MPlayer audio channel (left/right) switching - audio

I'm trying to make an application, media player using mplayer slave mode.
Any clue about switching VCD Karaoke channel (left and right) on the fly, while
the video is playing on the mplayer-slave mode?
Thanks.

[SOLVED]
switching audio track with
LEFT echo "af pan=2:1:1:0:0" > slave_fifo_file
RIGHT echo "af pan=2:0:0:1:1" > slave_fifo_file

I also hard to find this solution and finally found that
af_add pan=2:1:1:0:0
af_add pan=2:0:0:1:1
is working for changing audio channel Left to Right for VCD karaoke channels.
I hope this will help you developing your Karaoke software.
I developed basic music player using mplayer and VB.NET. If you are interested please tell me.

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edit:
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Did it under linux and it showed me it was using x11Grab

Java with usb cam on linux: device not opening

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mergExt - Avoiding that play an audio stops mergAVCamSet

I'm using mergAV to record video on a LiveCode project for iOS. All works fine but when I play an audio mergAVCamSet stops to work and seems it freezes. Is there a way to play audio and have mergAVCamSet continue to work or the two operations collide?
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Is there a way to toggle the "use audio port for" preference with apple script on mac book pro

i wonder if there is a way to change the "use audio port for" setting on the sound preference pane in mac os x. this is a feature, which allows mac book pro users to use their audio jack for sound out- or input.
it's quite a bit annoying, if you always have to open the system preferences and navigate to the sound pane.
I've already tried by myself, but I ain't got any "results". I guess the most desired scripting technology should be "Apple Script" to perform this task.
I'm completly new to apple script.
Is there anybody which have a solution in mind? I stuck at the point of obtaining the name of this preference id.
I couldn't find any helpful information regarding this problem so far.
Thanks for any help.
N.
Alt-click the volume icon in your menubar. There you can select to use the port for output or input.

Cocos2d - SimpleAudioEngine - Sound is not playing on iPhone

Recently I have a problem with playing my soundeffects using CocosDenshion. The sound is playing on the iPhone Simulator, but not on my own device. I am not sure what I am doing wrong. Off course I checked if my speakers are still working, but they do while using other apps or the iPod Library.
I just use this simple code:
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I double checked the name of the file and it indeed is button.wav.
I hope someone can help me out.
I had the same problem recently and I've figured it out.
I' m using Xcode 4.3.2 and there seems to be a bug.
Not all resources you add (drag) to the project are by default added to the target.
When you add a resource, make sure that (apart from checking the copy items into destination checkbox) you also check the add to target checkbox.
You can check if the resources has been added to the bundle by clicking on the target icon. In the Build Phases tab, check if the sound files are included in the Copy Bundle Resources.
If not, add them manually (+add target)
You might try preloading the sound effects, at some earlier point in the program, as otherwise it has to load the sound effect before it can play it. You could create a splashScreen scene that is the first scene and loads all your assets and then transitions to the first "actual" scene.
SimpleAudioEngine *engine = [SimpleAudioEngine sharedEngine];
[engine preloadEffect:#"Example-Sound.caf"];
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I have the same problem and find here. But I fix it by myself.
If you reinstall ios for ipad. the default switch(upon the volume) is default as "mute volume" method. Maybe I change it to "rotation" method when it is mute. It lead to all cocos2d can't play sound any more. So I turn the method back and set mute off. And then SimpleAudioEngine works well. It is ios system's bug.
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