Files to be included with your application |
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Important note about installed version
This section of the documentation applies to the full purchased version only: the trial version of the component comes with an internal protection schema against fraudulent uses which will block most functionalities when the component is redistributed outside of the development machine where the trial version was originally installed through the provided setup program.
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The component's assembly that you need to redistribute with your application depend upon the target .NET platform:
• | for .NET framework 2.0, 3.0 or 3.5 with reference to AudioSoundEditor used inside the project (*) |
- AudioSoundEditor.dll
• | for .NET framework 4.0 or higher with reference to AudioSoundEditorF4 used inside the project (*) |
- AudioSoundEditorF4.dll
• | for .NET 5 with reference to AudioSoundEditorF5 used inside the project |
- AudioSoundEditorF5.dll
• | for .NET 6 with reference to AudioSoundEditorF6 used inside the project |
- AudioSoundEditorF6.dll
• | for .NET Core 3.1 with reference to AudioSoundEditorCore3 used inside the project |
- AudioSoundEditorCore3.dll
All of the mentioned assemblies work as wrappers for the multimedia engine whose binary file must be redistributed as well:
• | If compiling for "Any CPU" |
- the x86 version of the multimedia engine AdjMmsEng.dll
- the x64 version of the multimedia engine AdjMmsEng64.dll
• | If compiling specifically for x86 |
- the x86 version of the multimedia engine AdjMmsEng.dll
• | If compiling specifically for x64 |
- the x64 version of the multimedia engine AdjMmsEng64.dll
You can find redistributable files mentioned above inside the folder in which you installed the Audio Sound Editor for .NET component, whose default can be one of the followings:
• | If it was installed as stand-alone: \Program Files\MultiMedia Soft\Audio Sound Editor for .NET\Redist |
• | If it was installed through Audio Sound Suite for .NET: \Program Files\MultiMedia Soft\Audio Sound Suite for .NET\Audio Sound Editor for .NET\Redist |
• | If it was installed through Audio Sound Studio for .NET: \Program Files\MultiMedia Soft\Audio Sound Studio for .NET\Audio Sound Editor for .NET\Redist |
Important note about the folder chosen for installing our files
In order to avoid the "DLL Hell" problem, it's strongly recommended that you install the mentioned files into the same folder in which you will install the EXE of your container application on the target system and not inside the Windows\System32 or Windows\SysWOW64 folders.
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DirectX version 9.0c or higher should be available as well. DirectX redistributable modules can be obtained from the Microsoft web site.
Special notes
• | If you need dealing with Windows Media Audio files (WMA, ASF, WMV, etc.), the Microsoft Windows Media Format modules must already be installed on the target PC: for Windows XP and previous versions the Windows Media Format modules can be installed using the redistribution setup package (wmfdist.exe) provided by Microsoft. For Windows Vista and later versions there is the need to install the Microsoft's Windows Media Player application (which is usually installed by default). |
• | For encoding of MP3 files, the Lame encoder (Lame.exe) must be available on the target system: starting from version 8 of the component this requirement is no more needed until you make use of the default internal MP3 encoder. See the EnableInternalEncoders method for details about disabling the default internal encoders and continue to rely upon external encoders. |
• | For encoding of OGG Vorbis files, the OggEnc encoder (OggEnc.exe) must be available on the target system: starting from version 8 of the component this requirement is no more needed until you make use of the default internal OGG Vorbis encoder. See the EnableInternalEncoders method for details about disabling the default internal encoders and continue to rely upon external encoders. |
• | For encoding of OPUS files, the OPUS encoder (OpusEnc.exe) must be available on the target system: starting from version 8 of the component this requirement is no more needed until you make use of the default internal Opus encoder. See the EnableInternalEncoders method for details about disabling the default internal encoders and continue to rely upon external encoders. |
• | For encoding of MP2 files, the TwoLame encoder (TwoLame.exe) must be available on the target system. |
• | For encoding of AAC and MP4 files, the Faac encoder (Faac.exe) must be available on the target system. |
• | For encoding of AAC+ files, the FdkAac encoder (FdkAac.exe) must be available on the target system. |
How to create a "ClickOnce" setup containing our component using Visual Studio .NET
• | Inside the "Solution Explorer" open "References" |
• | Locate and select the reference to AudioSoundEditor |
• | Inside the "Properties" window locate the "Copy Local" property and set it to "True" |
• | Inside the "Solution Explorer" right-click the project name |
• | From the context menu select "Properties..." |
• | Select the "Publish" tab |
• | Click the "Application Files..." button |
• | For the AudioSoundEditor.dll (or AudioSoundEditorF4.dll) assembly, verify that inside the "Publish status" column the default "Include" option is selected |
• | Inside the "Solution Explorer" right-click the project name |
• | From the context menu select "Add\Existing Item..." |
• | Inside the "Objects of type" combobox select "Executable files" |
• | Locate the directory where AdjMmsEng.dll and AdjMmsEng64.dll are installed (by default should be under "\Program Files\MultiMedia Soft\Audio Sound Editor for .NET\Redist") |
• | Select AdjMmsEng.dll and AdjMmsEng64.dll and press the "Add" button |
• | for both of them change the "Copy to Output Directory" property to "Copy always" |
• | Rebuild the ClickOnce package |
(*) Projects originally developed with versions of the components older than 5.0 always use AudioSoundEditor reference: if you want to develop an application that can run directly into a Windows system where versions 2.0, 3.0 or 3.5 are not installed (such as clean installations of Windows 8 and Windows 10), you should set your applications to use ".NET framework 4" (or higher) as target framework and you should replace the original reference to AudioSoundEditor with the newest AudioSoundEditorF4. The tutorial How to port existing projects for compilation for .NET framework 4 explains how to perform the porting of your application's project.