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Please note that most of the software linked on this forum is likely to be safe to use. If you are unsure, feel free to ask in the relevant topics, or send a private message to an administrator or moderator. To help curb the problems of false positives, or in the event that you do find actual malware, you can contribute through the article linked here.
Topic: foo_wave_seekbar (Read 806506 times) previous topic - next topic
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foo_wave_seekbar

Reply #1575
I've considered having a preferences page with profiles, and the per-element configuration would just be selecting a profile, pretty much.
It's delayed until Ragnarök due to it being annoying to make UI for, not to mention all the pain in migrating old configurations.
Stay sane, exile.

foo_wave_seekbar

Reply #1576
As for reimplementing export/import, the only reason I could see doing it as the DUI already has perfectly fine functionality for it, would be if I somehow cared enough about CUI users. I wouldn't hold my thumbs.
Stay sane, exile.

foo_wave_seekbar

Reply #1577
@marc2003 : thanks you very very much sir!!! it worked great!! very important setting!!

foo_wave_seekbar

Reply #1578
Sorry, i try update Waveform Seekbar to latest 0.2.40 (now 0.2.12), but when unpack "foo_wave_seekbar-0.2.40.fb2k-component" NIS alert frontend_direct3d9.dll contain Suspicious.Cloud.7.F
Probably NIS problem, but check it please for just in case.

OS Win7 x32

foo_wave_seekbar

Reply #1579
In general, antivirus vendors have a tendency to flag perfectly fine software based on very vague criteria like some hash, some aspect of the program or just because they "haven't seen it much before."

I did a virustotal online scan, 3/47 vendors resulted in such generic diagnostics and nothing with an actual named virus.

I'm fairly confident that this is a false positive, particularly if it only occurs in this particular build as nothing has changed in my build environment between releases.
Stay sane, exile.

foo_wave_seekbar

Reply #1580
Ok Zao thank for reply (and very helpful plug)

foo_wave_seekbar

Reply #1581
any way to disable signature storing? i'd like it to generale new waveform each time i play it. where are those signatures stored by the way?

foo_wave_seekbar

Reply #1582
any way to disable signature storing? i'd like it to generale new waveform each time i play it. where are those signatures stored by the way?

C:\Users\<user>\AppData\Roaming\foobar2000\wavecache.db
or
C:\Program Files(x86)\Foobar2000\wavecache.db

depending on where you store your settings/components.

 

foo_wave_seekbar

Reply #1583
The database is stored in your foobar2000 profile directory. You can open that location by holding Shift, clicking the File menu and selecting the "Browse configuration folder" item.


As for not having a cache at all, no, there's no such functionality, and if you try to mess with the database file, it's likely to break horribly.
Stay sane, exile.

foo_wave_seekbar

Reply #1584
okay, thanks! ...but am i missing something then, or the wavecache.db file will grow endlessly as i play new tracks?

foo_wave_seekbar

Reply #1585
Indeed it will. It's typically not a problem for people with non-insane amounts of tracks.
Each new track that isn't already cached contributes 3*2048*4 == 24 KiB before compression, without the database overhead.

A quick glance at my old foobar2000 directory reveals 329 megs of cache for a bit over 8.8k tracks.
Stay sane, exile.

foo_wave_seekbar

Reply #1586
just FYI - for 70k tracks it goes up to 1,5GB. Still not that much when you take current disk sizes into account.

foo_wave_seekbar

Reply #1587
Does someone still have version 0.2.12 to upload?

I want to use it for foobar2000 in wine

foo_wave_seekbar

Reply #1588
Does someone still have version 0.2.12 to upload?

I want to use it for foobar2000 in wine


For people that want to use foo_wave_seekbar in wine without direct3d compatability (gdi):
0.2.36.1 seems to be the latest version that works for me

foo_wave_seekbar

Reply #1589
That would be foo_wave_seekbar-0.2.36.1.fb2k-component, as your accidental filesystem-local link has very little meaning on most machines. 
Stay sane, exile.

foo_wave_seekbar

Reply #1590
Dear Zao!

Thank you very much for this amazing fantastic component.

I use windows 8 x64 and installed all C++ packages, but can't change and set Direct3D 9.0c's Frontend settings... When I'm pressing this button I don't get an additional window with additional settings.

Could you advise how I can do it?

With best regards!

foo_wave_seekbar

Reply #1591
did you install the directx runtimes as well? the link is in the first post.

foo_wave_seekbar

Reply #1592
Sorry that destrubed you are right. I thought it was installed in win 8. Thank you for your help!!!

foo_wave_seekbar

Reply #1593
The instructions in the first post should still apply to all Windows versions.

While Win8 (and Win8.1) has ruined DirectX by including it in the Windows SDK (and thus as an OS component), it only includes the core of 10.0, 10.1, 11.0 (and in Win8.1: 11.1). There is no D3DX of any sort, there is no Direct3D 9.0c, and so on.

Much like VC++ redists, standalone DXSDK redists will never be part of the core OS or available through Windows Update. (Apart from VC++ redist security updates force-pushed, but that requires previous installs).
Stay sane, exile.

foo_wave_seekbar

Reply #1594
yurithedragonhalf: Are you talking about the vertical extents of the waveform inside the display?
The generic way to do that is to use the Direct3D9 mode and in the effect use TRACKMAGNITUDE's components to find out how low/high the peaks are, as described in an earlier post. There's also a REPLAYGAIN semantic you can use to determine the RG amounts you may need to compensate with to get a perceptual full-scale display.

Personally I don't bother with the RG compensation and prefer to see the waveform at its natural extents, maybe just scaled down if it clips some.

Anyway, I've got a soundcloud-like asymmetric look that scales the waveform to the maximum peak, offset from the center-line and with a slight gradient behind.

foo_wave_seekbar

Reply #1595
Just define a custom highlight color?

foo_wave_seekbar

Reply #1596
It's working as intended, where the intent is to only affect the waveform, not the background.
It's working as intended, where 'working' is defined as looking like a SoundCloud waveform, including their semantics for "shading".

It makes complete sense if you interpret "shade played" as "differently render played".

Feel free to rewrite the effect code to do what you want.
Stay sane, exile.

foo_wave_seekbar

Reply #1597
I thank for replies.

foo_wave_seekbar

Reply #1598
Introverterz: If you want a background change, you can modify evaluate to:
Code: [Select]
float4 evaluate( float2 tc, float cursorPos )
{
// alpha 1 indicates biased texture
float4 minmaxrms = tex1D(sTex, tc.x);
minmaxrms.rgb -= 0.5 * minmaxrms.a;
minmaxrms.rgb *= 1.0 + minmaxrms.a;
float below = tc.y - minmaxrms.r;
float above = tc.y - minmaxrms.g;
float factor = min(abs(below), abs(above));
bool outside = (below < 0 || above > 0);
bool inside_rms = abs(tc.y) <= minmaxrms.b;
bool played = cursorPos < tc.x;
float4 inside_color = played ? textColor : highlightColor;
float4 outside_color = lerp((played ? 0.3 : 0.0), backgroundColor, highlightColor);

float4 wave = outside
? outside_color
: inside_color
;

return saturate(wave);
}

The area outside of the waveform will in the case of a played section be (30% highlight + 70% background), and for unplayed (100% background).
You can do a similar change for inside_color if you want to interpolate instead of select text vs. highlight.

Shader code is simpler than it seems, if you just squint at it right.
Stay sane, exile.

foo_wave_seekbar

Reply #1599
Thanks Zao. I meant something else. I apologise for trouble. In the picture everything is explained.