Program To Have Countdown And At 00 To Have Sound Horn?
May 10, 2009
I wrote a program to have countdown and at 00 to have sound horn. I got the clock running but the horn sound is delayed. I need the time at 00 to sound the horn. I use this in a game of basketball. How can I make the playsound at 00 seconds and not -01 second.
I am trying to build a small program which will allow some one to click on the exit button and the sound will play and at the end of the sound the program will then close. The sound clip is about 3 seconds long Here is what I have:
Imports Microsoft.DirectX Imports Microsoft.DirectX.DirectSound Public Class Form1 Private Dsound As CSoundDevice
I'm trying to program a countdown timer that shows the time in a label, with a button to start it, and if the button is pressed again add certain amount of time, for example 1 minute.
I have an application that provides a countdown for 60 minutes and I'm currently using the win form timer and it updates some labels and a progressbar. Now I have to change this to be a countdown for 360 minutes. Will the win form timer be sufficient or should I implement a Timers.Timer instead?
I was wondering if it would be possible to monitor a programs audio output and identify when its on / off? I'm coding a carpc frontend and would like to mute the audio when the navigation program speaks directions.
I'm getting data from an external source, storing it in a single array, and I want to turn it into sound, even though it isn't really sound to start with. I don't know how to build sound from data arrays, but I think it shouldn't be that hard. I am hoping someone can show me the secret.
The data get's read from a 12-bit data acquisition card at fifty mega-samples per second, and it normally contains ten distinct frequencies from about one megahertz to about five megahertz with some overtones. So it's very high-frequency stuff to start with, but it should be possible to to scale it down by, say a factor of a thousand (where humans can hear) then put it through a sound generator through VB, so I can hear it. Also, I don't want to export it as a .wav file first. I just want to format it and package it for the sound player, so I can listen to it live, as I play with the external stuff that affects the sampled waveform going into the card.
So, maybe I'd take a sample of a fraction of a millisecond, scale to a sound format, then output it to my speakers. A frame of 32,000 samples, for example is about 0.64 milliseconds of real time, but I could scale that out into quite a long sound. Ya think?
How can I make a program to record sound from the microphone? I've tried lots of thing but they don't work. Can someone show me how to do ths using winmm.dll or DIrectx?
I have a question about of capture sound function, someone have a code example for visual basic 2010 in windows 7?, I tried using mcisendstring function but the sound quality, is poor.
I have background sound loop with the My.Computer.Audio and it works fine. I want to play another sound (like a beep) when desired without stopping the background sound. Several examples I have found don't seem to work. I am in VB.NET 2008 Professional.
Is there a way that I can record sound, and save it in the program so that it can be replayed?I'm making an alarm clock program, and I thought it would be cool if the user could record his/her own audio, and have it play back for him/her.
im making a techno progam in visual basic 2008 and after 3 hour im think how to save the sound they make and catshing a sound recorder but what the code im try to find on internet but find 0 pleas give me the code im try to find
I'm creating an application that will have 3 streams of audio. I can get 2 streams playing easy enough using DirectX AudioVideoPlayback and setting the balance for each Audio Instance. However, I need a 3rd Audio instance to play out of another output such as the Rear or Centre. An alternative would be to be able to select a different sound device in the machine to play the 3rd audio stream.
Is there a way to get Visual.net to display the sound coming in the microphone as a graph on the screen? for example it would show the frequency and intensity of the waves.
I need to get the decibel level of sound being sent to the sound card (not the actual sound level the speakers are instructed to emit via volume level)There is next to no information i can find on the net to even access sound data. Could anyone point me in a direction for this? The OS will be vista/7.
I'm creating an application that will have 3 streams of audio.I can get 2 streams playing easy enough using DirectX AudioVideoPlayback and setting the balance for each Audio Instance.However, I need a 3rd Audio instance to play out of another output such as the Rear or Centre.An alternative would be to be able to select a different sound device in the machine to play the 3rd audio stream.I've been searching the net for 2 days now trying to find a solution, but have so far been unsuccessful. I've tried a few alternative libs such as DirectShow.Net, DirectSound, BASS.Net, QuickTime and OpenTK.Some of them do what I need to do, but they are either too difficult to use and therefore impractical or they are missing some other essential features such as Events which are required to make the rest of the application work. Would anyone oppose to me posting this same thread on other forums?I will of course post a solution if one is found elsewhere without advertising external websites.
Is there a way to generate a pure tone (e.g. 440 Hz) for a specified period of time through the sound card without using having to find or make a separate .wav file for each tone.I tried using the "Beep" function, but while it produces the tone for a specified period, it sounds broken up into a (probably 500ms) time frame which repeats with an audible space between the repetitions.
I am letting the user wait x amount of time before he can start it again. [Code] I am wondering what would be the best way to protect this? The user can obviously end the process and restart the application.