How to understand exact time on this timeline for example?
Its hard because I see 0.23 but its not 2300 milliseconds its 23 frames, so I need to know time in seconds.
Please help.
I tried to understand but not at all.
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I want to make a game based on rythm and music. But when prototyping i got stuck at one problem
When i click the mouse, a sound should play instantly. I analysed a recording - and the sound is about 0.1 second delayed.
i also tried just visually, and there is no delay - so input lag is not the issue.
I tried several import-options for the audio. but there is always this delay that ruins my concept. Is there any way around this?
Thanks for your help.
I'm working on a project where I need to record the desktop during an event started by the user. I found this code which has been really helpful, since I am new to C#.
However, when I increase the FPS in the Recorder Params in main, the outputted video file is sped up drastically. It seems to be speeding up in relation to how much you increase the FPS by.
I've tried to look into why this might be happening, but I can't find any documentation on SharpAVI or on Captura. Can anyone shed some light on why this might be happening? It would be really nice to be able to have a 30 FPS avi, and for the sake of learning, I'd really like to know whats going on.
If anyone is interested this is an issue i had. I found you have to timestamp each of the frames individually as the media player you are using doesnt know when to update the frame so by default just updates them as quickly as possible.
I found some answers about this but they vary from age to age (last one 2015) so i was wondering about this because i need it so to know how to build my code. I have leveling system with experience and let's say player can get from 1 to 10-15 times xp in one sec (let's say he use AOE spell and kill 15 mobs) so i want to know what is better approach:
Every time player gains XP it saves it directly with PlayerPrefs.SetFloat() so it can happen that it will activate SetFloat 15 times in one moment
Load player xp inside code on game start, than to do all calculations inside code and at the game close i save that to PlayerPrefs.
I would like to use first approach since for me it is much safer but i do not know if that would be slow.
Using PlayerPrefs is generally better suited for saving player-specific options such as volume or screen-size, or small game-applications. Once your game gets larger and more complex, you could consider creating XML, TXT, or some kind of other file to save your game data.
You can take a look at this discussion on the Unity Forum.
Additionally, auto-saving 15 times per second is a bad idea in general, since it's pretty pointless. If you really implement auto-saving, you should consider increasing the delay between the saving, or save upon scene-change or some other event that is not called way too frequently.
I'm trying to write a C# hand and fingertip detection program, for now I have been able to get the hand points and store them in a List but I'm a little stuck regarding how to present that data in order to visualise the results.
My solution at the moment is to draw a black point in a canvas (I'm trying to use Ellipse shape for this) for each point I have, but I think that this is so time consuming that I can't see the results.
Is there a way to make the Kinect ignore the next, for exemple, 30 frames, or in other words can I make kinect only call the onFrameReadyEvent once every 30 Frames?
If anyone has any other solution for result presentation feel free to share ;)
Thanks in advance.
Since the OnFrameReadyEvent is an event, look into Reactive Extensions.
Rx has a Throttle extension method that you can use to only get 1 frame a second. For an example, check out this SO question:
How to throttle event stream using RX?
I've searched but couldn't find a result for this that didn't involve XNA.
Basically, I'm making a map editor using a C# binding of SFML attached to a panel's handle in my form. It runs at 550 FPS, which results in my main loop being called way too much, using too much resources (10% CPU for a small map editor).
I only really need 60 fps for this, and I know that will result in the cpu usage going down a lot.
Does anyone know how to do this? I've heard that it's impossible because WinForms s no function to access the graphic drivers VSync setting; but there must be a way, right?
Thanks.
I ended up using a WinForms timer to do my game loop processing. I get an effective 60 FPS by setting the interval of the ticks.
This reduces the CPU usage to 0.1% while still having the same functionality.