Pygame music file size limitation? - pygame

I am able to play wav-files in pygame that are up to 2 mb, but not much larger. Is there some limitation to allowed size? Or what might the reason be? I can play any small files I try. But none larger than 4 mb.
Ideas of how to fix this?

I'm not aware of any file-limitation - maybe try to convert them to ogg and see if that problem is reproduceable..
It might be a buffer-size issue - but that's just a wild guess

Related

Swiffy Text & Image Compression (blurry)

Is anyone else having problems using Swiffy to create swf files into HTML5? Everytime we use it - the images and text gets blurry.
The original flash file is not blurry - but already the images are compressed.
Does anyone know how the swiffy automatic compression works? It seems random
I've tried using vector vs raster, tried making the overall file size under 50KB (should be plenty as upload is usually 100Kb max).
Its happened on variety of sizes - seemingly without rhyme or reason.
Ie. sometimes leaderboards are fine, but mrecs get blurry. Sometimes leaderboards come out crisper than the mrecs!?
I've seen another answer on here saying someone else has the problem with vector objects - and the feedback was to make sure it sits on an actual pixel. Ie. 130px Y axis instead of 130.5 Y axis. But this is not making a difference for me.
Any other suggestions?
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Additionally - what do people think is the best program to do html5 display banners? Adobe Edge, Google WebDesigner, etc? Seems there's complications with each.
Attached is an example: Swiffy vs Flash Swf Screenshot
Thanks in advance!! Any tips appreciated

Background-size:cover lagging

So I have this issue, on my website i have many sections with background-size:cover property on them, and that causes my website to lag like hell. Is there any solution to contain the 100% width of the picture on every device, but to get rid of website lagging? I've searched some other websites and found, the object-fit:cover on the img tags, but can't seem to implement that on my webpage. Also I compressed every image, so it takes less space. Any answer will be much of a help. Thanks in advance.
The Website
Well first of all your website loads fast for me (but I have a really fast connection). But nevertheless your images are way too big for your needs. For example the box-2.jpg has a size: 3500 x 2333 px. You should resize your images.
Just compressing the images wont help much here, because the size still remains and compressing too much is also bad because you always lose quality. For example the google speed insights always recommends to compress images to the maximum which is not the way to go.
But for you google speed insights is a good way to go to find other elememts which could be optimized.

cocos2d-x: JPG image becomes dark

I use JPG image as background image in my game to reduce size.
It's working fine in >iOS 5. But in iOS 4.3.3 it become dark.
It will be great if anyone can explain exactly why this problem can be occurred and how it can be resolved.
Thanks!
The solution of this problem can be found here. At the same time another thing we should keep in mind, "JPG formate takes much longer times to load than PNG formate"

Is it possible to make 1 pc camera work at 2 different modes simultaneously?

By mode here I mean video width,height and FPS(frame per second)
I guess maybe some kinda driver can manage to do this?
If you mean hardwarewise, i highly doubt it.
When you just mean two different outputstreams... thats not that big of a deal and definitely possible.

how big is too big for a swf file

I am making a flash game. And I want to know how big is too big for a swf file. Also, Ive been looking at my swf file and right now its at 38.2k. Is the swf file that gets created during debugging, is this the correct size for the file that will eventually be placed on the web.
thanks
Kilobytes is small stuff.
Anything less than a couple of megabytes is fine - once you get above that you might start worrying about loading times and keeping users interested during the preloader, but most portals accept files up to 10MB or so.
Yes, the file is the same. A game of 38.2 kb is pretty small, if you go on Flash game sites they regularly run in the multiple of megabytes.
The SWF is slightly smaller in release mode. The size difference is essentially nothing.
As for a guideline size, this depends on who you are expecting to play your game.
if you want your game to reach a very wide audience keep it as small as you possibly can.
a game without any heavy animation , embedded assets like png files or sound will usually be small.
a good discussion regarding Optimal swf size for flash games here at
http://board.flashkit.com/board/showthread.php?t=788271
The difference between debug and release builds is, according to my experience, some 30-40% in file size (debug version being bigger, of course), which is not insignificant.
Anyways, I think you're safe to assume that anything below 100kb is small enough to be considered an instant download, with no need to use preloaders. However, adding graphical and sound assets to the game will quickly push it up in size, at which point the preloader will probably be a good idea.