I am currently working on a project using Blender. However, when I go to to use
itunes and listen to my music at the same time, both of them get messy to work with.
If itunes is running and i want to render, itunes skips and is not responsive while i render a test photo or a scene.
If i am rendering while itunes is playing a song, it takes ages to get a keyframe done.
Both programs are not happy and are slow when i try to use them at the same time, should i use a dedicated computer for blender and to render my projects on that computer?
You might consider limiting the resources blender can use for rendering. It could be better than having them fight eachother.
https://blender.stackexchange.com/questions/15247/how-to-configure-blender-so-that-it-uses-only-50-of-total-cpu-when-rendering
the link is to some answers on how to control blender's resource usage.
Related
I am making a game, so at one point I need to play two sounds at once, so I played the first one using the "My.Computer.Audio.Play()" Method to load from resources.
As for the second, I used Windows Media Player to load the second sound In A SPECIFIC FOLDER, now I know it is possible to extract files to a folder and program it to play from there to avoid trouble, but I don't want them to be extracted.
So I'm trying to get the file path from resources and put it in WMP's URL, but couldn't get any result after searching the internet.
Am I missing something?
And if you know any better alternative, make sure it can:
1- Replay sound (coding with timer is ok),
2- Change Sound Position
You can use the MediaPlayer class in code or MediaElement in XAML for playing audio files in a WPF application. Check out the article WPF Media Player In VB.NET for code samples.
I have managed to get seamsless looping of wav files using the SharpDX library.
But this does not seem to work while the app is minimised (in the background).
Using the metro players I do not get a seamless loop this is why I use XAudio2 in the SharpDX library.
Hope someone can help with this.
When your app is in the background it no longer has access to the CPU so your audio will stop playing.
The only way around this is with background agents running the audio component. The issue here is that the certification process will be hard on you if you are just playing looping audio. Playing audio in the background is intended for audio player apps (like the inbuilt "Music" app).
If I were a user of your app I would likely be unhappy that it clogs up the audio system when it isn't in the foreground (if, for example, I went to answer a Lync call). If the only way to stop your app playing audio is to go and turn it off manually or exit the app then my opinion is that the user experience isn't great.
Of course, you may have a different opinion, or your app might be doing something I haven't considered.
Is there any way in which the usage of the camera of the iPad2 can be restricted only to my application? even if it is using i tunes.
could not find any code related to it. some code would be helpful.
There's no way to achieve this. I think it could be done with quite a bunch of hacking if you were developing for Cydia, but I'm not sure ever then. If the user quits your application or switches from it, the system will make the camera available to any other app requesting it.
I'm building in FlashDevlop as pure AS3.
I'm looking at building a kiosk that uses two screens. Its used to administer tests. So one screen has the test, second the controls for admin the test. I have played with wide app but its not very elegant and I really would like both screens to run full screen on each screen. Is it possible to have one air app spawn two native air windows? A secondary question is it possible to detect multiple screens and target a screen to full screen to? Even something as simple as checking the window size to detect would work, im just not sure I can move and if the low level api will fullscreen on that screen. I could not find any examples of this in the docs.
What docs did you look into? I found it right away.
You'll need the Screen class if you want information on the screens that are connected to the PC. And here's some documentation on using it.
To create new windows, just instantiate a new NativeWindow class and call activate() on it when you're done configuring.
There's a lot of other useful stuff for you in the flash.display package. All the AIR stuff is marked with a little AIR icon. I have to admit that it would have been easier to find if they had put these classes in a separate AIR package.
I am developing an iPhone game, and I will implement Game Center in it.
Apparently, I need to do some configuration with my application in iTunes Connect first. Therefore I have to "create" my application in the iTunes Connect page, right? But, how do I do that without getting Apple's staff review my app since I am still working on it?
I tried making a new app like normal, but it asks me for a bunch of stuff like screenshots etc, but I have none to offer in the first place...
Fixed. It seems they won't even review it if there is no binary uploaded yet.