Monday, October 28, 2019

Wednesday, September 4, 2019

Win10: PC wake up from sleep at midnight

This problem came back recently...I suspect it's related to the recent Windows updates.

Some commands to help troubleshoot it

powercfg /lastwake
powercfg /devicequery wake_armed
powercfg /waketimers

Sunday, June 30, 2019

Aseprite: 100% zoom is bigger than actual size

Recently I started using Aseprite. One thing I noticed was my drawing in Aseprite is bigger than the actual size, even with zoom level set to 100%.

Turns out Aseprite has a screen scaling setting that is set to 200% by default.
Edit > Preferences > Screen Scaling.

However, after changing it to 100%, the Aseprite editor look too small. Thanksfully there is a UI Elements Scaling setting as well. Setting it to 200% should make it usable like before.

Ref:
100% zoom is not 100% zoom?? : aseprite


Monday, April 29, 2019

UE4: Unable to start debugger in Visual Studio

I have my unreal project opened in Visual Studio. When I press F5 to start the debugger, it shows the following error message. "Unable to start program 'C:\Program Files\Epic Games\UE_4.22\Engine\Intermediate\Build\Unused\UE4.exe'."

image.png

It is because UE4 was set as the startup project. To fix it, go to the Solution Explorer in Visual Studio, then right-click on your game project > Set as StartUp Project.

Ref:
Unable to start program UE4.exe error - UE4 AnswerHub

Monday, April 22, 2019

UE4: How to use the new AudioCapture component to record microphone audio

There are two functions for recording audio:
* Start Recording Output
* Start Recording Submix Output

Steps:
1. Follow this quick start guide to activate the new audio engine, e.g. uncomment AudioDeviceModuleName=AudioMixerXAudio2 in WindowsEditor.ini if you're developing on Windows

2. In your blueprint, add the AudioCapture component

3. Use "Start Recording Output" to record the master output of the game. Otherwise, use "Start Recording Submix Output" to capture a particular sound source (see note #2 below).

4. If you don't specify an output path, it saves the .wav file in Saved\BouncedWavFiles


Note:
* UE4 will crash if no audio input device is connected. Probably should use the "Enumerate Audio Capture Devices" function to check for available devices before recording.

* Setting up a Submix Destination on your Sound Source

Unless otherwise set or specified, all Sound Sources output to the Master Submix (not visible on graph) by default. However, it will sometimes be desirable to have your sound source output into a different Submix.
  1. Access the details panel for your sound source
  2. Locate the Effects submenu
  3. Locate the entry called Sound Submix
    1. If this says “None,” then the sound defaults output to the Master Submix
    2. Here you can enter an alternate Submix
    3. Note the separate Default Master Reverb Send amount if you wish to simply send the source to the Master Reverb

Ref:
Confused about new Audio Capture Component usage in 4.19 - Unreal Engine Forums
New Audio Engine: Early Access Quick-Start Guide - Unreal Engine Forums

Wednesday, April 3, 2019

Firefox: taking fullscreen screenshot

Steps:
1. press F12 to bring up Web Developer Tools
2. press F1 to open up Settings
3. scroll down to Available Toolbox Buttons and enable Take a screenshot of the entire page
4. a camera icon would appear at the top right of the Web Developer Tools panel. By default, it saves the screenshot in your Downloads directory.

Ref:
Firefox 32 for developers - Mozilla | MDN

For Chrome, see here