Sound issues on Blackberry 8330 - blackberry

It appears that on CDMA Blackberry 8330, almost every mp3 file I'm trying to play using J2ME, gets cut-of a few seconds before it's actual end. Does anybody has a clue?

This may not help, but most CDMA networks use Qcelp format and QCP files. For example all the sprint handsets I have worked on use support QCP best. So you can try this format and see if it works.

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Android things UsbDevices

I am developing with Android Things on rpi3.
I have a problem working with usb devices(pendrive) in my Raspi3 on Android things platform 1.0 Versión, i have been able to detect Usb(pendrive) Files, and copy files to them from my sd Card.
I use 'com.github.mjdev:libaums:0.5.5' library, and I cannot work with all kind of usb devices.I have 3 pendrives which are FAT32, and i can only use one, the others report me an error message, as soon as i plug them into mi rpi3, i get this messages:
"Unsupported fs on partition"
"E/2: error setting up device"
So i cannot work with them, because the error appears on setup_device() functions of this library.
Any idea?
Best regards
Álvaro
unfortunately, I do not think I will be able to help you out on that one.
You should make sure it is FAT32 and an MBR (GPT is not supported, atm).
If that is the case then please debug and see why the Fat32FileSystem cannot be initialized properly.

Easy Movie Texture plays in Unity editor but not on device. What am I missing?

We're using the Easy Movie Texture asset from the asset store and we are trying to play embedded mp4 files on an iPhone 7 device. It works fine with streaming URLs but once I tried to actually Load() an mp4 file it response very unhelpfully:
[prepareAsset]Error: Item cannot be played
Unknown error 0
MediaPlayerCtrl:OnError(MEDIAPLAYER_ERROR, MEDIAPLAYER_ERROR)
Is there any special gotchas anyone has seen with the difference between playing in editor and on an iOS device?
The issue ended up being the bitrate. Once we encoded the videos with Adobe instead of ffmpeg, it the videos seemed to work fine.
I have the same issue.
The error is printed when asset.playable is false.
It could be an url issue or an unsupported format..
My guess is that the resolution is too high
iOS: General devices support up to 1920 * 1080.
The latest device is support up to 2560 * 1440.
iPhone 6s Plus supports up to 4k.
https://www.assetstore.unity3d.com/en/#!/content/10032
Edit: Tested. resolution is indeed my issue here.
I've never used that specific asset pack, but you may want to take a look at the Unity Documentation on Movie Textures, as it may still be relevant even with the asset pack you are using.
https://docs.unity3d.com/Manual/class-MovieTexture.html
Maybe it's worth making sure your video file(s) meet the requirements mentioned in the Unity Documentation and trying to see if that remedies your issue.

What's wrong with this aupreset for AUSampler?

I created this aupreset to be loaded into an AUSampler in iOS. I followed the process outlined here and used the EPSSampler class for the same post. So, if I run my app in the iOS simulator, on iOS 9, the aupreset loads and I get to play notes. If I run the same app on a device running iOS 6, the preset loads but I get no sound. I have used the same process on simulator and device in the past, but always by filtering the built-in sine wave generator, never with audio samples. Can someone spot what I'm doing wrong?
EDIT I have no way of testing the app on any device running iOS above 6, at least for now.
EDIT 2 To clarify further, this is how my project looks in Xcode, so you know that my files are going to the right places – i.e. the audio files are going to the Sounds folder within the app bundle (I double checked, just to be sure).
EDIT 3 So, I took the Trombone.aupreset from LoadPresetDemo and manually plugged my audio files into it. Magically, it worked. So I figured I'd load it into the AUSampler's GUI through AU Lab, and make whatever changes I needed to make it sound right – i.e., increasing the release time. It stopped working. So, i manually tweaked the working copy to roughly match what I needed (the docs on aupresets plists are surprisingly unhelpful) and I'm rolling with it. It would seem that AUSampler is messing up the preset, at least for iOS 6 on device, which, currently, is the only device I have to test on. Insights?
I didn't really look that deeply, but the file://localhost//Library/Audio/Sounds/C.caf in your file references looks a little fishy. Mine looks like this /Users/dave/Library/Audio/Sounds/C6.wav. Maybe the file:// part is throwing it off.
Create a directory in your iOS project named Sounds (just like your image shows) and put your caf files in there. The URLs will be groked by iOS.
Here is a post that goes into detail.

What is the simplest way to play a MIDI note for an indefinite duration in iOS?

I want to play instrument 49 in iOS for varying pitches [B2-E5] for varying durations.
I have been using the Load Preset Demo as reference. The vibraphone.aupreset does not reference any files. So, I had presumed that:
I would be able to find and change the instrument in the aupreset file (unsuccessful so far)
there is some way to tell the MIDI interface to turn notes on and off without generating *.mid files.
Here's what I did:
Duplicated the audio related code from the proj
removed the trombone related files and code (called loadPresetTwo: in place of loadPresetOne: in init (as opposed to viewDidLoad)),
added a note sequence, and timer to turn off the previous note, and turn on the next note.
Build. Run. I hear sound on the simulator.
There is NO sound coming from my iPhone.
I have triple checked the code that I copied as well as where the calls are taking place. It's all there. The difference is the trombone related files and code are absent. Perhaps there is some dependency that I'm not aware of. Perhaps this is problem rooted in architectural differences between the simulator running on remote Mac VM and the iPhone. Perhaps I can only speculate because I don't know enough about the problem to understand what questions to ask.
Any thoughts or suggested tests would be great!
Thanks.
MusicPlayer + MusicSequence + MusicTrack works. It was much easier than trying to guess what code in the demo was doing.

Why do I get this error "EMCIDeviceError" when opening some wav files in my program

Hey I have this program that has been working fine until I tried to open this one wav file? Not sure what the problem is or that I understand it? Do I need to find a new component to use for this file or what? I am using Delphi 4 Pro and the standard VCL component for Media Player. I am looking for a good new component that offers more help with wav and mp3 files too but not found what I am looking for yet?
Possible reasons for a EMCIDeviceError:
It's known that mediaplayer has problems with some MP3 files, depending from the version of the mediaplayer that is installed on the machine. Try updating mediaplayer on the problem-machine(s).
Maybe the sound drivers just need updating
You also get an EMCIDeviceError if there is no soundcard, or the drivers are corrupted, or there are no drivers at all. But then it would not play any other MP3 files, so I just mention this to help out other Forum readers.
This kind of EMCIDeviceError is raised when you provide a fully qualified filename to the TMediaPlayer.FileName property which exceeds certain no of characters. It has nothing to do with having spaces in the filepath. For example if you play sounds from the EXE directory and just provide the relative shortname, no error seems to happen. Also with absolute filename from elsewhere, if it is shorter than a certain limit, there is no error. I encountered it in XE5 and have resorted to sndPlaySound().

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