home theater – Connect Sony DAV-HDX589W to powered subwoofer from Dayton Audio SUB1200

I have a Sony Surrounds System DAV-HDX589W from around 2008. I’d like to connect a Dayton Audio SUB1200 to it. Is this possible?

The Sony system has a sub out that has only 2 wires that goes to the subwoofer. The Dayton Audio has high level inputs (for left and right speakers: total of 4 wires) and an RCA port.

Please adivse.

logging – Obtain log of when audio starts and stops

I want to get a list of timestamped events for when the audio player starts and stops. By “audio player” I mean the one that is common for all apps that you see when you pull down the notification bar in Android 11. So when audio that is not system notifications start or stop.

Any way of doing it would be okay. Either an app or through adb and system logs, or something else. As far as I can tell, Android destroys logs from before that last reboot, but I might be wrong about this. If I can access old logs, that would be a solution.

unity – How can I integrate between the audio volumes settings in the main menu scene and the audio in the game scene?

I have two scenes only : Main Menu and Game
In the Game scene I keep all the game data and gameplay stuff.

In the Main Menu scene I have two sliders for volumes. One for the music and one for the sfx effects.
Both volumes and sliders are working fine and save the music/sfx volumes.

The problem is that the music in the main menu is not the same background music in the game scene.
Same for the sfx effect. In the main menu I just took some sfx effect and playing it when changing the volume.
In the game scene the background music is another one and I have also many audio sources with sfx effects. For example on the player I have a audio source with foot steps audio. On my droid I have audio source with shooting audio clip and so on.

What I want to do in my logic is when I change the volume/s in the main menu that it will effect the volume/s also in the game scene.

When the game start first time the main menu scene is loading and playing a music. Then when making a new game or loading a game the main menu is unloaded and the game scene is loaded with his own music and effects.

I also have in the game scene a script to return to the main menu with the escape key and back to the game. It’s a script for pausing/resuming the game and I want to pause/resume the game audio as well.
When making escape key and the game pause I want to pause also the audio in the game scene when pressing escape again back to the game to resume the audio from the last point.

This screenshot show the main menu with the two audio sources for music and sfx :

Main Menu audio settings

And this is the settings script in the main menu that control also the audio volumes :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.UI;
using TMPro;
using System;
using UnityEngine.Events;
using System.Linq;

public class Settings : MonoBehaviour
{
    (SerializeField) private AudioSource() audioSources;
    public AudioMixer audioMixer;
    public TMP_Dropdown resolutionDropdown;
    public TMP_Dropdown qualityDropdown;
    public Text musicText;
    public Text sfxText;
    public Slider() audioSliders;
    public Toggle fullScreenToggle;

    private Resolution() resolutions;

    private void Awake()
    {
        audioSources = GetComponents<AudioSource>();

        resolutionDropdown.onValueChanged.AddListener(new UnityAction<int>(index =>
        {
            PlayerPrefs.SetInt("resolutionvalue", resolutionDropdown.value);
            PlayerPrefs.Save();

        }));

        qualityDropdown.onValueChanged.AddListener(new UnityAction<int>(index =>
        {
            PlayerPrefs.SetInt("qualityvalue", qualityDropdown.value);
            PlayerPrefs.Save();

        }));

        fullScreenToggle.onValueChanged.AddListener(new UnityAction<bool>(index =>
        {
            PlayerPrefs.SetInt("fullscreen", boolToInt(fullScreenToggle.isOn));
            PlayerPrefs.Save();

        }));
    }

    private void Start()
    {
        qualityDropdown.value = PlayerPrefs.GetInt("qualityvalue");

        var resolutions = Screen.resolutions.Where(resolution => resolution.refreshRate == 60).ToArray();
        resolutionDropdown.ClearOptions();

        List<string> options = new List<string>();

        int currentResolutionIndex = 0;
        for(int i = 0; i < resolutions.Length; i++)
        {
            string option = resolutions(i).width + " x " + resolutions(i).height;
            options.Add(option);

            if(resolutions(i).width == Screen.currentResolution.width &&
                resolutions(i).height == Screen.currentResolution.height)
            {
                currentResolutionIndex = i;
            }
        }

        resolutionDropdown.AddOptions(options);
        resolutionDropdown.value = PlayerPrefs.GetInt("resolutionvalue", currentResolutionIndex);
        resolutionDropdown.RefreshShownValue();

        float musicvolume = PlayerPrefs.GetFloat("musicvolume");
        float sfxvolume = PlayerPrefs.GetFloat("sfxvolume");

        musicText.text = musicvolume.ToString();
        sfxText.text = sfxvolume.ToString();
        audioSliders(0).value = musicvolume / 100f;
        audioSliders(1).value = sfxvolume / 100f;

        fullScreenToggle.isOn = intToBool(PlayerPrefs.GetInt("fullscreen", 0));
        
    }

    public void SetResolution(int resolutionIndex)
    {
        if (resolutions != null)
        {
            Resolution resolution = resolutions(resolutionIndex);
            Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
        }
    }

    public void SetMusicVolume(float volume)
    {
        audioMixer.SetFloat("musicvol", Mathf.Log10(volume) * 20);
        musicText.text = Math.Round(volume * 100, MidpointRounding.AwayFromZero).ToString();

        PlayerPrefs.SetFloat("musicvolume", (float)Math.Round(volume * 100, MidpointRounding.AwayFromZero));
    }

    public void SetSfxVolume(float volume)
    {
        audioMixer.SetFloat("sfxvol", Mathf.Log10(volume) * 20);
        sfxText.text = Math.Round(volume * 100, MidpointRounding.AwayFromZero).ToString();

        PlayerPrefs.SetFloat("sfxvolume", (float)Math.Round(volume * 100, MidpointRounding.AwayFromZero));

        if (!audioSources(1).isPlaying)
            audioSources(1).Play();
    }

    public void SetQuality(int qualityIndex)
    {
        QualitySettings.SetQualityLevel(qualityIndex);
    }

    public void SetFullscreen(bool isFullscreen)
    {
        Screen.fullScreen = isFullscreen;        
    }

    int boolToInt(bool val)
    {
        if (val)
            return 1;
        else
            return 0;
    }

    bool intToBool(int val)
    {
        if (val != 0)
            return true;
        else
            return false;
    }
}

At lines 97 and 105 I’m setting and saving the volumes : function SetMusicVolume and SetSfxVolume.
The music and sfx are working fine in the main menu.

Now the Game scene :

In the Game scene I have this script to pause the game and to resume, still without the audio pause/resume part that I’m not sure how to do : And also here it should keep the changes of the volumes in both scenes in case I press the escape key and make changes in the main menu and then back to the game scene it should resume the audio but also to apply the volume/s changes if made :

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class BackToMainMenu : MonoBehaviour
{
    public GameObject() objsToDisable;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (Time.timeScale == 0)
            {
                DisableEnableUiTexts(true);
                SceneManager.UnloadSceneAsync(0);
                Cursor.visible = false;
                Time.timeScale = 1;
            }
            else
            {
                Time.timeScale = 0;
                MenuController.LoadSceneForSavedGame = false;
                SceneManager.LoadScene(0, LoadSceneMode.Additive);
                SceneManager.sceneLoaded += SceneManager_sceneLoaded;

                Cursor.visible = true;
            }
        }
    }

    private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
    {
        DisableEnableUiTexts(false);
    }

    private void DisableEnableUiTexts(bool enabled)
    {
        foreach (GameObject go in objsToDisable)
        {
            if (go.name == "Cameras")
            {
                foreach(Transform child in go.transform)
                {
                    if(child.name == "Main Camera")
                    {
                        if (enabled == false)
                        {
                            child.GetComponent<Camera>().enabled = false;
                        }
                        else
                        {
                            child.GetComponent<Camera>().enabled = true;
                        }
                    }
                }
            }
            else
            {
                go.SetActive(enabled);
            }
        }
    }
}

I also created one audio mixer with two groups name : Main Menu Audio and Game Audio all the Music’s and sfx’s are exposed already :

Audio mixer

My problem is that I can’t figure out how to make the volumes in the main menu to affect the volumes in the game scene too. and how to resume/pause the audio in the game scene in the back to the main menu script ?

java – Offline audio comparison for Android

I have two audio clips:

  1. Source of truth
  2. Recording of user

I want to compare the two, testing if they are similar enough, removing accents, etc. Any idea how I could do this on Android?

To add more detail, I want to record the user reciting some Arabic and then compare it to the correct pronunciation. The idea would be test their pronunciation and give them feedback on where they need to improve. I’m thinking of doing this offline (vs online) for faster response times to the user.

audio – How do I automatically configure an Adapt Sound profile?

I have configured different audio profiles for each of my Bluetooth devices. How do I automatically configure to set a specific profile for each device?

I didn’t find a option using Bixby Assistant or the Tasker app. The only thing I managed to do was creating a direct shortcut to the setting using the Shotcut Maker app.

Is the .flac audio file format supported by WordPress?

Yes, the flac audio format is supported. See the doc block for the function wp_get_mime_types() (and other mentions).

/**
 * Retrieve list of mime types and file extensions.
 *
 * @since 3.5.0
 * @since 4.2.0 Support was added for GIMP (.xcf) files.
 * @since 4.9.2 Support was added for Flac (.flac) files.
 * @since 4.9.6 Support was added for AAC (.aac) files.
 *
 * @return string() Array of mime types keyed by the file extension regex corresponding to those types.
 */
function wp_get_mime_types() {

Whether the visitor’s browser supports it is a completely different question and not in WordPress’ hands.

audio – How do I get the “Headshot” riff sounds from Orcs Must Die?

On the PC game “Orcs Must Die!,” when you get a headshot on an orc, it plays a short little electric guitar riff. I want that sound effect as a text message tone.

I looked in the steamapps/common/Orcs Must Die!/data/sound folder and opened several FSB files and listened to the WAV files within them, but I couldn’t find the sounds I was looking for. When I tested the game, I realized it must be an actual music effect, because when the music is turned off, so are the riffs.

Unfortunately, the music folder in the data folder has an FSB file whose WAV files will not play. I’m pretty sure the files I’m looking for are “Headshot_Delay” 01–07, but Windows Media Player says it can’t play them, and when I open them as Raw files on Audacity, I just hear a high-pitched ringing sound.

I know this is a super specific problem, but could anyone who has the game help me figure out how to isolate these sound effect files? I can’t record it directly from the game because of the background music, and I’m out of ideas.

Soundop Audio Editor 1.7.9.1 | Nulled Scripts Download

Soundop Audio Editor 1.7.9.1 | Windows (x86/x64) | Languages: English | File size: 28.8 MB

Soundop is a comprehensive audio editor for Windows that working seamlessly with audio editing and multitrack mixing in one application. Both audio editing and multitrack mixing have standalone workspace clearly organized for each task. You can process the audio source of multitrack project with full power without leaving the application. The overall process of audio production can be done in Soundop Audio Editor intuitively and efficiently. Soundop provide a powerful feature set with a small package size. It is fast to download, install and run the application. The design and implementation of Soundop are fully optimized, thus less CPU and memory are consumed for resource-intensive tasks, and you may have full potential of your system.

With its extensive feature set, intuitive workspace and reliable performance, Soundop will be the ideal tool for your creative sound authoring.

Key Features:

Audio Formats
Support ASIO devices for low latency playback and recording.
Record audio up to 24 bit precision and 192 kHz.
Load audio data from most audio and video formats.
Load audio data from CD track.
Save audio to major audio formats including MP2, MP3, WAV, WAV64, AIFF, AU, OGG, FLAC, APE, WMA and raw PCM files.
Edit ID3 tag, vorbis comment, RIFF, AIFF and other metadata for corresponding audio formats.
Edit ACID loop information for music loops.

Audio Editing
Copy, cut, paste, delete, crop and mix paste audio data with sample precision.
Edit audio spectrum in selected region.
Remove background noise of recordings with noise reduction tool.
Process audio with amplify, fade-in, fade-out, gain envelop, normalize, invert, reverse, time stretch and pitch shift tools.
Adjust time selection according to zero crossing of waveform.
Apply effects chain to audio selection with FX Rack panel.
Smooth edit boundaries with crossfade automatically.

Multitrack Mixing
Record from multiple input devices to audio tracks concurrently.
Precisely control record position with punch-in, punch-out and loop record.
Add unlimited number of audio and bus tracks.
Professional mix engine with 32 bit precision.
Add multiple send streams from track to bus tracks.
Set track output to side-chain input of audio effects.
Drag and drop audio source to add audio clips.
Copy, cut, paste, delete, resize audio clips and remove audio clips in time range.
Loop audio source to unlimited length in audio clip.
Set fade-in, fade-out and transparency of audio clips.
Cross fade overlapped audio clips automatically.
Time stretch and pitch shift audio clips in real-time.
Add audio effects with FX rack for tracks and audio clips.
Record and edit automation curve for tracks and audio clips with sample precision.
Add multiple automation lane for tracks and audio clips and manage multiple envelops in each lane.

Audio Effects
Show multiple effect panels to instantly monitor and adjust several audio effects.
High quality built-in effects including EQ, compressor, limiter, reverb, chorus, flanger, phaser, delay, echo, and more.
Support VST and VST3 effect plug-ins with optimization to access abundant third party effects.
Apply effects with built-in effect presets and effects chains. Add custom effect presets and effects chains for favorite settings.
Switch between different presets of audio effect with single click in presets list.
Automate bypassing of audio effects with parameter envelop.

Ease of Use
Customize workspace with functional panels.
Customize keyboard shortcuts to speed up operations.
List all recent audio files and projects in Start panel and open them with a single click.
Manage all properties of a track in Track panel.
Edit properties of audio clip in Clip panel with precision.
Manage automation curves of audio clip with Clip Automation panel.
Monitor and adjust settings for all tracks in Mixer panel.
Manage audio sources of multitrack project clearly and conveniently with Files panel.
Add markers for positions and ranges, list all markers in Markers panel and navigate easily to saved locations.
Group metadata into tabs in Metadata panel according to metadata formats and show native metadata groups for selected audio format.
Use History panel to undo/redo operations to a specific editing point with a single click.
Organize effects and effects chains clearly into a tree in Effects panel and use drag and drop to add effects.
Use Browser panel to navigate audio sources and add shortcuts for favorite locations.

Release Notes

Added a command to add range markers sequentially.

Homepage

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Capture both audio and video from iOS device via USB in OBS

I want to record both screen and audio from iOS device using my MacBook, so I connected the device to my computer using cable. I then opened QuickTime Player, click “File -> New Movie Recording”, and select the iOS device as video and audio input from the drop down menu next to the record button, and everything works fine.

I then tried OBS as QuickTime is not very flexible. The video is available in “video capture device”, but the audio cannot be found anywhere. After a bit research, I found audio input can be enabled using “Audio MIDI Setup”. However, with OBS opened, the audio device immediately became disabled about a second after I click “Enable” in the Audio MIDI Setup. When I close the OBS (or remove the video input from the iOS device), however, the audio input in the MIDI setup works, and I can record audio in OBS via “audio input capture”.

The frustrating thing is that I cannot record both in OBS, it seems like iOS device can only operate in 1 of the 2 modes that provides either video (screen cast) or audio via USB, but not both. But how does QuickTime works? The audio input option from iOS device is in the QuickTime even when the device is not enabled in Audio MIDI Setup (and when enabled, the device is listed twice with slightly different names). This seems like QuickTime use a different mechanism to grab the audio input from iOS device, and I am not aware of any other applications can do this.

The workaround I found is to record the main speaker output (using SoundFlower or other similar tools) since QuickTime will output the audio from iOS device to main speaker of my MacBook. However, the setup is quite complicated and not very flexible (included below).

Any better ways to do this?


Appendix (how to use SoundFlower to workaround this)

  1. First connect the device via cable and open QuickTime. Go to “File -> New Audio Recording”, and select the device in the drop down menu next to record button (but don’t hit record). This will output the audio from device to main speaker.
  2. Open Audio MIDI Setup, on the lower right corner, click “+ -> Create Multi-Output Device”, add both SoundFlower and Main Speaker.
  3. Open “System Preferences -> Sound” and set the output to the device just created. You can now record the audio from SoundFlower in OBS.

ThunderSoft Flash to Audio Converter 3.8.0 | Nulled Scripts Download

File size: 16.46 MB

ThunderSoft Flash to Audio Converter is a professional Flash converter for Flash SWF to audio conversion.​

It helps to convert the sound in the Macromedia Flash SWF to MP3, WAV, WMA, OGG, FLAC and more other popular formats with high quality sound effect.

Convert SWF to popular audio format MP3

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Convert SWF to audio format WMA,AC3,AAC,M4A,OGG

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Profile setting for output to set audio parameters

Supports auto conversion and user interactive conversion process

Audio capture technology 100% keeps the original sound effect

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