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The precision of AudioEngine::getCurrentTime(id) is not ideal.
The win32 implementation updates currentTime when the audio buffers are rotated, which is set to 0.1 seconds.
This is not adequate for …
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```
> node-core-audio@0.5.0 install /Users/tony/src/icecast_client/node_modules/node-core-audio
> node-gyp rebuild
CXX(target) Release/obj.target/NodeCoreAudio/NodeCoreAudio/AudioEngine.o
In file i…
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**Summary**
When using a binary-only framework, Carthage usually (but not always) fails when calling `dwarfdump`.
I believe this may be due to a bug somewhere within ReactiveTask. If I apply the…
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```
this._audioId = cc.audioEngine.play(clip,false,0);
cc.audioEngine.setCurrentTime(this._audioId, 40);
cc.audioEngine.setVolume(this._audioId,1);
```
类似以上代码,在play后同步调用方法setCurrentTime,setVolume…
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I'm running OS X 10.10.5
node -v
v0.12.0
```
in gibber. npm install gibber.server
npm WARN package.json jquery-commonjs@1.7.3 No README data
> ws@0.4.32 install /Users/nicknikolov/work/gibber/node_m…
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Please refer to https://github.com/cocos2d/cocos2d-x/pull/17233
- cocos2d-x version: v3.14.1
- devices test on: Android devices
- developing environments
- NDK version: r10e
- Xcode versi…
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In AudioEngine-win32.cpp, the AudioEngineImpl::update is scheduled to be called every 0.05 seconds. This is done in AudioEngineImpl::play2d, via the following call:
```
scheduler->schedule(sched…
rh101 updated
6 years ago
-
- cocos2d-x version: 3.17
- devices test on: iOS, Android
Steps to Reproduce:
If I am using `cc.loader.resPath`, all files loaded by `cc.loader` are relative to that path, except for all audio …
fleon updated
6 years ago
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Currently, audio pause/resume logic on iOS will be controlled automatically.
Both `SimpleAudioEngine` & `New AudioEngine` on iOS achieve in that way, but other platforms are not implemented. So develo…
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## Flutter Sound Version : flutter_sound: ^9.16.3
- **FULL** or **LITE** flavor ?
- **Important**: Result of the command : ```flutter pub deps | grep flutter_sound```
------------------------…