Issues regarding playing audio files in a JME midlet - audio

I am making a midlet which is to be used to play out local audio files. It is obviously not working. I am getting a null reference on the "is" variable, in the code snippet shown below.
1. try{
2. System.out.println("path: " + this.getClass());
3. InputStream is = this.getClass().getResourceAsStream("res/01Track.wav");
4. p1=Manager.createPlayer(is, "audio");
5. p1.realize();
6. p1.prefetch();
7. p1.start();
8. }
9. catch(Exception e){
10. System.out.println(e.getMessage());
11. }
I assume there is something wrong with the "this.getClass().getResourceAsStream("res/01Track.wav")" bit, but I can not for the life of me figure out why, and I have tried referring to the file in 20 different ways.
If I printline "this.getClass()" it gives me "path: class Mp3spiller". The absolute path to "01Track.wav" is "E:\Mine dokumenter\Dokumenter\workspace_mobiljava\Mp3spiller\res\01Track.wav". Am I completely wrong in thinking that I should refer relatively to "E:\Mine dokumenter\Dokumenter\workspace_mobiljava\Mp3spiller"?
If anyone could point out what I am doing wrong, I would be grateful. I have basically stolen the code from a tutorial I found online, so I would have thought it would be working.

the player initialization is wrong...
second parameter takes the mime type for the stream you are playing.
hence it should be
p1=Manager.createPlayer(is, "audio/wav");
otherwise everything seems ok... if you have added the resouce folder according to the
Vivart's last comment.
hope this helps...

Related

Adding integers with the eval function is returning an error. (Nodejs)

Please don't ask me not to use eval, this isn't going to be public anyways.
I've made a chatting website, and I have implemented a "!eval" command (admin only), whatever is after it is run. I can use "!eval '2'+'2'" (Strings added), but not "!eval 2+2." The error returned is .
I've console.logged the input to the eval, and it returned exactly what I wanted: "1+1." I've looked around for this, but it seems like no one else had this problem before. A solution (more like a debugging one) is that I tried "eval('1+1')" and returned the same error. Any thoughts? Thanks in advance.
(I forgot to add what I was expecting)
I was expecting this.
VLAZ pointed out in the comments that it must be another piece of code, which he is correct. I was encrypting the messages so it can be sent securely to the client, and it only takes a string. I added
if (typeof(results) != 'string'){
results = String(results)
}
and it seemed to work, Thanks!

ExtendScript: 'Undefined is not an object' error everywhere?

So I just checked out some ExtendScript code I wrote a few weeks back to finish the After Effects script I was working on.
I tried to compile, and now I get these 'Undefined is not an object' errors at various points in my code.
I won't post the full script now. Don't think that'd help the situation. Just why are these errors happening at all anyway? I didn't have them when I wrote the script, and now that I open it back up they're there. I really don't get it.
Anyway, let's take a look at e.g. this part of my code:
var projectCompNames = new Array ();
var projectCompObjects = new Array ();
var scriptPath = ((new File($.fileName)).parent).toString();
var i;
// get a list of all compositions in the project and write them into an array
for (i = 1; i <= app.project.numItems; i++) {
if (app.project.item(i) instanceof CompItem) {
projectCompNames.push(app.project.item(i).name);
projectCompObjects.push(app.project.item(i));
}
}
So as the comment suggests, this gets all the compositions in the project and writes them into an array. Worked fine when I worked on the script, now it doesn't.
This part:
app.project.numItems
Apparently produces the error 'Undefined is not object.' because if I change the code to this:
for (i = 1; i <= 5; i++) {
if (app.project.item(i) instanceof CompItem) {
projectCompNames.push(app.project.item(i).name);
projectCompObjects.push(app.project.item(i));
}
}
The error is gone. In the first line. Same error in the second line. Then I can fix it by using some random integers for the if condition and the error continues to be there. In any line of my code. All over it. I'm quite desperate here. No idea where this is coming from. Is there something wrong with the compiler? Should I reinstall the ExtendScript Toolkit? I mean, this is really odd.
If anyone knows why this is happening, I'd much appreciate the help. If I don't figure this out, I'm going to have to start over again with the script. I can't possibly debug that error at like 50 different places in my code, especially because it's so random.
Edit: Because I started the ExtendScript Editor individually and not from AE I had to link the editor to AE myself. I just didn't do that. If you launch it from the AE UI it does that automatically.
This is what I'm talking about. It was the only reason the compiler was freaking out. Quite obvious when all After Effects specific variables and functions weren't loaded.

Grab an image from willOutputSampleBuffer or related?

So, Brad Larson is awesome. I'm using his GPUImage library since he optimized the CGContextCreateImage for video output to instead render straight into OpenGL. Then he rewrote it to be even more amazing, and half the questions are outdated. The other half have the new callbacks, Like this question, but for the life of me, I can't get the video frames callback to not be nil. (the CMSampleBuffer to CIImage functions)
I know I have to "tag the next frame" to be kept in memory, thanks to his blog. I also know I process it (but GPUImageVideo also does that), then I grab from the framebuffer. Still nill.
The capture command that's supposed to auto-filter it into a CGImage, from the CGImagePicture's processImageUpToFilter function seems to be what I want, and I've seen it mentioned, but I am lost as to how to hook up the output to its frameBuffer.
Or should I use GPUImageRawDataOutput, and how to hook up? I've been copying and pasting, editing, experimenting, but unsure if it's just the fact I don't know openGL enough to hook up the right stuff or?
Any help is appreciated. I wouldn't ask, since so many related questions are up here, but I use them and still get nil on the output.
Here is my current try:
func willOutputSampleBuffer(sampleBuffer: CMSampleBuffer!) {
gpuImageVideoCamera.useNextFrameForImageCapture()
//Next line seems like a waste, as this func is called in GPUImageVideoCamera already.
gpuImageVideoCamera.processVideoSampleBuffer(sampleBuffer);
if let image = gpuImageVideoCamera.imageFromCurrentFramebuffer()
{
//it's nil
}
}
It seems to use the filter instead, and useNextFrame should be AFTER processing to not go super-slow.
Inside of willOutputSampleBuffer, this is it.
if let image = transformFilter.imageFromCurrentFramebuffer()
{
// image not nil now.
}
transformFilter.useNextFrameForImageCapture(); //enusre this comes after
This has given us stunning speeds that beat Google's p2p library. Brad, thanks, everyone should support your efforts.

FMOD surround sound openframeworks

Ok, I hope I don't mess this up, I have had a look for some answers but can't find anything. I am trying to make a simple sampler in openframeworks using the FMOD sound player in 3D mode. I can make a single instance work fine (recording a new file using libsndfilerecorder and then playing it back and moving it in surround.
However I want to have 8 layers of looping audio that I can record and replace one layer at a time in a live show. I get a lot of problems as soon as I have more than 1 layer.
The first part of my question relates to the FMOD 3D modes, it is listener relative, so I have to define the position of my listener for every sound (I would prefer to have head relative mode but I cannot make this work at all. Again this works fine when I am using a single player but with multiple players only the last listener I update actually works.
The main problem I have is that when I use multiple players I get distortion, and often a mix of other currently playing sounds (even when the microphone cannot hear them) in my new recordings. Is there an incompatability with libsndfilerecorder and FMOD?
Here I initialise the players
for (int i=0; i<CHANNEL_COUNT; i++) {
lvelocity[i].set(1, 1, 1);
lup[i].set(0, 1, 0);
lforward[i].set(0, 0, 1);
lposition[i].set(0, 0, 0);
sposition[i].set(3, 3, 2);
svelocity[i].set(1, 1, 1);
//player[1].initializeFmod();
//player[i].loadSound( "1.wav" );
player[i].setVolume(0.75);
player[i].setMultiPlay(true);
player[i].play();
setupHold[i]==false;
recording[i]=false;
channelHasFile[i]=false;
settingOsc[i]=false;
}
When I am recording I unload the file and make sure the positions of the player that is not loaded are not updating.
void fmodApp::recordingStart( int recordingId ){
if (recording[recordingId]==false) {
setupHold[recordingId]=true; //this stops the position updating
cout<<"Start recording Channel " + ofToString(recordingId+1)+" setup hold is true \n";
pt=getDateName() +".wav";
player[recordingId].stop();
player[recordingId].unloadSound();
audioRecorder.setup(pt);
audioRecorder.setFormat(SF_FORMAT_WAV | SF_FORMAT_PCM_16);
recording[recordingId]=true; //this starts the libSndFIleRecorder
}
else {
cout<<"Channel" + ofToString(recordingId+1)+" is already recording \n";
}
}
And I stop the recording like this.
void fmodApp::recordingEnd( int recordingId ){
if (recording[recordingId]=true) {
recording[recordingId]=false;
cout<<"Stop recording" + ofToString(recordingId+1)+" \n";
audioRecorder.finalize();
audioRecorder.close();
player[recordingId].loadSound(pt);
setupHold[recordingId]=false;
channelHasFile[recordingId]=true;
cout<< "File recorded channel " + ofToString(recordingId+1) + " file is called " + pt + "\n";
}
else {
cout << "Sorry track" + ofToString(recordingId+1) + "is not recording";
}
}
I am careful not to interrupt the updating process but I cannot see where I am going wrong.
Many Thanks
to deal with the distortion, i think you will need to lower the volume of each channel on playback, try setting the volume to 1/8 of the max volume. there isn't any clipping going on so if the sum of sounds > 1.0f you will clip and it will sound bad.
to deal with crosstalk when recording: i guess you have some sort of feedback going on with the output, ie the output sound is being fed back into the input channel, probably by the operating system. if you run another app that makes sound do you also get that in your recording as well? if so then that is probably your problem.
if it works with one channel, try it with just 2, instead of jumping straight up to 8 channels.
in general i would try to abstract out the playback/record logic and soundPlayer/recorder into a separate class. you have a couple of booleans there and it's really easy to make mistakes with >1 boolean. is there any way you can replace the booleans with an enum or an integer state variable?
EDIT: I didn't see the date on your question :D Suppose you managed to do it by now. Maybe it helps somebody else..
I'm not sure if I can answer everything of your question, but I can share how I've worked with 3D sound in FMOD. I haven't worked with recording though.
For my own application a user can place sounds in 3D space around himself. For this I only have one Listener and multiple Sounds. In your code you're making a listener for every sound, are you sure that is necessary? I would imagine that this causes the multiple listeners to pick up multiple sounds and output that to your soundcard. So from the second sound+listener, both listeners pick up both sounds? I'm not a 100% sure but it sounds plausible to me.
I made a class to create sound objects (and one listener). Then I use a vector to store the objects and move trough them to render them.
My class SoundBox basically holds all the necessary things for FMOD
Making a "SoundBox" object and adding it to my soundboxes vector:
SoundBox * box = new SoundBox(box_loc, box_rotation, box_color);
box->loadVideo(ofToDataPath(video_files[soundboxes.size()]));
box->loadSound(ofToDataPath(sound_files[soundboxes.size()]));
box->setVolume(1);
box->setMultiPlay(true);
box->updateSound(box_loc, box_vel);"
box->play();
soundboxes.push_back(box);
Constructor for the SoundBox. I use a similar constructor in the same class for the listener, but since the listener will always be at the origin for me, it doesn't take any arguments and just sets all the listener locations to 0. The constructor for the listener only gets called once, while the one for the Sound gets called whenever I want to make a new one. (don't mind the box_color. I'm drawing physical boxes in this case..):
SoundBox::SoundBox(ofVec3f box_location, ofVec3f box_rotation, ofColor box_color) {
_box_location = box_location;
_box_rotation = box_rotation;
_box_color = box_color;
sound_position.x = _box_location.x;
sound_position.y = _box_location.y;
sound_position.z = _box_location.z;
sound_velocity.x = 0;
sound_velocity.y = 0;
sound_velocity.z = 0;
Then I just use a for loop to loop trough them and play them if they're not playing. I also have some similar code to select them and move then around.
for(auto box = soundboxes.begin(); box != soundboxes.end(); box++){
if(!(*box)->getIsPlaying())
(*box)->play();
}
I really hoped this helped. I'm not a very experienced programmer but this is how I got FMOD with multiple sounds to work in OpenFrameworks and hope you can use some of it. I just dumped as much of my code as I could :D
My main suggestion is to make one listener instead of more. Also having a class for making the sounds is useful if you, for instance, want to relocate the sounds after the initial placement.
Hope it helps and good luck :)

Guide.ShowSignIn(1, false) Value not in range exception

In a new Xna game I wroted this:
GamerServicesComponent gsc = new GamerServicesComponent(this);
gsc.Initialize();
Components.Add(gsc);
if(!GamerServicesDispatcher.IsInitialized)
GamerServicesDispatcher.Initialize(Services);
And in the Update method
if (Keyboard.GetState().IsKeyDown(Keys.S))
if (!Guide.IsVisible)
Guide.ShowSignIn(1, false); // true doesn't solve it nor 2 or 4 as paneCount
I'm receiving a
Value does not fall within the expected range.
Anybody?
It seems that Guide.ShowSignIn() can't be used anymore. I Don't know the reason nor if it is really true. But I couldn't get it working with ShowSignIn.
The way I had to login was by pressing the Home button.
The Guide will appear and you can simply follow the Guide to login.
Waiting a few frames before calling Guide.ShowSignIn() works for me. I don't call it until my game has loaded all assets and at least I frame has been rendered.

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