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AudioEndpoint

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Sem;colon
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Re: AudioEndpoint

Post by Sem;colon »

I'm sorry, you are totally right... I think you found a bug here, thank you ;-)

In the attached version it should work.
Attachments
__init__.py
v1.21
(5.39 KiB) Downloaded 228 times
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blackwind
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Re: AudioEndpoint

Post by blackwind »

Working now, but with one more caveat: One of my devices is disabled, and the plugin just dumps an error when I try to switch to it. Could you add a way to test whether or not a device is available? Or, alternately, maybe just add a "Switch to next audio device" and a "Switch to previous audio device" action with the appropriate checks so users don't have to roll their own solutions?
/bw
Sem;colon
Plugin Developer
Posts: 625
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Location: Germany

Re: AudioEndpoint

Post by Sem;colon »

New version!

v1.4:
-Added guid
-Added action "Get Default Audio Render"
-Added action "Next Default Audio Render"
-Added action "Previous Default Audio Render"
but with one more caveat: One of my devices is disabled, and the plugin just dumps an error when I try to switch to it. Could you add a way to test whether or not a device is available?
It does check it actually - you are not getting a stack trace, do you?
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blackwind
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Re: AudioEndpoint

Post by blackwind »

It was a friendly "print"ed error message from the plugin without a stack trace. In any case, totally irrelevant now with the new actions. Everything is working great. Cheers!
/bw
Sem;colon
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Posts: 625
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Re: AudioEndpoint

Post by Sem;colon »

OK, that's what I thought, in this case the function call for SetRender returns False. It returns True if no error appears.

Thank you!
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krad23
Posts: 6
Joined: Wed Jul 29, 2015 3:19 pm

Re: AudioEndpoint

Post by krad23 »

Awesome. Can you also add an action for "Next Default Communications Device" ? Maybe same for microphones as well?
Sem;colon
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Re: AudioEndpoint

Post by Sem;colon »

No, I'm afraid not... I don't know how to do that.
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Bostrolicious
Posts: 8
Joined: Sat Jan 30, 2016 8:57 am

Re: AudioEndpoint

Post by Bostrolicious »

This seems like an excellent plugin! I'm having trouble getting it to work with unicode characters, though. If I drag an event containing an "├Â" (like the Swedish word for "speaker" unfortunately does), I get the error messages below. It works perfectly for the one audio device I have that only contains ascii characters. I don't think it's related to my system (but I could be wrong), because I've tried dragging events containing "├Â" from another plugin with no problems.

Is there anything that can be done to fix this on my part?


Traceback (most recent call last) (1710):
File "C:\Program Files (x86)\EventGhost\eg\Classes\MainFrame\LogCtrl.py", line 153, in OnStartDrag
customData.SetData(text.encode("utf-8"))
UnicodeDecodeError: 'ascii' codec can't decode byte 0xf6 in position 41: ordinal not in range(128)
Traceback (most recent call last) (1710):
File "C:\Program Files (x86)\EventGhost\eg\Classes\MainFrame\LogCtrl.py", line 153, in OnStartDrag
customData.SetData(text.encode("utf-8"))
UnicodeDecodeError: 'ascii' codec can't decode byte 0xf6 in position 38: ordinal not in range(128)
Sem;colon
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Posts: 625
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Location: Germany

Re: AudioEndpoint

Post by Sem;colon »

Hmm, how does the event in the log look like, do you actually see the ├Â?
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Bostrolicious
Posts: 8
Joined: Sat Jan 30, 2016 8:57 am

Re: AudioEndpoint

Post by Bostrolicious »

Yes, I see it. An example of the events when I switch devices:

AudioEndpoint.Default.Render.Multimedia.H├Âgtalare (2- High Definition Audio Device) ['{0.0.0.00000000}.{fe368bf2-e1c9-4e50-98bc-12bdbbbc7299}']
AudioEndpoint.Default.Render.Console.H├Âgtalare (2- High Definition Audio Device) ['{0.0.0.00000000}.{fe368bf2-e1c9-4e50-98bc-12bdbbbc7299}']
Sem;colon
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Posts: 625
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Re: AudioEndpoint

Post by Sem;colon »

hmm, try this one
Attachments
__init__.py
(8.11 KiB) Downloaded 205 times
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Bostrolicious
Posts: 8
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Re: AudioEndpoint

Post by Bostrolicious »

Problem solved. I tested both the events and the "set" action, and everything seems to work fine. Thanks a lot!
yasuo
Posts: 26
Joined: Sun Aug 11, 2013 2:34 pm

Re: AudioEndpoint

Post by yasuo »

Hi there, it's a great addon since i was fiddling around with an external tool wich caused me trouble :-)

btw. is there a way to play a sound into a specific soundcard output?

in my case a used a very dirty hack to record+replay 433Mhz remote signals just by soldering a transciever pair to a cheap usb soundcard.
http://rurandom.org/justintime/index.ph ... er_for_PCs
Sem;colon
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Posts: 625
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Location: Germany

Re: AudioEndpoint

Post by Sem;colon »

Hi Yasuno,

that's an interesting use for a sound card :)
Wouldn't this work with IR signals as well?

At the moment I'm not aware of any possibility to play a specific audio file on a specific output device with EventGhost without a 3rd party tool.
Unfortunately it's not easy to program this (it is possible though), Pako did something similar as he created the intelliSpeech plugin.

What you can do: On most media player you can set a specific output, you can then use EventGhost to open audio files with that media player

You should make a post for that idea (using a soundcard as Transceiver) in the Feature Request Forum.
Me or someone else may pick it up some day and create a plugin for that.
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Pako
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Re: AudioEndpoint

Post by Pako »

Hi Sem;colon !
Today I looked in the task manager.
There I saw this:
AudioEndpoint.png
It is possible that it happened after several forced reboot EventGhost.
It would be possible to prevent multiple starting that program?

Pako
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