what are the properties of sound in visual basic 6.0?
152254
I assume that you want to add sound to a VB6 application. Below is the code I use:\n\nYou need to add the Component called "Microsoft Multimedia Control 6.0 (SP3)" to your project. Then you just have to initialize and play the specified file. Here's the way I coded it:\n\nPublic Sub PlayWavFile(ByVal pFilename As String)\nMMControl1.Notify = False\nMMControl1.Wait = False\nMMControl1.Shareable = False\nMMControl1.DeviceType = "WaveAudio"\n' Set the file name.\nMMControl1.fileName = pFilename\n\n' Open the MCI device.\nMMControl1.Command = "Open"\nMMControl1.Command = "Play"\nEnd Sub\n\nYou call the function like this:\nPlayWavFile ("MyMusicFile.wav")\n\nThe control will play the following Multimedia types:\nAnimation - Plays animation \nCDAudio - Plays CD audio \nAVIVideo - Plays .AVI video files \nOverlay - Plays analog video \nSequencer - MIDI\nVideoDisc - Plays video discs \nWaveAudio - Plays .WAV sound files
542950
cilck on tools .....>options \nunder option \n\nclick on sound and set what you whant
796737
Your question is confusing. Clarify it first please. Do you not like the sound when IE6 blocks ActiveX? and you mean you want IE6 to do the same function but without disabling ActiveX?\n\nYou said "without enabling ActiveX". From what I understand, you want to disable that sound and not ActiveX. Simple thing to do.\n\nClick Start > Settings > Control Panel > Sounds & Audio Devices\n\nOnce Sound & Audio Devices appear, click on Sounds, then scroll down Program events and look for "Information bar" under "Windows Explorer". Click on "Information bar" and select NONE for it under "Sounds". Apply the changes and you are done! :D
618410
Go to "Settings" and select "control panel". Then click on "Sounds and Audio Devices" and click on the box by "place volume icon in the taskbar" and then click the "OK" button.
854137
Yes, it's from: control panel > sounds and multimedia > and in the sound tab, scroll down until you find start windows and then you can click brows to select a sound, but the bad thing is that you can only choos wav files...
435748
Start-->Settings-->Control Panel-->Sounds gives you control over these sounds.
27165
Go to start, control panel, sounds and audio devices. Click on the sounds tab. In the box toward the bottom it lists all the things associated with sounds. The ones with a bell looking thing next to them are on. Just click on the word and then under that click on the little arrow next to the browse button to hear what sound it is.
622121
start&#92;control panel&#92;sounds and audio devices&#92;sounds tab.  the rest should be self-explanatory
993986
Go to Start - Programs - Accesories - Entertainment - Sound recoder.\nGood luck!
1078281
Actually Windows Sound Recorder that comes default with Windows and has since like 98 or before you can easily reverse things from the menu in the program. All that aside, don't worry about subliminal messsages, just be a good person.
104650
Let f1 = 35.0 kHz\nvbat = 12 m/s\nvsound = 330 m/s\n\na) f2  = vsound*f1/(vsound-vbat) = 330*35/(330-12) = 36.32kHz\n\nb) For bat f = (vsound+vbat)*f2/vsound = 342*36.32/330 = 37.64kHz\n\nc) It will obviously affect the answers
383078
go to start->control panel-> sounds and audio devices. go to the sounds tab. under program events, select each event and find an audio file for that event by clicking browse. For example, for critical battery alarm click on it then click browse. the default folder for windows events is C:&#92;windows&#92;media. then select windowsxpbatterycritical.wav. do that for all your windows events. If you do not know if you chose the right sound, click the play button next to browse. after you are done, press save as under sound scheme and click apply then ok. you should be all set.
614066
Just type "free .wav" into your search box and this will bring up lots of sites for sound effects. BTW you can't save anything on a computer unless you first download it first!\nGood luck.
1005476
Try going to Control Panel and adjust the sound settings
108454
#include "ALLOC.H"\n#include "DOS.H"\n#include "CONIO.H"\n#include "STDIO.H"\n\n\nvoid main()\n{\n char *name;\n printf(" Enter the file name...:");\n scanf("%s",name);\nplaywav(name,1.0);\n\n}\n\n\nvoid playwav(char wavefile[14],float delaytime);\nstruct WaveData {\n  unsigned int SoundLength, Frequency;\n  char *Sample;\n};\n\n\nstruct HeaderType {\n  long         RIFF;      //RIFF header\n  char         NI1 [18];  //not important\n\n  unsigned int Channels;  //channels 1 = mono; 2 = stereo\n  long         Frequency; //sample frequency\n  char         NI2 [6];   //not important\n  char         BitRes;    //bit resolution 8/16 bit\n  char         NI3 [12];  //not important\n} Header;\n\n\n\n\n\nstruct WaveData Voice;         //Pointer to wave file\n\n\nunsigned int    Base;          //Sound Blaster base address\n\n\nchar            WaveFile [25]; //File name for the wave file to be played\n\n\n/*************************************************************************\n***\n** Checks to see if a Sound Blaster exists at a given address, returns\n**\n** true if Sound Blaster found, false if not.\n**\n**************************************************************************\n**/\nint ResetDSP(unsigned int Test)\n{\n  //Reset the DSP\n  outportb (Test + 0x6, 1);\n  delay(10);\n  outportb (Test + 0x6, 0);\n  delay(10);\n  //Check if (reset was succesfull\n  if ((inportb(Test + 0xE) & 0x80 == 0x80) && (inportb(Test + 0xA) ==\n0xAA))\n  {\n    //DSP was found\n    Base = Test;\n    return (1);\n  }\n  else\n    //No DSP was found\n    return (0);\n}\n\n\n/*************************************************************************\n***\n** Send a byte to the DSP (Digital Signal Processor) on the Sound Blaster\n**\n**************************************************************************\n**/\nvoid WriteDSP(unsigned char Value)\n{\n  //Wait for the DSP to be ready to accept data\n  while ((inportb(Base + 0xC) & 0x80) == 0x80);\n  //Send byte\n\n  outportb (Base + 0xC, Value);\n}\n\n\n/*************************************************************************\n***\n** Plays a part of the memory\n**\n**************************************************************************\n**/\nvoid PlayBack (struct WaveData *Wave)\n{\n  long          LinearAddress;\n  unsigned int  Page, OffSet;\n  unsigned char TimeConstant;\n\n\n  TimeConstant = (65536 - (256000000 / Wave->Frequency)) >> 8;\n  WriteDSP(0x40);                  //DSP-command 40h - Set sample frequency\n  WriteDSP(TimeConstant);          //Write time constant\n\n\n  //Convert pointer to linear address\n  LinearAddress = FP_SEG (Wave->Sample);\n  LinearAddress = (LinearAddress << 4) + FP_OFF (Wave->Sample);\n  Page = LinearAddress >> 16;      //Calculate page\n  OffSet = LinearAddress & 0xFFFF; //Calculate offset in the page\n  /*\n      Note - this procedure only works with DMA channel 1\n  */\n  outportb (0x0A, 5);              //Mask DMA channel 1\n  outportb (0x0C, 0);              //Clear byte pointer\n  outportb (0x0B, 0x49);           //Set mode\n  /*\n      The mode consists of the following:\n      0x49 = binary 01 00 10 01\n                    |  |  |  |\n                    |  |  |  +- DMA channel 01\n                    |  |  +---- Read operation (the DSP reads from memory)\n                    |  +------- Single cycle mode\n                    +---------- Block mode\n  */\n\n\n  outportb (0x02, OffSet & 0x100); //Write the offset to the DMA controller\n  outportb (0x02, OffSet >> 8);\n\n\n  outportb (0x83, Page);           //Write the page to the DMA controller\n\n\n  outportb (0x03, Wave->SoundLength & 0x100);\n  outportb (0x03, Wave->SoundLength >> 8);\n\n\n  outportb (0x0A, 1);              //Unmask DMA channel\n\n\n\n  WriteDSP(0x14);                  // DSP-command 14h - Single cycle playback\n  WriteDSP(Wave->SoundLength & 0xFF);\n  WriteDSP(Wave->SoundLength
308162
goto the view menu- enhancements- show enhancements - click on now playing- click the arrow until you see the graphic equalizer and adjust that until it sounds right. thats all i can think of. also check what you have windows media players volume set on and what it is set on your computer speakers. that might affect the sound too.
651597
try Sony Sound Forge 8. it's a wonderfull software, but a bit hard to use. you should know some phisical properties of sound.