MultiMedia Soft forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

SMF - Just Installed!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Administrator

Pages: [1] 2 3 ... 21
1
Audio recording components / Re: File Size
« on: July 15, 2021, 11:07:03 AM »
Hello,

unfortunately this is still not implemented.

Kind Regards

Severino Delaurenti
MultiMedia Soft

2
Audio recording components / Re: RecordedSound.GetDuration64()
« on: July 15, 2021, 11:06:15 AM »
Hello,

as seen inside the "Dictation" sample, the best way to keep track of the total recording duration, including eventual mix/append/overwrite operations, is to catch the CallbackForRecordersEvents delegate, identify the EV_REC_POSITION event within its nEvent parameter and obtain the effective total duration from the nDataLow4 and nDataHigh4 parameters: please, note that duration is a 64 bits number so it should be stored inside a "long" variable. The EV_REC_POSITION event , as seen for the RecordedSound.GetDuration64() method, will only return the duration of the latest recording operation.

Hope this helps.

Kind Regards

Severino Delaurenti
MultiMedia Soft




3
Hello,

good to know in any case :-)

Kind Regards

Severino Delaurenti
MultiMedia Soft

4
Hello,

you are right, thanks for the feedback.
It seems that something went wrong during the latest update of our server: we have checked and updated all of the audio related setup packages on our web site so it's suggested to uninstall the current version and to download and install the latest one.

Kind Regards

Severino Delaurenti
MultiMedia Soft


http://www.multimediasoft.com/bins/astudio_t.exe

in this one? seems like 13.5.0 :P

5
Hello,

version 13.6 of the multimedia engine is included in version 2020 of all of our audio related components and suites.

Kind Regards

Severino Delaurenti
MultiMedia Soft



The x64 version is available as well on the link below:
https://www.multimediasoft.com/bins/AdjMmsEng13_64.zip
and you can use it to replace existing instances on your PC under the following folders:
* C:\Program Files\Audio Sound Suite API for .NET\Audio DJ Studio API for .NET\Redist
* C:\Program Files\Audio Sound Suite API for .NET\Audio Sound Recorder API for .NET\Redist
* C:\Program Files\Audio Sound Suite API for .NET\Audio Sound Editor API for .NET\Redist
* If your machine has a x64 version of Windows
   - C:\Windows\System32

In case you should have previously manually copied the multimedia engine in other folders or on target PCs, please, be sure to have them replaced as well.

Kind Regards

Severino Delaurenti
MultiMedia Soft



new release in which suit or studio  pack?

6
Hello Patrick,

I would highly recommend to update the engine to the latest build 13.6.
You can get the latest build of the multimedia engine from the link below:
https://www.multimediasoft.com/bins/AdjMmsEng13.zip
and you can use it to replace existing instances on your PC under the following folders:
* C:\Program Files\Audio Sound Suite API for .NET\Audio DJ Studio API for .NET\Redist
* C:\Program Files\Audio Sound Suite API for .NET\Audio Sound Recorder API for .NET\Redist
* C:\Program Files\Audio Sound Suite API for .NET\Audio Sound Editor API for .NET\Redist
* If your machine has a x86 version of Windows
   - C:\Windows\System32
* If your machine has a x64 version of Windows
   - C:\Windows\SysWOW64

The x64 version is available as well on the link below:
https://www.multimediasoft.com/bins/AdjMmsEng13_64.zip
and you can use it to replace existing instances on your PC under the following folders:
* C:\Program Files\Audio Sound Suite API for .NET\Audio DJ Studio API for .NET\Redist
* C:\Program Files\Audio Sound Suite API for .NET\Audio Sound Recorder API for .NET\Redist
* C:\Program Files\Audio Sound Suite API for .NET\Audio Sound Editor API for .NET\Redist
* If your machine has a x64 version of Windows
   - C:\Windows\System32

In case you should have previously manually copied the multimedia engine in other folders or on target PCs, please, be sure to have them replaced as well.

Kind Regards

Severino Delaurenti
MultiMedia Soft

7
Hello Patrick,

I've just tested the mentioned URL within the InternetRadio sample and it seems to play without problems: which version of AdjMmsEng.dll are you effectively using?

Kind Regards

Severino Delaurenti
MultiMedia Soft

8
Audio playback and audio management components / Re: AUTOMATION VOLUME
« on: April 02, 2021, 02:52:52 PM »
Hello,

this is by design. Volume automation doesn't take into consideration the fact that playback has been started from a position incoherent respect to the position of volume points.

Kind regards

Severino Delaurenti
MultiMedia Soft

9
Hello,

the code for saving playlists file is quite old and was developed at the beginning of this century when Unicode was still not well supported so, by default, pathnames are converted in 8.3 format: quite strange that in some case there are still Unicode characters saved, it could in some way depend upon the main language of the Windows systems.

Kind Regards

Severino Delaurenti
MultiMedia Soft

10
Audio editing components / Re: Cannot Load Engine
« on: March 11, 2021, 12:14:15 AM »
Thanks for your feedback.

As many other BASS modules, they are used to provide decoding of several audio formats; this notice is stated at the very beginning of web pages for most of our audio related products.

Below an excerpt of this statement:

"... thanks to the integration with DirectShow codecs and with the BASS library, both allowing decoding capabilities for the most common sound formats such as MP3, WAV, Ogg Vorbis and many others ..."

that can be found on these pages of products included with the suite:
https://www.multimediasoft.com/adjstudnet/
https://www.multimediasoft.com/asrecnet/
https://www.multimediasoft.com/asoednet/

by the way, all modules whose name begins with "bass..." are part of the BASS library.

Hope this helps.

Kind regards

Severino Delaurenti
MultiMedia Soft

11
Audio editing components / Re: Cannot Load Engine
« on: March 10, 2021, 12:35:43 AM »
Hello,

unfortunately there are no logging info for this issue and the temporary folder used by our engine in order to extract its needed modules is not a fixed one but certainly the chosen one comes with read-write rights for a user also without administration privileges, otherwise the displayed error box would give a different error code: we would suggest trying to temporarily disable the real time scanning of the antivirus in order to see if the problem disappears.

Kind regards

Severino Delaurenti
MultiMedia Soft

12
Audio editing components / Re: Cannot Load Engine
« on: March 09, 2021, 01:21:27 AM »
Hello,

this specific error should never happen in normal conditions an it happens when one of our modules cannot be loaded; error 126, accordingly to the Windows SDK, means "The specified module could not be found" (ERROR_MOD_NOT_FOUND) so it's likely that for some reason the multimedia engine tries to extract one of the modules into the destination folder but when trying to load it the module is missing: it's likely that an antivirus or an antimalware could be blocking in some way this procedure due to a false positive?

As a second possibility, but itís a very rare case, a power failure could have damaged some registry setting inside the Windows installation so the Windows SDK, through the SHGetSpecialFolderPath function, is no more able to retrieve the system folder which is used by our engine in order to create the temporary files.  In this case it could be needed a new Windows installation because the system stability could be compromised. As mentioned, this is quite an extreme case.

Hope this helps

Kind Regards

Severino Delaurenti
MultiMedia Soft

13
Hello,

not a very elegant approach but could be the unique available when dealing with third-party common playlist formats like m3u, pls and wpl.

If you should be using our PDJ format for your playlists, you could have a better option: as you may know, each <Item> tag added to the playlist may have a number of <CuePoint> sub-tags, each of them with a custom "name" attribute: you could add a <CuePoint> with its "name" attribute set to something readable (for example "breakpoint") like the one below:

<Item pathname="c:\mysounds\myfile.mp3" >
  <CuePoints>
    <CuePoint name="breakpoint" PosMs="20000" />
  </CuePoints>
</Item>

When the CallbackForPlayersEvents delegate is invoked with parameter EV_CUE_POINT_REACHED, check if the name of the cue point is "breakpoint" and, in case of positivity, invoke the m_audioAPI.PlayListStop method.
You can find how to get the name of a cue point within the CallbackForPlayersEvents delegate inside the "CuePoints" sample project.

Hope this helps.

Kind Regards

Severino Delaurenti
MultiMedia Soft

14
Hello,

yes, it is: the EV_PLAYLIST_DONE eventi should be only fired when the playlist is completed, not when it's stopped.

Kind Regards

Severino Delaurenti
MultiMedia Soft

15
Hello Terry,

the purpose of a playlist is to play all contained songs in sequence without the user's intervention so using a playlist in the way you request is not covered by playlist's management of our components.
A possible solution could be to extract a specific song's pathname from that position inside the playlist and load that sound into another player using the LoadSound method.
For the purpose of obtaining the full pathname of a song stored inside the playlist at a certain position, you could use the PlayListGetItemString method with the "nString" parameter set to "PL_STRING_URL".

Hope this helps

Kind Regards

Severino Delaurenti
MultiMedia Soft


Pages: [1] 2 3 ... 21