I've made it where you can enable and disable via experimentals:
EXPERIMENTAL_REALTIME_EFFECTS
EXPERIMENTAL_EFFECTS_RACK
You will notice that, as of now, the only effects currently set up for
realtime are VSTs. Now that this is in, I will start converting the
rest.
As I start to convert the effects, the astute of you may notice that
they no longer directly access tracks or any "internal" Audacity
objects. This isolates the effects from changes in Audacity and makes
it much easier to add new ones.
Anyway, all 3 platforms can now display VST effects in graphical mode.
Yes, that means Linux too. There are quite a few VSTs for Linux if
you search for them.
The so-called "rack" definitely needs some discussion, work, and attention
from someone much better at graphics than me. I'm not really sure it should
stay in as-is. I'd originally planned for it to be simply a utility window
where you can store your (preconfigured) favorite effects. It should probably
revert back to that idea.
You may notice that this DOES include the API work I did. The realtime effects
were too tied to it and I didn't want to redo the whole thing. As I mentioned
elsewhere, the API stuff may or may not be very future proof.
So, let the critter complaints commence. I absolute KNOW there will be some.
(I know I'll be hearing from the Linux peeps pretty darn quickly. ;-))
These are mostly for getting it to build on Linux, but I've
also created new configs in Visual Studio to make it easier
to switch between wx2 and wx3.
For Linux, you have to tell configure where to find the wx3
version of the wx-config script and, since some distros build
wxWidgets v3 against GTK+ v3, you may also need to enable
gtk3 with something like:
./configure --enable-gtk3 WX_CONFIG=/usr/bin/wx-config-3.0
On Windows, I've added "wx3-Debug" and "wx3-Release" to the
existing "Debug" and "Release" configurations.
They depend on you having your WXWIN environment variable
pointing to your wx2 directory and a new WXWIN3 environment
variable pointing to your wx3 directory. For instance, I
have:
WXWIN=C:\Users\yam\Documents\wxWidgets-2.8.13
WXWIN3=C:\Users\yam\Documents\wxWidgets-3.0.2
Doing this allows you to switch freely among the 4 configurations
without having to get out of Visual Studio and monkey around with
the environment.
The project files will also add the location of the wxWidgets DLLs
to the PATH when running Audacity from within Visual Studio. They
add %WXWIN%\lib\vc_dll or %WXWIN3%\lib\vc_dll at the beginning
of the PATH variable as appropriate.
I expect that once we convert to wx3 we'll just drop back down to
the normal Debug and Release configurations, but this should make
switching between wx2 and wx3 much easier during the transition.
With the move to VS2013, we no longer need the DirectX SDK
and, therefore, we can always enable DirectX support.
If an individual user doesn't want DirectX support, they can
always disable it for their private copy. But, I believe we
will always release with DX support, so it is now on always.
For those that have the DX SDK installed just for building
Audacity, you may now remove it and you should still get
DX support in Audacity.
From what I can tell, the only thing that is "lost" because of
this is the possibility of using C++AMP. Not really an issue.
And we don't have to provide different runtimes for XP and
win7+. They all use the same redistributable package.
Renamed the VS2008 solution instead of removing it
to give people time to get VS2013 installed.
Will remove the VS2008 solution and project files
after a while.
This change is believed to be a direct refactoring that does not change functionality. It paves the way for more complex kinds of selection, such as selections involving frequency as well as time. It also reduces risk of left and right edges being swapped in future code using SelectedRegion, as the default is to swap on assignment if needed.
To test on Windows:
1) Install gstreamer 1.0 devel and runtime
2) Add an GSTREAMER_SDK environment variable which points to the
gstreamer base directory
3) Uncomment USE_GSTREAMER in configwin.h
This was NOT just a straightforward conversion. It took days to
figure out why projects kept building over and over again, so
committing is the best way for people to kick the tires.
These are completely separate from the VS2008 project files, so
they do not affect current build process.
The are pretty darn slick. There's an integer one and a floating point
one. They support automatic range limiting (ex., you can't even type a
number outside of the range), proper number formats (ex., you can't
enter a decimal point in an integer field), you can't enter bogus
numbers like "0.3-.2", thousands separators are supported, decimal
precision may be specified and proper number formatting for string
values (or automatic conversion to int, double, float, etc.).
This is an older one...originally from 2011. Bug says it all, but basically it allows logging
to begin immediately upon startup for all platforms. And it has multithreading protection, so
it should now be safe to log from the non-GUI threads.
For Resample.* and QualityPrefs.cpp, this commit has my restructuring for distinguishing constant-rate vs variable-rate resamplers more generally. I think it's complete and ready for const-rate, but I have more review and testing to do for the var-rate cases.
Variable-rate resampling is not implemented here, so Time Tracks are still broken, but this is a milestone in getting to a more general and correct structure.
Also I think this fixes AboutDialog issues Steve noticed.