I'm seeing the same problem, as well as an issue where the phone orientation will occasionally cause only part of the widgit to be visible. Killing the app that was playing music (or video) has no impact on this.

Not only do i see this but when i connect my iPhone to my car via the USB it doesn't display all of the playlists i created and will not let me skip forward through the tracks using the car's controls.


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Hard reset seems to be the only thing that works, but then it comes back. I am to the fu**ing boiling point now with this effing bug. Please Apple, fix it. I don't want to have to restart my GD phone 5 times a day because the music widget is on the lock screen.

Yes hard reset seems to be only fix, and that only works until the next time you open podcasts, Pandora, etc., anything that plays audio, then you are back to the same problem. I hope Apple sees this as the annoying bug that it is and not an unwanted "benefit" of the OS.

Having the same issue. It comes on when I turn off my car so I think it might be a bluetooth issue. I rebooted the phone, didn't play any media, and it still appeared on the lock screen. Hope Apple fixes this soon!

Update: I reset my phone and went to a meeting. When I came out, the music player was on my lock screen. No bluetooth, no media was played. It just appeared. My next step is to delete the music app and reinstall it. But I think I'll lose all my playlists. ?

I was reading a book which says that a processor with single core and no hyper-threading can process only one process at a time, so a doubt arises that when we do so many operations on a PC and also some background processes are always there then why not music player stops in between for short while. I know the CPU is pretty fast but still music player usually plays music in continuance without any small break ( that is observable ). Can anyone clarify this behavior?

Running out of samples is called buffer underrun. Even on modern computers this can happen, for example if you start a heavy process while running your audio player the CPU may not be able to switch back in time and we can clearly hear glitches and gaps in the sound feed.

This is due to an operating system which does preemptive multi-tasking. The process is in fact being interrupted for a very short amount of time, not long enough to notice for a human. Another reason is also that the audio card has a playback buffer which allows the playback continously, while data is being fed to it in chunks. So while the process of feeding the card with data is being interrupted for a very short time, the playback can still occur.

If a music player (Banshee in my case) is running, the Play/Pause media key on the keyboard causes the music player to play/pause the music.If the music player is not running, the Play/Pause media key launches the player.

The first case works out of the box since that is the standard behaviour. The second case does not work because the key is bound to the play/pause action which has nothing to do with launching any application. Is it possible to get the second case working?

I'm looking for an elegant solution using standard system features. I can always write a script that will (more or less) do that and bind the script to the play/pause key, but that is not the type of solution I look for.

Go to Keyboard -> Shortcuts. Under sound and media see to what button does play action is attached with: If it is audio play button, you will be able to play or pause when your application is running. If not make it so by clicking on that item and giving the audio play button as the New Accelerator. Now in the same window go to Custom Shortcuts and click on the + button and add command for opening your application and give a name(in my case command is audacious). Now click on this new item and add the New accelerator (I gave Shift+Play). Remember if you give play button itself here it will reassign the button play for launching your application and you will not be able to do the play/pause action using the same button.

I don't want the music player to play random music all the time. I just wanna hear the music that's for that area, like how it was in OSRS. So, for example, while in Lumbridge, I just wanna hear Harmony. I don't know what I did to get it to play random music all the time but how do I fix this?

From any screen in the Music app, tap in the top-right corner. If the watch face is showing, turn the Digital Crown up, then tap the currently playing song in the Smart Stack or tap at the top of the screen.

What data are you sending to the audio player? Are you able to play it manually, or is just the autoplay failing to work? It seems from the error message like the data the audio player is being asked to process something it cannot process.

Sometime back eve used to have a basic feature where you could select what in game music you heard while doing things out in space. It was active for as long as I can remember but after returning from a long break, it is no longer in game. Is it possible its just hidden or is it just gone?

If its just gone I would love to see its return. listening to the drones and eerie and dark music in place for low and null sec is rather dull. i much like the music that comes to life when your in a high sec system.

Unfortunately no SFTP indeed, but the online service also supports WebDAV, so I tried that instead. Playing direct/online from the service seems to work, but the interesting features, like making a database of all online music, or downloading it to a device, both fail (with this service?).

On Charge 6, use the YouTube Music controls app to control music playing in the YouTube Music app on your phone. Navigate between playlists, skip or replay songs, and adjust the volume from your tracker.

On certain Fitbit devices, use the Spotify app to control the music playing in the Spotify app on your phone, computer, or other Spotify Connect device. Navigate between playlists, like songs and switch between devices from your Fitbit device. To see which devices support the Spotify app, visit the Fitbit Gallery.

A portable media player (PMP) or digital audio player (DAP) is a portable consumer electronics device capable of storing and playing digital media such as audio, images, and video files.[1][2] The data is typically stored on a compact disc (CD), Digital Versatile Disc (DVD), Blu-ray Disc (BD), flash memory, microdrive, SD cards or hard drive; most earlier PMPs used physical media, but modern players mostly use flash memory. In contrast, analogue portable audio players play music from non-digital media that use analogue media, such as cassette tapes or vinyl records.

Digital audio players (DAP) were often marketed as MP3 players even if they also supported other file formats and media types.[3][4] The PMP term was introduced later for devices that had additional capabilities such as video playback. Generally speaking, they are portable, employing internal or replaceable batteries, equipped with a 3.5 mm headphone jack which can be used for headphones or to connect to a boombox, shelf stereo system, or connect to car audio and home stereos wired or via a wireless connection such as Bluetooth. Some players also include radio tuners, voice recording and other features.

DAPs appeared in the late 1990s following the creation of the MP3 codec in Germany. MP3-playing devices were mostly pioneered by South Korean startups, who by 2002 would control the majority of global sales.[5] However the industry would eventually be defined by the popular Apple iPod.[6] In 2006, 20% of Americans owned a PMP, a figure strongly driven by the young; more than half (54%) of American teens owned one, as did 30% of young adults aged 18 to 34.[7] In 2007, 210 million PMPs were sold worldwide, worth US$19.5 billion.[8] In 2008, video-enabled players would overtake audio-only players.[9] Increasing sales of smartphones and tablet computers have led to a decline in sales of PMPs,[10][11] leading to most devices being phased out, such as the iPod Touch on May 10, 2022, though certain flagship devices like the Sony Walkman are still in production. Portable DVD and BD players are still manufactured.[12]

British scientist Kane Kramer invented the first digital audio player,[16] which he called the IXI.[17] His 1979 prototypes were capable of up to one hour of audio playback but did not enter commercial production. His UK patent application was not filed until 1981 and was issued in 1985 in the UK and 1987 in the US.[18] However, in 1988 Kramer's failure to raise the 60,000 required to renew the patent meant it entered the public domain.[19] Apple Inc. hired Kramer as a consultant and presented his work as an example of prior art in the field of digital audio players during their litigation with Burst.com almost two decades later.[20] In 2008, Apple acknowledged Kramer as the inventor of the digital audio player[16][21]

The Listen Up Player was released in 1996 by Audio Highway, an American company led by Nathan Schulhof. It could store up to an hour of music, but despite getting an award at CES 1997 only 25 of the devices were made.[22][23] That same year AT&T developed the FlashPAC digital audio player which initially used AT&T's Perceptual Audio Coder (PAC)[24] for music compression, but in 1997 switched to AAC.[25] At about the same time AT&T also developed an internal Web-based music streaming service that had the ability to download music to FlashPAC.[26] AAC and such music downloading services later formed the foundation for the Apple iPod and iTunes.[27]

The first production-volume portable digital audio player was .mw-parser-output .vanchor>:target~.vanchor-text{background-color:#b1d2ff}The Audible Player (also known as MobilePlayer, or Digital Words To Go) from Audible.com available for sale in January 1998, for $200. It only supported playback of digital audio in Audible's proprietary, low-bitrate format which was developed for spoken word recordings. Capacity was limited to 4 MB of internal flash memory, or about 2 hours of play, using a custom rechargeable battery pack. The unit had no display and rudimentary controls.[28][29] ff782bc1db

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