Multiple results when identifying - acrcloud

When IDing the song "Love Invaders - Fatima Yamah" I get the below results:
python test.py ~/MusicID/File5.mp3
https://pastebin.com/YAdAru7A
None of which are actually correct, although some of the scores report 100. How can one song report back so many results? Is there a way to fix this?
Thanks

Thanks for pointing out this issue, it seems we don't have the song "Love Invaders - Fatima Yamah" in our database (but we've added it), we are looking to the issue of score 100. You can try again now. Sorry for the inconvenience.

Related

MultiSphereTraceByChannel Issue in UnrealEngine 4.26.0 (Preview2)

I am currently learning the UnrealEngine and made huge steps in less time.
I worked with version 4.25.1 for a while now and created a projekt in there without having any problems so far.
Yesterday I switched from version 4.25.1 to 4.26.0 (Prev2) and observed a strange behaviour.
In the older version I used "MultiSphereTraceByChannel" in one of my Actor-BluePrints and everything worked fine. Looping through the HitArrayResult gave me all hits of the tracer with specific objects.
Now in 4.26.0 it seems that it does not work properly anymore like before. Every hit returns an ImpactPoint of [0,0,0].
Here is a shortened example of my BluePrint:
So First I trace every hit with MultiSphereTraceByChannel with specific objects and then I try to render a sphere at each ImpactPoint of all found hits.
This worked in the older Version but does not now...
Does anyone have any Ideas/Suggestions/Questions?
To me it seems that something changed in the newer version which affects the MultiSphereTracer to work like it did before.
Sincerly
OlsonLong
Edit:
This problem also happens with regular SphereTraceByChannel-Function!
After some investigations i found the problem/solution to this and it still bothers me that this happens in 4.26... The problems are the Start- and End-Vectors of the SphereTracer (doesn't matter which tracer).
In my example i use ActorLocation as Start- and(!) End-Vector which leads to this struggle. Now if i shift the vector like 1 unit on Z, everything workes fine again.
This is the correct way of the example above:
Works with both MultiSphere- and SphereTraceByChannel.
But it still bothers me why this happenes because now i have to change ALL SphereTracer and shift them by only 1 unit.

mt4 indicator count day

I need to use "Count Day" code for indicator.
It does work fine, but this indicator keeps previous day object till I restart MT4.
What is wrong below code?
if(day >= drowDays) {
break;}
Also you can see chart screenshot link.
You're not providing sufficient information to your problem :'(
With the limited info, what I can say is that you need to delete the graphical objects created for previous day.
Assuming your indicator will plot the latest line, then you MIGHT (again, this is a guess as there is not enough information of your code) be able to achieve it with the ObjectsDeleteAll() function at the start of your OnCalculate(). Obviously, this is not efficient, but is something you can think about.

Editing Timeline from CCB file in cocos

I did some research into this and couldn't really find anything, so if this is a repetitive question I apologize. but anyway I have made a CCB file in CocosBuilder and I would like to start the timeline, for example, at one second instead of playing from the beginning. Is there a way to do this? Thanks for the help guys.
Edit: i would like this to be done in the code.
I am using 2.2.1 Cocos2DX version. I think there is no option to play it from given interval. But you can tweak yourself to get it done. (Not simple one)
You have to go to CCBAnimationManager and there you get "mNodeSequences".
It is dictionary and you get difference properties there like "rotation position etc..."
values there.
Internally AnimationManager reads this value (These values are specified in your CCB)
and puts in runAction queue.
So you have to break it as you want.(Ex. 5 min timeline you have. But you want to start
from 1 min then you have run first 1 min Actions without delay and for remaining you
have properly calculate tween intervals.
It's long procedure and needs calculation. If you don't know any other simpler way try this. If you know pls let us know (Post it).

iRobot Create not returning sensor data

I am trying to stream sensor data from the iRobot Create. I get tuple out of range errors when I try
bot.stream_sensors(somenumber) and bot.poll_sensors(somenumbers). Whenever I input bot.sensors, I just get an empty array {}. I have even tried sending bot.sensors while pushing in on the bump sensor, still getting an empty array. I am connected to the bot through the Serial port with a serial-to-usb converter on my side. The only code before trying to get the sensor data is
import openinterface
bot = openinterface.CreateBot(com_port="/dev/ttyUSB0", mode="full")
Does anyone have an idea of how to solve this issue? Everywhere else just uses stream_sensors(6) and it seems to work fine.
P.S. I posted a question similar to this topic not too long ago, but no one responded. Not trying to spam, but now I have a more clear question and what the apparent-problem is so I thought I would try again.
I downloaded openinterface.py from this site: which included some sample programs. I'd suggest you take a step back, try the sample code, try to find other, more sophisticated, sample code and play with that first before moving on to your real code. You may be missing a step somewhere.
I may be a bit late to answer this, but for reference purposes. Directly controlling the iRobot is simplified greatly by using
Pyrobot.

Count-Up Timer Required, iPhone Programming

I am new to iPhone programming so am hoping someone can help me out here. I have searched the web, but can only find information on count down timers.
What I am looking to do is start a count up timer when a button is pressed and then stop it when a certain value drops by, say 5, and finally display that time. I can display values on screen once I have them, but getting the time in the first place is proving difficult for me.
I apologize if this is a simple question, but I look forward to reading your responses.
Thanks in advance,
stu
NSDate will provide the current date. You can use - (NSTimeInterval)timeIntervalSinceNow
to get the time since the first call and now.
There's no difference between an up-counter and down-counter. Just change the order of your subtraction.
UpcounterElapsedTime = UpcounterCurrentTime - UpcounterStartTime;
DowncounterElapsedTime = DownCounterStartTime - DownCounterCurrentTime;