Playing audio on Smartface IO - smartface.io

I have been trying to play a sound on a click of a button and ive read everywhere and none of the solutions posted solved the problem.
I use the method stated on the docs website my file is an mp3 and its located in my resources/Sounds folder.
I have also read that there is a known issue in SMF. The only part that gets called in my playSound method below is the finished part
SMF.Multimedia.playSound("woop.wav",
true, true,
function() {
alert("started to play...");
},
function() {alert("finished")});
I have the audio file located in resources/sounds folder I have also tried moving it around and I have tried different file formats but without any luck.
Does anyone know a working method to play audio or any concrete info regarding this bug in SMF

Upload "woop.wav" into assets folder.Then use this code to play it.
SMF.Multimedia.playSound("woop.wav",true, false);
I tried both .mp3 and .wav files on Android,it works.Here is the official gudie for Multimedia.

Related

What is the ID of the 'MessageReceived' sound on macOS?

I'm trying to use the 'ReceivedMessage' sound on macOS using AudioServicesPlaySystemSound() but I can't seem to find the ID anywhere.
What I've tried:
I've looked under /System/Library/Components/CoreAudio.component/Contents/SharedSupport/SystemSounds and couldn't find it either - although MessageSent is there.
I've tried AudioServicesPlaySystemSound(1003) as well following this link but that just results in silence. Any help would be greatly appreciated!
I've tried looking in Messages > Show Package Contents which only led to more disappointment.
I found the file here but I was a hoping to just link to it directly rather than including the .caf file in my app bundle.

Download Result of Source Destination (Web Audio API)

I'm building a tool to edit audio with the Web Audio API.
Here is where I'm stuck:
...
source
.connect(gainNode)
.connect(analyser)
.connect(analyser2)
.connect(audioCtx.destination);
};
What I've written (which ends with the code above) successfully allows the user to upload a file, apply effects, and listen to it on play(). How would I then allow the user to click a button to export the results to a WAV file?
I've tried several methods online that have not worked for my use case.
Please let me know if more code is needed. Thank you for taking a look!
If you want a WAV file, I think you have to do that yourself. WAV files are quite simple. In this case, you'll need to add either a ScriptProcessorNode or AudioWorkletNode just before the destination to capture all the audio and convert it to a WAV file that can be downloaded.
If a compressed file is ok, you can look into MediaRecorder to save the data for you.
I ended up solving this by writing an entirely different script to download the file using OfflineAudioContext.
My original script plays the audio with effects, and the second script downloads it with the same effects. Now to figure out why there is latency on the effects while using OfflineAudioContext.

Flutter camera plugin, get path before recoding stopped

I'm using camera plugin to record video. However, I need this video to be transferred to API. I want to do that in chunks, lets say 4MB. I would usually do this with a loop reading file size to check when we have new chunk. The problem is that from version 0.6.0 and above startVideoRecording() no longer accepts path where to store it and I don't know where the file is to keep reading its size. It only gives the path after the recording is stopped. That means I have to start transferring after that and this would be annoying for the user.
I know I can downgrade my version below 0.6.0 but I really don't want to do that if there is another way.
So, is there a way to get current file being recorded after startVideoRecording() is called?
I posted this on the github refactor open issue, just FYI. Looks like they will look at adding it as an optional parameter.
i think you use this lib for help to pickup and capture video or image and get full path and file Object
https://pub.dev/packages/image_picker

CEF(Chromium embedded framework) doesn't play mp4 videos

I followed this link which is on a similar topic. But even after completing the steps mentioned in the link i' am not able to play any mp4 files. I have also tried removing the args.gn file in out/Release folder and recompiling the whole project. That too didn't resolve the issue.
My args.gn file has following contents:
clang_use_chrome_plugins=false
enable_basic_printing=true
enable_linux_installer=false
enable_nacl=false
enable_print_preview=true
enable_rigel=true
enable_service_discovery=false
enable_widevine=true
fatal_linker_warnings=false
ffmpeg_branding="Chrome"
forbid_non_component_debug_builds=false
is_component_build=false
is_debug=false
is_official_build=true
optimize_webui=true
proprietary_codecs=true
target_cpu="x64"
use_bundled_fontconfig=false
use_gtk=false
use_sysroot=false
To enable H264 codec it is enough to set ffmpeg_branding=Chrome proprietary_codecs=true GN defines.
If by MP4 you mean videos with MP4 container then to support these it is required to make additional code changes to Chromium.
Try testing with these sites:
https://tools.woolyss.com/html5-audio-video-tester/
https://lab.html5test.com/codecs/

Filepicker.io - video/* mimetype does not work in Chrome

I've recently noticed a weirdness in Chrome where .mov files aren't being recognized as valid video files when picking. The following JSFiddle illustrates my point
http://jsfiddle.net/6aJBM/
You'll need to change the API key obviously. If open the above JSFiddle in Firefox, you can select both images and videos from the filesystem. If on the other hand you open it in Chrome, .mov files will be greyed out and therefore non-selectable. It seems like .mov files aren't registering as video files in Chrome. Has anyone ran into this issue?
This is really silly, but if you replace video/* with:
video/avi, video/quicktime, video/mpeg, video/mp4, video/ogg,
video/webm, video/x-ms-wmv, video/x-flv, video/x-matroska,
video/x-msvideo, video/x-dv
That will do the trick.
There's a odd bug/feature in Chrome that doesn't allow .mov to be selected. I'll have to look it up again, but iirc, chrome's behavior is considered strict, to the letter, compliance with the spec.
On the Filepicker blog they suggested using the extensions filter instead of mimetypes.
var acceptedExtensions = [
'3g2','3gp','3gp2','3gpp','3gpp2','aac','ac3','eac3','ec3','f4a',
'f4b','f4v','flv','highwinds','m4a','m4b','m4r','m4v','mkv','mov',
'mp3','mp4','oga','ogg','ogv','ogx','ts','webm','wma','wmv'
];
filepicker.pickAndStore({extensions: acceptedExtensions},...