I’ve been trying to get the scope to work but it wont!
I followed Paranoid Android’s example but all I get is a
goofy looking scope. I tried to do every thing the same,
but all I get is a wave form that looks blocky and stupid. 😡
If you can help I would be greatful!
- nci asked 14 years ago
I’m still learning to play the guitar, but yeah I can play scales. I’ve only been playing for a couple years. What pattern? There are a few patterns I know of, A, G, E, D, and C, which are all scale forms made from those chords, then you have the major and minor pentatonic 5 note scale, and the major and minor 7 note scales.
Ok, Here it is:
Public Sub SpectrumEnable(blnValue As Boolean)
'Set up the Scope ReDim sngScopeData(0 To FSOUND_DSP_GetBufferLength) As Single lngScopeUnit = FSOUND_DSP_Create(AddressOf ScopeCallback, FSOUND_DSP_DEFAULTPRIORITY_USER + 3, 0) FSOUND_DSP_SetActive FSOUND_DSP_GetFFTUnit, blnValue FSOUND_DSP_SetActive lngScopeUnit, blnValue blnSpectrumOn = blnValue 'Reset the display SpectrumClear
‘The scope callback:
Public Function ScopeCallback(ByVal originalbuffer As Long, ByVal newbuffer As Long, ByVal length As Long, ByVal param As Long) As Long
lngScopeBuffer = newbuffer ScopeCallback = newbuffer
Public Function GetScopeFPU(ByRef Scope() As Single)
On Error Resume Next
Dim nrOfVals As Long
If UBound(Scope) > 1023 Then nrOfVals = 1024 Else nrOfVals = UBound(Scope) + 1 CopyMemory Scope(0), ByVal lngScopeBuffer, nrOfVals * 4
Dim point As PointAPI SpectrumClear True MoveToEx picSpec.hdc, 0, (picSpec.Height / 2), point picSpec.ForeColor = vbRed Call GetScopeFPU(sngScopeData) For intX = 0 To FSOUND_DSP_GetBufferLength / 16 LineTo picSpec.hdc, intX * (picSpec.ScaleWidth / (FSOUND_DSP_GetBufferLength / 16)), (picSpec.ScaleHeight / 2) + (sngScopeData(intX * 16) * (picSpec.ScaleHeight / 100000)) Next intX picSpec.Refresh
Hmm. I have the same problems.
Setting the mixer to an FPU based mixer->Everything runs fine and I can see my scope, but when I change it to an MMX based mixer it doesn’t look well at all
I have tried to add some handling in the scope callback so that if an MMX mixer is used, I put the scope data into an interger buffer instead of a single buffer, but that doesn’t works neither.
Any tips somone?
(I’m using Delphi btw.)
Thanks in advance,
I’m not sure why it would crash on you. I noticed that when
I added the DSP callback for scope my player became very
unstable. If I were to paste a large picture in paint the sound
would skip and the program would crash. It would also just randomly
crash during a song. But I am able to run it and have it work, but the
scope doesn’t work. maybe I’m overlooking a small detail somewhere.
You have to initialize and terminate like normal. but that is basically all.
I can send you a pre-made test program for the ocx control.
Well, I dont really see anything wrong with the code, try messing around with the numbers in LineTo, I had to mess around with it a bit before it looked good. Try changing the 16 to 8 or 24 or whatever makes it look more smooth.
If you are dealing with a RECT than you can use the InvalidateRect API, which can work the same as DoEvents, but when using InvalideRect dont use AutRedraw on your pricturebox. I’m pretty sure that will work.
hmmm, I’m stumped, no matter what i do to your program it doesn’t display the scope well at all. Most of the time it crashes on me while a song is playing, and when I press debug I find that it crashed because the current value of the scope that its trying to display is something like 340,000,000,000,000,000,000,000,000,000,000,000. So, thats the reason why it crashes, and the only possible reason behind that would be how you get the scope data. One thing I did notice was that you only have a function to get the scope from an FPU mixer, it might not be displaying properly if the mixer was set to a non-fpu mixer. I know it has something to do with your scope array, because when I comment out that section of your code it runs fine with no crashes, but of course with no scope output. Another thing I noticed was that the default buffersize when your OCX calls FSOUND_Init is 1000ms, which is pretty high, and caused some skipping in the audio. That wouldn’t really cause any problems except for audio clearity. So, I’m unsure of what the problem could be. I don’t know if this has helped you or not, hehe. But I hope the problem gets resolved because it’s a pretty nice piece of code.
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