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Topic: foo_wave_seekbar (Read 832105 times) previous topic - next topic
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Re: foo_wave_seekbar

Reply #2225
[...] but really we settle for Vulkan or DX12 nowadays as well  ;)  ;)

Hah, not quite going that overkill in terms of API even if it would be a neat diversion if I had infinite time and competence. ^_^
For me the sweet spot is D3D11 as it has great vendor support, tends to work everywhere once it works on my machine and gets rid of many of the legacy aspects of D3D9 like most types of device loss and fighting the overly restrictive shader models.

For hobby development that's more oriented around shipping something usable rather than personal improvement and chasing the leading edge, I strongly recommend that people start with an established non-ancient API like D3D11 or OpenGL 4.6. They have their quirks but the benefit in being able to actually do things is of great value.

I'm sure that there'll be some people who have Interesting Setups that will run into problems with this revamped component but we'll figure that out once we get there. The big unknown I have right now is whether existing effects will work reliably, and whether it'll matter in the end when I flesh out the new customisation system.

For all you GDI/D2D folks, the migration path is definitely easier as long as I remember you exist.
Stay sane, exile.


Re: foo_wave_seekbar

Reply #2227
After manually removing the bonjour service and clearing the registry, the foo_wave_seekbar component doesn't load anymore and I get the following message as soon as I open foobar:

Failed to load DLL: foo_wave_seekbar.dll
Reason: A dynamic link library (DLL) initialization routine failed. 

I tried to reinstall the component but nothing happened, the problem remains.

Do you know how to solve the problem or which is the registry key I have to add in order to make it load again?

Re: foo_wave_seekbar

Reply #2228
I can't really assist with problems that arise from intentionally destroying parts of your system, but it's possible that you have damaged something required by the component's VC++ runtime.
Maybe try reinstalling some x86 Visual Studio C++ runtimes and see if it changes anything?

There's not much else in the way of direct dependencies in this component but it's definitely on the more complex side of things when it comes to background processing and other tangentially network related things but I don't remember if all that stuff is initiated that early.
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2229
So happy to know that this component isn't dead yet. Thanks zao (早?) for providing it back then.
This is what I've been used to seeing on 32-bit Foobar2000... a very familiar scheme now:


Re: foo_wave_seekbar

Reply #2230
I can't really assist with problems that arise from intentionally destroying parts of your system, but it's possible that you have damaged something required by the component's VC++ runtime.
Maybe try reinstalling some x86 Visual Studio C++ runtimes and see if it changes anything?

There's not much else in the way of direct dependencies in this component but it's definitely on the more complex side of things when it comes to background processing and other tangentially network related things but I don't remember if all that stuff is initiated that early.

I didn't touch anything else than deleting paths "C:\Program Files(X86)\bonjour\...." from different parts of the registry.
Everything else runs smoothly on the PC


Re: foo_wave_seekbar

Reply #2232
I'm not quite sure how that would work in practice, considering that if you open a CUE sheet the media file is split up into separate playlist entries already.

Is there some sort of ancillary scheme where you have a bundled-but-unused CUE sheet or other kind of markers in custom metadata, and is it a common/standard concept or something personal?
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2233
a bundled-but-unused CUE sheet or other kind of markers in custom metadata, and is it a common/standard concept or something personal?
> a bundled-but-unused CUE sheet or other kind of markers in custom metadata, and is it a common/standard concept or something personal?

CUESHEET can be put in metadata field CUESHEET and it is a common practice
ojos-azules-cat

Re: foo_wave_seekbar

Reply #2234
I'm still a bit confused - as whenever you open a media file with an embedded or external cue sheet, foobar2000 should split it up into separate virtual tracks according to the sheet.
I am not aware of any situation where you can get it to open the file as-is without processing the sheet.

Could you describe your workflow in which such a thing happens?
I'll probably not get around to doing such a feature in this phase of the project but I'd like to understand the problem.
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2235
I'm still a bit confused - as whenever you open a media file with an embedded or external cue sheet, foobar2000 should split it up into separate virtual tracks according to the sheet.
I am not aware of any situation where you can get it to open the file as-is without processing the sheet.
Could you describe your workflow in which such a thing happens?
I'll probably not get around to doing such a feature in this phase of the project but I'd like to understand the problem.

Seekbar will show markers when played from .cuesheet file but not when played from .flac or markers will be shown when cuesheet is in file as metadata.
ojos-azules-cat

Re: foo_wave_seekbar

Reply #2236
This might be a silly question but why does my seekbar have top and bottom padding? Is there a way to make it fill all available space?

Re: foo_wave_seekbar

Reply #2237
Right click on waveform > Configure > Waveform scale: Normalize should help somewhat.

Or maybe it's only available in the waveform minibar (mod) plugin, I don't quite remember.

Or if you are using something like the Panel Stack Splitter plugin to assemble your layout (not sure if you do), that might also lock the size of the panel to a certain size.

Re: foo_wave_seekbar

Reply #2238
Yes, normalization is an option in the mod only, and it doesn't affect it either.
I'm only using Columns UI, no PSS.
It looks fine if I insert it anywhere else except in the toolbar which is where I want it

Re: foo_wave_seekbar

Reply #2239
The parts not filled in with the black background are not part of the component. You've got to figure out what in your CUI setup is making the actual component region smaller than you expect.
The component itself is quite straightforwardly putting itself in the position and size that the CUI host tells it to be in. There is of course the chance of API misuse from my side but I don't see anything obvious.
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2240
It's not just foo_wave_seekbar that stays true to the original toolbar thickness when you alter the button size to make the toolbar thicker:


Looking at my source code, I can tell CUI about my preferred min/max sizes via WM_GETMINMAXINFO but it seems to favour the minimum height I specify even if the maximum height is higher.

I would guess that the buttons work the way they do because they probably set the minimum size, something I don't want to add a setting for, rather having the toolbar fit my element according to my size wishes.
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2241
This might be a silly question but why does my seekbar have top and bottom padding? Is there a way to make it fill all available space?
Yes, normalization is an option in the mod only, and it doesn't affect it either.
I'm only using Columns UI, no PSS.
It looks fine if I insert it anywhere else except in the toolbar which is where I want it
I've done some tests and checked with the CUI developer - with the way CUI's toolbar (Windows' Rebar) is made there doesn't seem to be any straightforward way of "growing to the size of the largest child" which I believe is the behaviour that you seek.
The only workaround from me is that I can see here would be that my component then needs explicit width/height controls much like the button strip.
It might be possible to also design a host component that has the requested minimum bounds and which transparently hosts any single component like mine inside, assuming that you can put hosts in toolbars.

In any way, seekbar development is at quite a standstill from my end so I hope you're not holding your breath here :)
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2242
Thanks for looking into this. I modified it a bit and I think I'm okay with the way everything looks now

 

Re: foo_wave_seekbar

Reply #2243
I wrapped up the progress I had and rolled a 0.3.0 alpha 1 build of the v2 D3D11 experiment. It installs on x86 and x64 players.
I recommend that you don't run this in a foobar2000 profile that you care about as I leave no guarantee that it will work and that the data format for the config or anything will stay the same; it's very experimental.

https://github.com/zao/foo_wave_seekbar/releases/tag/0.3.0-alpha-1
Stay sane, exile.

Re: foo_wave_seekbar

Reply #2244
All hail @Zao!
I am willing to risk it - i.e. backup my entire profile lol... I do run foobar2000 in portable mode, so it's easy to backup and replace.
But I will try x64 since that's where things are going, and this component was the main thing holding me back (I think!)

Will try sometime this weekend. Thanks heaps for even getting it to this experimental stage.

Re: foo_wave_seekbar

Reply #2245
My D3D11 does not display anything.

fb2k v2.1 [x86]
Windows 10 [x64]

sorry delete the post

Re: foo_wave_seekbar

Reply #2246
I wrapped up the progress I had and rolled a 0.3.0 alpha 1 build of the v2 D3D11 experiment. It installs on x86 and x64 players.
..
I just tried it and it works fine for me with D2D1, D3D11 and GDI. (I always liked the look of GDI best.)

Re: foo_wave_seekbar

Reply #2247
Tried it in Foobar 2.00 x64 version and can confirm at least GDI works, Direct2D also, but I couldn't check Direct 3D 11 so fast since I don't seem to have it installed and quite frankly I also use GDI.

Re: foo_wave_seekbar

Reply #2248
I wrapped up the progress I had and rolled a 0.3.0 alpha 1 build of the v2 D3D11 experiment. It installs on x86 and x64 players.
I recommend that you don't run this in a foobar2000 profile that you care about as I leave no guarantee that it will work and that the data format for the config or anything will stay the same; it's very experimental.

https://github.com/zao/foo_wave_seekbar/releases/tag/0.3.0-alpha-1
Windows 10 Pro (19045), GTX 970 (536.67 DCH), foobar2000 V2.0 [x64]

Direct2D 1.0: Spoiler (click to show/hide)

Direct3D 11: Spoiler (click to show/hide)

GDI: Spoiler (click to show/hide)

I use Direct3D 11 - works perfect for me. Thank you!

P.S.: little bug: Spoiler (click to show/hide)
I'm not sure if this is a foo_wave_seekbar bug.

Re: foo_wave_seekbar

Reply #2249
Quick tested and it is working ok under windows 7 x64 , foobar2000 v2 x86-x64.

Only in D3D11 i can't use frontend settings, but i guess it's my system to blame.