adjust sampling rate in apollo-server v3 - apollo

It looks like the reportTiming option is removed in Apollo Server v3 (introduced in this PR). We were using it to adjust the sampling rate reporting (now that has ben refactored into its own plugin, ApolloServerPluginUsageReporting plugin), but I could not find the old reportTiming option there.
So I wonder what are the options of adjusting the sampling rate in the Apollo Server v3 land.

In Apollo Server v3, it can be replaced with includeRequest in ApolloServerPluginUsageReporting.

Related

AUAudioUnit getting host sample rate changes

Just a simple quick question, how do I can know about AudioUnit host application changes to sample rate?
My custom AUAudioUnit v3 subclass seems not to have any property to observe and AUHostMusicalContextBlock do not provide a sample rate inspection.
I need to react for sample rate changes in host application.
Thank you
I believe a safe place to do it is in allocateRenderResourcesAndReturnError. e.g.,
mySampleRate = self.outputBus.format.sampleRate;
This is where Apple's iOSFilterDemoApp does it

Constant beeping when playing 1st order ambisonic audio in Unity app deployed on Samsung S7

I'm developing an app using Unity (2017.2.03f) and Google Resonance (v1.1.1) for mobile phones. When testing the application on the Samsung S7, there is a loud constant beep heard in the scenes where there are 1st order ambisonc audio playing. This issue did not occur when testing the app on the two other devices that I have at hand - Pixel XL or the Nexus 5x.
Also, in some scenes, I've used a lowpass filter on the ResonanceAudioMixer ehich seem to be able to reduce the level of the beep.
Have anyone had any similar issues with the Samsung S7, or any other phones?
Does anyone have any idea about what could be causing the issue?
Any input would be highly appreciated!
This turned out to be an issue with the audio recording and not with Resonance Audio plugin. Please see original poster's comment above for details.

Map Overlays Native Android Maps Not Animating on Samsung Devices

I have Google Maps as my background map and on top of it I have weather radar TileOverlays. The animation of these tiles is not working on all Samsung devices I've tested on (S3, S4, S5) and the Sony Xperia...but it works on all other devices I've tested on (Nexus, HTC, Motorola, and many more). Any ideas off hand before I gather the code logic from multiple classes?
It appears that the getTileUrl I override is not being called with whatever updates are being sent out to phones lately. Anyone heard anything of the sort? This is the overridden method for the abstract method here: http://developer.android.com/reference/com/google/android/gms/maps/model/UrlTileProvider.html#getTileUrl(int, int, int)
This is a quote I received directly from Google:
"The workaround is to uninstall Google Play Services updates by the user, and I'm not aware of a workaround on the app developer side.
This bug was introduced with the last version of GMSCore released to the devices. On the bright side, developers are already working for a fix and we're expecting it to be released today or tomorrow."

Retrieve the peak of an audio stream from OpenNI

I'm attempting to grab the peak level (decibal level or whatnot) from an audio stream from a Kinect using OpenNI.
I've found these:
http://openni.org/docs2/Reference/classxn_1_1_audio_meta_data.html
http://openni.org/docs2/tutorial/smpl_audio.html
But I'm having a hard time piecing it together. I just need an integer of some sort to figure out how loud the surrounding area for the kinect is.
Thanks!
I've tried using the Audio API provided by OpenNI with no luck, not even the provided sample. I had the same question a while back.
If you're on osx/linux you can use both openni/libfreenect side by side(as admin only on linux) and libfreenect has some experimental audio support.
In the mean time I've found two other projects that look interesting:
HARK
MS Kinect-OpenNI Bridge
I haven't used both, although the second looks promising, so it should be possible to access audio via MS SDK and process data using OpenNI as well.

Volume Control Number of Channels XP different than Vista

When I run this code:
MIXERLINE MixerLine;
memset( &MixerLine, 0, sizeof(MIXERLINE) );
MixerLine.cbStruct = sizeof(MIXERLINE);
MixerLine.dwComponentType = MIXERLINE_COMPONENTTYPE_SRC_WAVEOUT;
mmResult = mixerGetLineInfo( (HMIXEROBJ)m_dwMixerHandle, &MixerLine, MIXER_GETLINEINFOF_COMPONENTTYPE );
Under XP MixerLine.cChannels comes back as the number of channels that the sound card supports. Often 2, these days often many more.
Under Vista MixerLine.cChannels comes back as one.
I have been then getting a MIXERCONTROL_CONTROLTYPE_VOLUME control and setting the volume for each channel that is supported, and setting the volumne control to different levels on different channels so as to pan music back and forth between the speakers (left to right).
Obviously under Vista this approach isn't working since there is only one channel. I can set the volume and it is for both channels at the same time.
I tried to get a MIXERCONTROL_CONTROLTYPE_PAN for this device, but that was not a valid control.
So, the question for all you MMSystem experts is this: what type of control do I need to get to adjust the left/right balance? Alternately, is there a better way? I would like a solution that works with both XP and Vista.
Computer Details: Running Vista Ultimta 32 bit SP1 and all latest patches. Audio is provided by a Creative Audigy 2 ZS card with 4 speakers attached which can all be properly addressed (controlled) through Vista's sound panel. Driver is latest on Creative's site (SBAX_PCDRV_LB_2_18_0001). The Vista sound is not set to mono, and all channels are visable and controlable from the sound panel.
Running the program in "XP Compatibility Mode" does not change the behaviour of this problem.
If you run your application in "XP compatibility" mode, the mixer APIs should work much closer to the way they did in XP.
If you're not running in XP mode, then the mixer APIs reflect the mix format - if your PC's audio solution is configured for mono, then you'll see only one channel, but if you're machine is configured for multichannel output the mixer APIs should reflect that.
You can run the speaker tuning wizard to determine the # of channels configured for your audio solution.
Long time Microsoftie Larry Osterman has a blog where he discusses issues like this because he was on the team that redid all the audio stuff in Vista.
In the comments to this blog post he seems to indicate that application controlled balance is not something they see the need for:
CN, actually we're not aware of ANY situations in which it's appropriate for an application to control its balance. Having said that, we do support individual channel volumes for applications, but it is STRONGLY recommended that apps don't use it.
He also indicates that panning the sound from one side to the other can be done, but it is dependent on whether the hardware supports it:
Joku, we're exposing the volume controls that the audio solution implements. If it can do pan, we do pan (we actually expose separate sliders for the left and right channels).
So that explains why the MIXERCONTROL_CONTROLTYPE_PAN thing failed -- the audio hardware on your system does not support it.