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 1 
 on: January 09, 2017, 09:06:44 AM 
Started by thofsaw - Last post by Administrator
Hello,

yes, settings of the component are stored in binary form inside the exe file but you could know the exact font in use by creating a 3D button template file: this kind of file is also in binary but, looking at the binary code, it's quite easy to find the Unicode string containing the font name.
It's quite likely that you should have the documentation of our component installed on your machine: the "How to manage button templates" tutorial shows how to save settings of each button into a template file: it's recommended doing this at design-time using a button which doesn't display the caption text and, if you should have problems in reading the resulting binary template, please, attach it to your next post so I could give it a closer look for you.

Kind Regards

Severino Delaurenti
MultiMedia Soft

 2 
 on: January 09, 2017, 12:57:49 AM 
Started by thofsaw - Last post by thofsaw
Hi,

I'm taking over maintenance of an app that uses the 3D UI library and don't have the luxury of talking to the former developer.
When I built and ran the app initially, all the buttons had no text on them.  When I went in and edited each button in turn (very tedious!) the text magically appeared again.

Only just recently did it occur to me that the reason for this may have been that the font that was set initially is not installed on my windows box. 

This would be an easy thing to solve if I could determine the font it requires - but from my observations the properties editor appears to select a valid default font from the list of available fonts when opened - overwriting the old one once saved.  Thus there appears to be no way of finding what the original one was called. 

I've tried text searches in the app source tree, but not been successful.  It would appear that the font information is perhaps stored in a binary format?

Any help on this greatly appreciated!

Thanks,
Paul.

 3 
 on: December 06, 2016, 08:50:54 AM 
Started by djjoy - Last post by Administrator
Hello.

Once the waveform analysis has been performed, you can immediately display the full waveform on the visible area of the analyzer through a call to the SetDisplayRange method by passing 0 and -1 respectively to the nBeginPosInMs and nEndPosInMs parameters.

Kind Regards

Severino Delaurenti
MultiMedia Soft

 4 
 on: December 06, 2016, 12:30:09 AM 
Started by djjoy - Last post by djjoy
I solve the error issue installing againd the waveformdisplay components.
With the code above, I can't see the waveform on the component area.

I need to do something else to display a basic waveform?

Thanks.

 5 
 on: December 05, 2016, 11:58:16 PM 
Started by djjoy - Last post by Administrator
Hello,

error -100 is usually raised when the trial version of the component is being used outside of the development machine and the internal protection schema blocks component's functionalities: may be that this is your case?
If it shouldn't, you may eventually attach the exe of your test project so we could test it in debug mode.

Kind Regards

Severino Delaurenti
MultiMedia Soft

 6 
 on: December 05, 2016, 04:16:45 PM 
Started by djjoy - Last post by djjoy
I get this error:


  nResult := ActiveWaveformAnalyzer1.AnalyzeSoundFromFile(OpenDialog1.FileName);   --> nresult value is ever -100. 

 7 
 on: December 05, 2016, 04:02:36 PM 
Started by djjoy - Last post by djjoy
I have problems to start using waveformanalyzer. I try to convert VC example to delphi, but i can't ( at the moment).
Now, i want to start with easy things:

I want to start with a simple wave visualization with native render:


  Amp3dj1.InitDJSystem(1, Handle, 0, 0, 0, 0);  //init amp3dj
  Amp3dj1.MediaFileDecoder.Initialize();
  ActiveWaveformAnalyzer1.InitWaveformAnalyzer(form1.Handle);  //init waveformanalyzer


  //open a new song
  Amp3dj1.LoadSound(0, OpenDialog1.FileName);

  //open song in waveformanalyzer to render
  nResult := ActiveWaveformAnalyzer1.AnalyzeSoundFromFile(OpenDialog1.FileName);
  if (nResult <> 0) then
  begin
       showmessage('Ups... Error'');
  end;

  //Play song
  AMp3dj1.PlaySound(0);
  timer1.enabled := true;



procedure TForm1.Timer1Timer(Sender: TObject);
var
 fCurrPositionInMs: double;
begin

Amp3dj1.SoundPositionGet (0, &fCurrPositionInMs, 0);

      // pass the current playback position to the waveform control so it will be able to update the waveform scroller
      // and the position of the playback line in real-time
    //   ActiveWaveformAnalyzer2.PlaybackPositionSet(round(fCurrPositionInMs));
      ActiveWaveformAnalyzer1.PlaybackPositionSet(round(fCurrPositionInMs));
end;




 8 
 on: November 28, 2016, 09:32:55 AM 
Started by djjoy - Last post by Administrator
Hello,

unfortunately we don't have samples in Delphi but, when dealing with Delphi, most of the problems when passing a data structure are due to a wrong porting of parameters size in bytes from C++ to Delphi: please, let me know the data structure you are having problems with so I may send you the correct size in bytes for related parameters.

Kind Regards

Severino Delaurenti
MultiMedia Soft

 9 
 on: November 27, 2016, 11:49:49 PM 
Started by djjoy - Last post by djjoy
Hi again Severino.
I'm trying with ActiveWaveformAna˝yzer, but I have many problems in Delphi to set/get parameters like the VC6 or VB6 examples.
Do you have examples in Delphi to understand and work allright?

Waiting for your reply,

Best regards,

Jose Maria

 10 
 on: November 20, 2016, 04:04:51 PM 
Started by djjoy - Last post by Administrator
Hello,

this is not immediate with the Active Dj Studio component because its waveform rendering is not much advanced (for this purpose we have developed the Active Waveform Analyzer component http://www.multimediasoft.com/awavan) but you may draw the portion of waveform already played in a few  steps:
- set the Waveform.ColorLine property as you prefer
- draw the full waveform through the Waveform.BitmapViewDrawToHdc method setting 0 for the nStartPos parameter and -1 for the nEndPos parameter
- now set the Waveform.ColorLine property as you prefer for the portion alreasy played
- get the current playback position inside a nCurrPos variable using the SoundPositionGet method
- get the sound duration inside a nSoundDuration variable using the SoundDurationGet method
- calculate the drawing width for the played portion using the proportion:
   nPlayedWidth : nCurrPos = nTotalWidth : nSoundDuration
   so nPlayedWidth = (nCurrPos * nTotalWidth) / nSoundDuration
   where nTotalWidth is the value previously assigned to the nWidth parameter of the Waveform.BitmapViewDrawToHdc method
- draw the played portion of waveform through the Waveform.BitmapViewDrawToHdc method setting nPlayedWidth for the nWidth parameter, 0 for the nStartPos parameter and nCurrPos for the nEndPos parameter

For an eventual loop section you may mostly use the same procedure but, obviously, you would have to draw the loop portion starting from the loop start up to the loop end.

An easier approach would be using the aforementioned "Active Waveform Analyzer" control which can be used in conjuction with "Active DJ Studio" (or with any other multimedia library) and allows adding wave ranges drawn with different colors:
http://www.multimediasoft.com/awavan/help/how_to_graphic_items_to_wave.htm

Hope this helps

Kind Regards

Severino Delaurenti
MultiMedia Soft

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