Using Gloss to run a simulation while using SDL to play a sound

Using Gloss to run a simulation while using SDL to play a sound

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Using Gloss to run a simulation while using SDL to play a sound
Tag : haskell , By : Ben Kohn
Date : November 24 2020, 05:47 AM

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How to play sound after calling recorder and than animation start and than play sound?

Tag : iphone , By : rixtertech
Date : March 29 2020, 07:55 AM
I hope this helps you . Check that the result of [[NSBundle mainBundle] pathForResource:xyz song ofType:nil] is not nil. I think the problem might be passing nil for type. For example, if your song is HappyBirthday.mp3, you should call
[[NSBundle mainBundle] pathForResource:@"HappyBirthday" ofType:@"mp3"];

my sound play and stop successefully for first time but when i set another alarm sound the it play but not stopped on th

Tag : ios , By : Ernie
Date : March 29 2020, 07:55 AM
it fixes the issue When I set an alarm it fired successfully and sound play and stop successfully on close button but when a second alarm is set it fired successfully but on closed alarm button the sound is not stop. , I would add a stopAudio method...
- (void) stopAudio {
  if(self.audioPlayer_ != nil) {
    [self.audioPlayer_ stop];
    [self.audioPlayer_ release];
    self.audioPlayer_ = nil;

How to play/pause sound and the sound play from the begininng of the sound?

Tag : javascript , By : Debashree
Date : March 29 2020, 07:55 AM
To fix the issue you can do i want the user to be able to click on al link and the sound will start to play if the user click again on the link it stops and the if again it play but from the sound will strat from the beginning and nod from whrere it stop before. my code now is just a simple toggle if the sound: , You can use currentTime. Make current time 0 like this -
var partOne = document.getElementById("part1");
function PlayPart1() {
partOne.currentTime = 0
  return partOne.paused ? partOne.play() : partOne.pause();
<a   class="textAudio" onClick="PlayPart1()">
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit 
	<audio id="part1" src="http://www.sousound.com/music/healing/healing_01.mp3" preload="auto"></audio>

Sound doesnt play when object collides with collider/ How to play sound and change scene at the same time - unity

Tag : unity3d , By : Nulq
Date : March 29 2020, 07:55 AM
will be helpful for those in need I solved it. I was trying to load a new level and playing sound at the same time so i just had to add some time seperating with co- routine. now my script looks like this and works. Hope i help someone out.
void OnCollisionEnter2D(Collision2D coll){
    if (coll.gameObject.tag == "Enemy") {
        GetComponent<AudioSource> ().Play ();
        StartCoroutine (MyLoadLevel(0.5f , 1));

IEnumerator MyLoadLevel(float delay, int level)
    yield return new WaitForSeconds(delay);

iPhone doesn't play sound but simulator can play sound

Tag : ios , By : taviso
Date : March 29 2020, 07:55 AM
seems to work fine I am developing Flashlight app. In this app, I wanna play sound using AVFoundation. When I ran the app, the sound file played well on Xcode simulator. However, on my iPhone device, the sound file didn't play. Please take a look at my codes. , Add the two lines of code in prepareSound method, It will work.
func prepareSound() {
    let session = AVAudioSession.sharedInstance()
    try? session.setCategory(AVAudioSessionCategoryPlayback)

    let path = Bundle.main.path(forResource: "switch", ofType:"wav")!
    let url = URL(fileURLWithPath: path)

    do {
        soundPlayer = try AVAudioPlayer(contentsOf: url)
    } catch {
        // couldn't load file :(
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