HoloLens Networking.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\CubeHoloLensNetworkingVS.Debug_x86.Abhijit\UnityEngineProxy.dll'. Cannot find or open the PDB file.
'Cube HoloLens Networking.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\CubeHoloLensNetworkingVS.Debug_x86.Abhijit\System.Linq.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'Cube HoloLens Networking.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\Users\DefaultAccount\AppData\Local\DevelopmentFiles\CubeHoloLensNetworkingVS.Debug_x86.Abhijit\System.Reflection.Extensions.dll'. Module was built without symbols.
The following GlobalManagers were stripped from the build (Either because they're not used or not supported on this platform):
NetworkManager
MasterServerInterface
ClusterInputManager
CrashReportManager
If your machine has multiple graphics adapters, Unity may have created a WindowContext on the wrong adapter. If you experience a black screen when playing, please restart the Editor.
(Filename: C:/buildslave/unity/build/Runtime/VR/VRDevice.cpp Line: 219)
d3d11: failed to create buffer (target 0x1 mode 2 size 4194304) [0x887A0005]
d3d11: attempt to lock null buffer
Assertion failed on expression: 'm_Buffer != NULL'
(Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/BufferD3D11.cpp Line: 174)
The program '[740] Cube HoloLens Networking.exe' has exited with code -1073741819 (0xc0000005) 'Access violation'.
I was hoping anyone could help me out with this.
I am trying to deploy a Windows 10 app to a Lumia 635 running 10.0.10586.11 and I get this error:
Error : DEP6100 : The following unexpected error occurred during bootstrapping stage 'Connecting to the device 'DEVICE GUID'.': SEHException - External component has thrown an exception.
Error : DEP6200 : Bootstrapping 'Device' failed. Device cannot be found. The data necessary to complete this operation is not yet available.
Unlike most, I am capable of deploying to an Emulator, just not the physical device. Based on this question: Error : DEP6200 : Bootstrapping 'Device' failed. Device cannot be found
I verified that Windows Phone 8.1 is installed, and ensured that the latest SDK is installed, so neither of those were solutions. I am able to deploy to physical hardware for desktop/tablet mode, but no go on the Lumia 635.
Installing the latest mobile emulator preview fixed the deployment issue for me.
https://dev.windows.com/en-us/downloads/windows-10-developer-preview
As it turns out, it was an issue with the installation of Windows 10 Mobile on my device. After a reset the deployment works great, and I have deployed dozens of apps to the device.
1/3 Try registry patch
How to develop windows 10 uwp on real device (mobile)?
2/3 Update your UWP Tools. Latest one is '1.2', included at VS2015 Update1 RC. It's go-live. (But RTM ver will be released at 30 Nov.)
https://www.visualstudio.com/en-us/news/vs2015-update1-vs.aspx
3/3 This is just a workaround ... you can use "DevicePortal" to deploy your .appx package to your mobile device directly without Visual Studio.
Following blog is written in Japanese but the screenshots may helps you.
http://ddlgjp.blogspot.jp/2015/10/deviceportal-uwp-app-win10-mobile.html
Getting an error while playing videos from azure media services. For the last 2 weeks i am facing this issue.
In IE, no compatible source found for the current browser environment
(0x10600003),
In firefox,The video playback was aborted due to a corruption problem or because the video used features your browser did not support.
0x10600000 - HTML5 playback issue, or unsupported DRM selected by JS.
0x10600001 - Flash player issue.
0x10600002 - Silverlight player issue.
0x10600003 - Autoselect failed to find a player.
From the gear menu in IE11, select Manage add-ons and ensure Microsoft
Silverlight is installed and Enabled.