Directory Opus Sample Display 3D Plugin
This plugin is an audio file format plugin based on the BASS sound system for Directory Opus with audio file thumbnail viewer (the same as in Filesystem Dialogs) and TSampleDisplay3D.
- Creates image thumbnails for supported audio files (basic supported types by BASS so far: .mp3 .mp2 .mp1 .wav .ogg .aif .aiff .xm .it .s3m .mod .mtm .umx .mo3)
- Displays information for audio files with the tooltip
- Displays audio files in the viwer pane in 3D space
- Can save the audio file thumbnail cache in ID3v2 SESC frame for instant audio file thumbnail display
- Support many more formats with BASS plugins
So here are the steps:
1. Put bass.dll, id3v2Library.dll and d3dx9ab.dll in Directory Opus's folder, for example: "..\GPSoftware\Directory Opus\" folder
2. Put DOpusSampleDisplay.dll in Directory Opus's viewer plugin folder, for example: "..\GPSoftware\Directory Opus\Viewers\" folder
3. Menu: Settings/Viewer Plugins/Plugin Manager: Refresh. You should see something like this:
4. Make the plugin active with puting a chekmark before the plugin's name
Not all options work yet, some are under construction!
- Show Subsongs
Show Subsong seek points (Helium Subtracks & MP3 Stream Editor Subsong system).
- Show FFT
If set to True FFT graphic is drawn below the sample when the stream channel is playing.
Turn on/off 3D animation. If set to True the 3D sample is animated. Setting to False will speed up the inital show, the Zoom and ShowAll functions.
- Automatically re-initialize D3D surface to 1:1 resolution
If set to True Direct3D is re-initialized every time when the panel is resized. Very slow, but gives always precise 1:1 resolution.
- D3D vertexprocessing mode
Select software for older 3D gfx cards.
- Show Samples as
Sample draw mode, drawing lines is slower and uses 3x as much memory.
- Max. vertex count
Adjusting D3D resolution limits the maximal resolution for samples (the triangle count). If you're having problems with the sample display (there is no sample) try lowering this value and/or update your graphics card drivers. Lowering D3D resolution also speeds up rendering. If sound playback is choppy rendering takes up too much CPU time, lower this and/or the driver's 3D Full Screen Antialiasing. However turning FSAA on will result better looking sample display, so experiment with it! :)
Max. triangle/line count for the sample's object. Default is 300000.
You may need to lower this to 100000 or even 50000 on some graphic cards.
The bigger the resolution the slower the rendering but the sample graphics is more detailed.
Modern graphics cards can display about half a million triangles in one go.
- Sample's colors
Set the Sample colors as you like.
- Audio device setup
Set output audio device and it's settings.
- 32bit DSP
Use 32-bit floating-point sample data.
Channels can be made to use 32-bit floating-point sample data. When a channel uses floating-point sample data, BASS takes full advantage of the extra resolution when generating the decoded sample data, it does not simply convert 16-bit data to floating-point.
The main advantage of floating-point channels, aside from the increased resolution/quality, is that they are not clipped until output. This makes them particularly good for DSP/FX, because the quality is not degraded as the data passes through a chain of DSP/FX. So even if the output device is not capable of outputting the channel in it's full quality, the quality is still improved. Note that to use DX8 effects (BASS_ChannelSetFX) with floating-point channels requires DirectX 9 or above. BASS_GetInfo can be used to check the DirectX version in use.
When a floating-point channel is played, it is output in whatever resolution the output device supports.
To be able to use floating-point channels in Windows, the output device needs to have WDM drivers installed, except for "decoding channels", which can be created without WDM drivers. For reference... Windows XP/2000 use only WDM drivers. Windows Me/98SE can use either WDM or the older VxD driver model. Windows 98/95 do not use WDM drivers.
/Taken from BASS's documentation./
- Hardware mixing
Use audio card for mixing purposes (turn it off if you have problems with audio output).
For more info see: TSampleDisplay3D, BASS
- Automatically save SESC
After an audio file's samples had been sampled, save this cache to the files ID3v2 Tag.
- Only if Tag already exists
Only save SESC frames into existing ID3v2 Tags.
- Create ID3v2 Tag if not exists
Add an ID3v2 Tag to files if there isn't one.
- In file types
Specifies which file types will the SESC frame (and so the ID3v2 Tag) written to. Be careful, not all file types support the ID3v2 Taging format!