Should work in the standard version with the stub image path, at the bottom of the preferences > Display setting.
I’ve tried this and it doesn’t seem to work, with the Album Art Viewer panel just showing "[no image]" and Facets not showing anything at all.
It seems that foobar2000 sees that as a literal string, as when you go to choose a replacement stub image, the File Explorer "File name" field shows "$left(%album artist%,1)", believing it to be an actual file.
Last post by Sergey77 - @Case, please take a look why HLS links stop works with External Tags? error message appears: "Unable to open item for playback ()". HLS link for testing: Spoiler (click to show/hide)
Last post by wcs13 -
It somehow looks feasible, but I don't know how to achieve this on my own. I need someone willing to walk me through it. Besides, this (replacing all "!.tags" with "[filename].tags) doesn't solve my initial question. We'll still need to extract the width & height info from all the videos and inject it into the .tags files.
Last post by Coreda -
One thing I haven't seen mentioned in the coverage I've read (I saw it earlier on ghacks) is the hint from the footer—'cast. play. sell.'—that there may potentially be some music store? Unless I'm unaware of some other aspect they've been aiming for.
Last post by Case -
Thanks for the quick warning. I had tested it with previously untagged files and didn't see issues initially. New version uploaded that shouldn't cause such problems anymore.
Note that the Commit and Remove commands aren't visible unless foobar2000 reads the actual external tags. Until I fix automatic info refresh for forced external tags the most reliable way to make them show up is to reload info.
I hope you don't find more issues as I don't want to run out of version numbers. There are still some features missing before I can call it 1.0.
The compiler may reorder operations or perform algebraic transforms—for example, by following associative and distributive rules—without regard to the effect on finite precision results.
Yes, Visual Studio projects are set to compile by default with FloatingPointModel==Fast. My own builds are done using FloatingPointModel==Strict or FloatingPointModel==Precise if Strict fails. This of couse will cause floating point differences due to the way each mode is handled.