问题标签 [soundmanager2]
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jquery - Soundmanger 2 在 Rails 应用程序中不起作用
Soundmanager 2(http://www.schillmania.com/projects/soundmanager2/doc/download/) 在我的 ruby on rails 应用程序中不起作用。
只有当我添加 ?assets_debug=1 时它才有效,我尝试了所有 sm .js 文件,但每次应用程序都不会重新启动。
错误:
并在萤火虫内部的 JS 代码中:
有人知道为什么会这样吗?
javascript - SoundCloud + Soundmanager2 + EQData
这基本上与这个问题相同,但更详细:
Soundcloud + SoundManager 错误:读取流的 eqData
所以我有一个使用 canvas / svg / what have you 的可视化工具,当它从 SoundCloud / SoundManager2 接收 EQData 时看起来很棒,但是发生了一些非常奇怪的事件,导致它不那么酷。
1.) 当您使用 SMSound.pause() 或任何变体(SoundManager.togglePause 等)然后恢复所有 EQData / WaveformData 停止进入 SoundManager2 并且它只是归零。
2.) 如果您停止跟踪并重新启动它,所有 EQData / WaveformData 都会停止。
3.) EQData/WaveformData 偶尔会在没有警告的情况下停止进入 SM2,并且可视化器只是停止,如果我转到下一首曲目,它会再次启动,但对于超过 30 秒的歌曲,它从来没有 100% 工作过。
我无法弄清楚这是 SoundCloud 还是 SoundManager2 问题,但似乎其他一些人遇到了问题,但直到现在我无法在任何地方找到任何解决方案。
此处提供链接:http: //nikru.com/viz/。它被从网站中删除,因为它是为客户的未启动网站准备的,他们不希望公众看到。:)
非常感谢任何帮助。
谢谢!
jquery - iPhone 上的 SoundManager2 - 在 jQuery Load 上没有播放声音
我正在尝试使用 SoundManager2 作为 iPhone Web App 的一部分,以便在使用 jQuery 提交表单后播放声音。播放的特定声音取决于结果,因此结果页面设置了一个变量来标识要播放的声音文件。
这一切都可以在桌面上顺利运行,但在 iPhone 上运行时,它会失败。
iPhone 上的调试控制台显示它正在尝试...
...但每次播放都没有声音。
关于可能导致此失败的任何想法?我已经包含了主页的代码,以及使用 jQuery 返回的“响应”页面的示例:
主要的
回复
谢谢你的帮助!
J。
soundcloud - soundmanager 如何解释 soundcloud 流?
使用“内联播放器”演示。
这将带我到一个 mp3 链接,但由于它最后有更多参数,所以 soundmanager 不会将它作为 mp3 加载。
javascript - SoundManager2 - 停止声音时的失真
我正在尝试遍历 SoundManager2 中的一堆声音文件并在不同的时间点播放它们。下面的代码采用如下所示的 songArray,其中“note”由声音文件和播放该声音文件的持续时间组成:
它遍历数组中的每个 X 并播放为给定 X 找到的声音。然后在持续时间给定的时间后停止声音。代码运行完美,只是当声音停止时,它会在歌曲结束时发出爆裂声。
有什么想法可能是错的吗?
PS 我们已经在最新版本的 Safari、Chrome 和 Firefox 上进行了尝试。
ruby-on-rails - 如何使用 soundmanager2 和 rails?
我在我的 rails 应用程序中安装了 soundmanager2 作为插件。
安装后,我尝试了以下命令来使用声音管理器
它显示未找到生成器错误:(
尝试使用 rails 3,但实际上想使用 rails 2 和 ruby 1.8.6
有谁知道,它是如何在rails下工作的?或者有没有其他方法可以用 rails app 播放声音?
javascript - 如何避免声音管理器 2 中的声音延迟
我正在使用声音管理器 2 为我的网站提供声音。
我的js代码是:
它发出声音。但问题是声音有延迟..
如何避免这个问题?
有人能帮助我吗?
javascript - 如何使用声音管理器 2 静音和取消静音?
我正在使用声音管理器 2 为我的网站提供声音。现在我想要静音和取消静音
单击一个按钮。我试过mute()
和unmute()
功能。但没有得到结果。
我的静音代码是:
有人能帮助我吗?
android - Lags while playing 2 sounds on the same time in timer
I have a small app that basically sets up a timer and plays sets of 2 sounds one after another.
I've tried 2 timers, because I wanted both sounds to start exactly at the same time each time. I gave the app 500ms for setting both timers before they start
#xA;soundManager is a SoundManager object which is based on this tutorial. Thew only change I've made was decreasing number of avalible streams from 20 to 2 since I play only 2 sounds at the same time.
Now the problem. It's not playing at the equal rate neither on my Motorola RAZR or the emulator. The app slows sometimes, making a longer brake than desired. I can't let that happen. What could be wrong here?
I'm using very short sounds in OGG format
EDIT: I've made some research. Used 2 aproaches. I was measuring milisecond distances between sound was fired. Refresh rate was 500 ms.
- 1st aproach was TimerTask - it is a big fail. It started at 300ms, then was constantly growing, and after some time (2 mins) stabilized at 497ms which would be just fine if it started as that.
- 2nd aproach was while loop on AsyncTask - it was giving me outputs from 475 to 500ms which is better than TimerTask but still inaccurate
At the end none of aproach was playing smoothly. There were always lags
ipad - How to bind the HTML5::stalled event from soundmanager?
I'm trying to to write a javascript app that use the [SoundManager 2][1] api and aim to run in all desktop and mobile browsers. On the iPad platform, Soundmanager is using the HTML5 audio api since there is on flash support. Now, when I'm trying to play two audio files back to back, both loaded in response to a click event, a [HTML5::stalled][2] event is occasionally raised. How do I set an event handler to catch the stalled event?
Since sound objects in my app are created on the fly and I don't know how to access directly to tags that are created by SoundManager, I tried to use a delegate to handle the stalled event:
It doesn't work. the event did not raised in respond to stalled. (I had an alert in my handler).
Also tried to use [Sound::onsuspend()][3] to listen for stalled, but onsuspend pops out on the end of sound::play(). How can we distinguish between stalled and other events that may raise the audio::suspend? Is there any other way to access the tags that SoundManager must create in order to play HTML audio?