sound effects software

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RC410 Listen to music when the effect of sound effects and peacetime effect is not the same how to do

cause Analysis: Due to misoperation or other software settings Realtek high-definition audio changes in sound management. Workaround: Re-select Realtek high-Definition audio manager in the sound effects can be, the specific methods are as follows: 1. Click "Control Panel" and select " Realtek

In-game sound effects

1. Instant sound in the game:In the game, the instant sound effects are short, repeatable, and can be played simultaneously, depending on the situation. Because the MediaPlayer available in Android consumes a lot of system resources and is buffered during playback, there is a greater delay, so using MediaPlayer does not enable instant audio playback. The Soundpoo

Cocos2d-js in-game background music and sound effects

The processing of audio in the game is also very important, it is divided into background music playback and sound effects. Background music is played for a long time, it takes up a lot of memory, the background music can not be played more than one time. The sound is short, it takes up less memory, and the sound perfo

Cocos2d uses SimpleAudioEngine to load music and sound effects

Game music and sound effects Using SimpleAudioEngine in cocos2d can easily play background music and sound effects. By default, the background music is played cyclically, and the sound effect is played once by default. In general, the so

Cocos2d-x elementary school (15)-> background music and sound effects

Reprinted! Please indicate the source when reprint: http://write.blog.csdn.net/postedit/8140083 First of all, I am sorry to everyone here. I have prepared the action editor for this lecture, but there is really no good action editor on the Internet. spritex can barely join in, however, I only have the Java parsing version. If I have time, I will parse it and share it with you ~ A game with no sound will make the game less attractive. For some classic

Study Notes on cocos2d-x (24)-music Sound Effects

Small man (Bill man) Personal Original, welcome to reprint, reprint please indicate the address, small man (Bill man) column address http://blog.csdn.net/bill_man In the game, music is an indispensable part. Music is divided into two types: long-time background music and short sound effects, which can increase the effect for our game. Cocos2d-x supports multiple music formats MP3, WAV and other music format

Cocos2d-x using userdefault data persistence instance: Save background music and sound effects settings

Cocos2d cocos2d-x game developers iOS 8Userdefault can store data, but it cannot be used in a flood. In general, it will not be used to store a large amount of data, and it is not as flexible as SQL statements. In addition to saving game settings, userdefault can also maintain the status of Game Genie and other objects for a long time. An example is provided to illustrate how to use userdefault in game projects ., In the setting scenario, you can set whether to play background music and

Use built-in sound effects in PPT presentation documents

This article introduces the method and technique of adding a PPT built-in sound selection to a friend who wants to use the sound effects to highlight PowerPoint presentation documents. At the end of the year, PPT will be a worthy protagonist in all kinds of year-end reports. Unfortunately, the PPT built-in sound only

Music produced by operating system sound effects, absolutely classic [Video]

Whether it's Microsoft Windows or Apple's Mac OS, the system sound effects have left us with a deep impression. Some classic sound effects have long lived in our minds, some fans on the Internet will surely surprise you with the music produced by restructuring the sound

iOS Development--audio--playback of sound effects

First, Brief introductionIn simple terms, audio can be divided into 2 types(1) Sound effectsAlso known as "short audio", usually plays in the program for 1-2 secondsEnhance the overall user experience with embellishment in the app(2) MusicFor example, the "background music" in the game, the general playing time is longerFrame: Play audio needs to use avfoundation.framework frameSecond, the sound

Cocos2d-x instance: Set background music and sound effects-set scene implementation

Cocos2d-x instance: Set background music and sound effects-set scene implementationThe Setting. h file code is as follows: #ifndef __Setting_SCENE_H__#define __Setting_SCENE_H__#include cocos2d.h#include SimpleAudioEngine.hclass Setting : public cocos2d::Layer{bool isEffect;①public: static cocos2d::Scene* createScene(); virtual bool init(); virtual void onEnter();virtual void onEnterTransitionDidFini

Android multimedia development music playing (with progress bar and time display added) and playing sound effects using SoundPool

(SeekBar seekBar) {// method stub automatically generated by TODO }}Main. xml: Play audio using SoundPool: In Android development, we often use MediaPlayer to play audio files. However, MediaPlayer has some shortcomings, such: high resource usage, long latency, and simultaneous playback of multiple audios are not supported. These disadvantages determine that MediaPlayer is not ideal in some scenarios, for

Listen to the voice of freedom----installation and configuration of sound card driver software Alsa under Linux __linux

Listen to the voice of freedom----installation and configuration of sound card driver software Alsa under Linux Recommendation: yy810310 Published: December 9, 2000 read times: 294 -------------------------------------------------------------------------------- For several years, Linux's multimedia features have not been very satisfying as a desktop software, d

Play game music and sound effects

Play game music and sound effects 09:30:55 | category:Game world| Tag:| Font sizeSubscription Play game music and sound effects In the Win32 environment, there are too many ways to play music sound

Android uses SoundPool to play sound effects, and androidsoundpool

Android uses SoundPool to play sound effects, and androidsoundpool In Android development, we often use MediaPlayer to play audio files. However, MediaPlayer has some shortcomings, such as high resource usage, long latency, and not support simultaneous playback of multiple audios. These disadvantages determine that MediaPlayer is not ideal in some scenarios, for example, in game development with relatively

Android game programming (second edition) Chapter 1 music and sound effects

Chapter 2 music and sound effects The advertisement says "there is no sound, no sound, no matter how good it is". Let's add the sound effect to the program. In general, the game sounds are divided into two parts: music and sound.

Cocos2dX music and sound effects

Today, let's learn aboutMusicAndSound EffectsWhy do you like watching silent movies? (Narrator: I like playing with my voice closed). Let's leave it alone. She's a madman. Old Rules: Prepare resources: A piece of Well, by the way, let's take a look at the differences between music and sound effects: Music is generally a song, used as the background sound, the

cocos2d-x Example: Setting background music and sound effects-appdelegate implementation

to learn more about background music and sound effects, let's introduce you through an example. For example, there are two scenarios that you can see: HelloWorld and setting.In the HelloWorld scene, click on the "Game Settings" menu to switch to the setting scene, in the setting scene can set whether to play background music and sound

Andengine play music and sound effects

Games that lack background music and sound effects are incomplete. First, two variables are defined, one for playing background music and the other for playing sound effects. Private music mmusic; private sound msound; The playing

Cocos2dx music and sound effects

// Pre-load music and sound effects Simpleaudioengine: sharedengine ()-> preloadbackgroundmusic (ccfileutils: sharedfileutils ()-> fullpathfromrelativefile ("fashu1.wav", "fashu1.wav ")); Simpleaudioengine: sharedengine ()-> preloadeffect (ccfileutils: sharedfileutils ()-> fullpathfromrelativefile ("fashu1.wav", "fashu1.wav ")); // Set the default volumeSimpleaudioengine: sharedengine ()-> setjavastsvolume

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