This is the log I am getting, still I will add more log lines
regarding the values and pass it here, still I think there could be
enough info already.

a
b
a
b
c
theSongDuration=7912
theActualStartPoint=0
actual3
InHandleSize=90
-------------
InMemoryBlock.Byte(0) = 0
InMemoryBlock.Byte(1) = 0
InMemoryBlock.Byte(2) = 0
InMemoryBlock.Byte(3) = 0
InMemoryBlock.Byte(4) = 0
InMemoryBlock.Byte(5) = 0
InMemoryBlock.Byte(6) = 0
InMemoryBlock.Byte(7) = 0
InMemoryBlock.Byte(8) = 0
InMemoryBlock.Byte(9) = 0
InMemoryBlock.Byte(10) = 0
InMemoryBlock.Byte(11) = 0
InMemoryBlock.Byte(12) = 0
InMemoryBlock.Byte(13) = 0
InMemoryBlock.Byte(14) = 0
InMemoryBlock.Byte(15) = 0
InMemoryBlock.Byte(16) = 0
InMemoryBlock.Byte(17) = 0
InMemoryBlock.Byte(18) = 0
InMemoryBlock.Byte(19) = 0
InMemoryBlock.Byte(20) = 0
InMemoryBlock.Byte(21) = 0
InMemoryBlock.Byte(22) = 0
InMemoryBlock.Byte(23) = 0
InMemoryBlock.Byte(24) = 0
InMemoryBlock.Byte(25) = 0
InMemoryBlock.Byte(26) = 0
InMemoryBlock.Byte(27) = 0
InMemoryBlock.Byte(28) = 0
InMemoryBlock.Byte(29) = 0
InMemoryBlock.Byte(30) = 0
InMemoryBlock.Byte(31) = 0
InMemoryBlock.Byte(32) = 0
InMemoryBlock.Byte(33) = 0
InMemoryBlock.Byte(34) = 0
InMemoryBlock.Byte(35) = 0
InMemoryBlock.Byte(36) = 0
InMemoryBlock.Byte(37) = 0
InMemoryBlock.Byte(38) = 0
InMemoryBlock.Byte(39) = 0
InMemoryBlock.Byte(40) = 0
InMemoryBlock.Byte(41) = 0
InMemoryBlock.Byte(42) = 0
InMemoryBlock.Byte(43) = 0
InMemoryBlock.Byte(44) = 0
InMemoryBlock.Byte(45) = 0
InMemoryBlock.Byte(46) = 0
InMemoryBlock.Byte(47) = 0
InMemoryBlock.Byte(48) = 0
InMemoryBlock.Byte(49) = 0
InMemoryBlock.Byte(50) = 0
InMemoryBlock.Byte(51) = 0
InMemoryBlock.Byte(52) = 0
InMemoryBlock.Byte(53) = 0
InMemoryBlock.Byte(54) = 0
InMemoryBlock.Byte(55) = 0
InMemoryBlock.Byte(56) = 0
InMemoryBlock.Byte(57) = 0
InMemoryBlock.Byte(58) = 0
InMemoryBlock.Byte(59) = 0
InMemoryBlock.Byte(60) = 0
InMemoryBlock.Byte(61) = 0
InMemoryBlock.Byte(62) = 0
InMemoryBlock.Byte(63) = 0
InMemoryBlock.Byte(64) = 0
InMemoryBlock.Byte(65) = 0
InMemoryBlock.Byte(66) = 0
InMemoryBlock.Byte(67) = 0
InMemoryBlock.Byte(68) = 0
InMemoryBlock.Byte(69) = 0
InMemoryBlock.Byte(70) = 0
InMemoryBlock.Byte(71) = 0
InMemoryBlock.Byte(72) = 0
InMemoryBlock.Byte(73) = 0
InMemoryBlock.Byte(74) = 0
InMemoryBlock.Byte(75) = 0
InMemoryBlock.Byte(76) = 0
InMemoryBlock.Byte(77) = 0
InMemoryBlock.Byte(78) = 0
InMemoryBlock.Byte(79) = 0
InMemoryBlock.Byte(80) = 0
InMemoryBlock.Byte(81) = 0
InMemoryBlock.Byte(82) = 0
InMemoryBlock.Byte(83) = 0
InMemoryBlock.Byte(84) = 0
InMemoryBlock.Byte(85) = 0
InMemoryBlock.Byte(86) = 0
InMemoryBlock.Byte(87) = 0
InMemoryBlock.Byte(88) = 0
InMemoryBlock.Byte(89) = 0
-------------
OutMemoryBlock.Byte(0) = 90
OutMemoryBlock.Byte(1) = 0
OutMemoryBlock.Byte(2) = 0
OutMemoryBlock.Byte(3) = 0
OutMemoryBlock.Byte(4) = 114
OutMemoryBlock.Byte(5) = 97
OutMemoryBlock.Byte(6) = 119
OutMemoryBlock.Byte(7) = 32
OutMemoryBlock.Byte(8) = 0
OutMemoryBlock.Byte(9) = 0
OutMemoryBlock.Byte(10) = 0
OutMemoryBlock.Byte(11) = 0
OutMemoryBlock.Byte(12) = 0
OutMemoryBlock.Byte(13) = 0
OutMemoryBlock.Byte(14) = 0
OutMemoryBlock.Byte(15) = 0
OutMemoryBlock.Byte(16) = 0
OutMemoryBlock.Byte(17) = 0
OutMemoryBlock.Byte(18) = 0
OutMemoryBlock.Byte(19) = 0
OutMemoryBlock.Byte(20) = 0
OutMemoryBlock.Byte(21) = 0
OutMemoryBlock.Byte(22) = 0
OutMemoryBlock.Byte(23) = 0
OutMemoryBlock.Byte(24) = 1
OutMemoryBlock.Byte(25) = 0
OutMemoryBlock.Byte(26) = 8
OutMemoryBlock.Byte(27) = 0
OutMemoryBlock.Byte(28) = 0
OutMemoryBlock.Byte(29) = 0
OutMemoryBlock.Byte(30) = 0
OutMemoryBlock.Byte(31) = 0
OutMemoryBlock.Byte(32) = 0
OutMemoryBlock.Byte(33) = 0
OutMemoryBlock.Byte(34) = 0
OutMemoryBlock.Byte(35) = 0
OutMemoryBlock.Byte(36) = 0
OutMemoryBlock.Byte(37) = 0
OutMemoryBlock.Byte(38) = 0
OutMemoryBlock.Byte(39) = 0
OutMemoryBlock.Byte(40) = 0
OutMemoryBlock.Byte(41) = 0
OutMemoryBlock.Byte(42) = 0
OutMemoryBlock.Byte(43) = 0
OutMemoryBlock.Byte(44) = 0
OutMemoryBlock.Byte(45) = 0
OutMemoryBlock.Byte(46) = 0
OutMemoryBlock.Byte(47) = 0
OutMemoryBlock.Byte(48) = 0
OutMemoryBlock.Byte(49) = 0
OutMemoryBlock.Byte(50) = 0
OutMemoryBlock.Byte(51) = 0
OutMemoryBlock.Byte(52) = 0
OutMemoryBlock.Byte(53) = 0
OutMemoryBlock.Byte(54) = 0
OutMemoryBlock.Byte(55) = 0
OutMemoryBlock.Byte(56) = 0
OutMemoryBlock.Byte(57) = 0
OutMemoryBlock.Byte(58) = 0
OutMemoryBlock.Byte(59) = 0
OutMemoryBlock.Byte(60) = 0
OutMemoryBlock.Byte(61) = 0
OutMemoryBlock.Byte(62) = 0
OutMemoryBlock.Byte(63) = 0
OutMemoryBlock.Byte(64) = 0
OutMemoryBlock.Byte(65) = 0
OutMemoryBlock.Byte(66) = 0
OutMemoryBlock.Byte(67) = 0
OutMemoryBlock.Byte(68) = 0
OutMemoryBlock.Byte(69) = 0
OutMemoryBlock.Byte(70) = 0
OutMemoryBlock.Byte(71) = 0
OutMemoryBlock.Byte(72) = 0
OutMemoryBlock.Byte(73) = 0
OutMemoryBlock.Byte(74) = 0
OutMemoryBlock.Byte(75) = 0
OutMemoryBlock.Byte(76) = 0
OutMemoryBlock.Byte(77) = 0
OutMemoryBlock.Byte(78) = 0
OutMemoryBlock.Byte(79) = 0
OutMemoryBlock.Byte(80) = 0
OutMemoryBlock.Byte(81) = 0
OutMemoryBlock.Byte(82) = 0
OutMemoryBlock.Byte(83) = 0
OutMemoryBlock.Byte(84) = 0
OutMemoryBlock.Byte(85) = 0
OutMemoryBlock.Byte(86) = 0
OutMemoryBlock.Byte(87) = 0
OutMemoryBlock.Byte(88) = 0
OutMemoryBlock.Byte(89) = 0
-------------
SoundSampleRate = 0
bitSize = 8
OutMemoryBlock.StringValue(4,4) = raw
-------------
mynamehandlesize = 90
ptr(mynamehandle).int32(0) = 18326184
OutSampleDescriptionHandle = 18457660
SoundHandleSize = 110
true
d


On 2/19/07, Luis Cordova <[EMAIL PROTECTED]> wrote:
> nevermind I see that it was a non implemented method, I guess if I
> just print the string to a standard output then i should have those
> values.
>
> On 2/19/07, Luis Cordova <[EMAIL PROTECTED]> wrote:
> > I have seen there is a debug capability to log lines and values, but i
> > do not know how to enable it. I guess I can log the values displayed
> > when performing the signal samples calculation and see why they are
> > not showing on the screen.
> >
> > On 2/19/07, Luis Cordova <[EMAIL PROTECTED]> wrote:
> > > I got the flickering worked out; however the only thing now that is
> > > lacking is the wave itself.
> > > I know it is drawn in the DrawWave method and then this method calls
> > > the redraw method which in turns calls draw again. This is the thing I
> > > do not understand, once the canvas is paint with the paint event the
> > > only method which is called is drawwave and it is called by the timer.
> > > Now why am I not seeing the vertical lolipops representing the values
> > > of the samples that are drawn from the middle red line.
> > >
> > > A side note is that the display shrinks almost half of the width. This
> > > maybe because of a drawpicture parameter in error. But I do not detect
> > > this either.
> > >
> > > any hints on how to troubleshoot this problem of not seeing the wave?
> > > Definitely after this is solved, I can post it to the list.
> > >
> > > thanks to all,
> > >
> > > luis
> > >
> > > On 2/17/07, E. Tejkowski <[EMAIL PROTECTED]> wrote:
> > > >
> > > > On Feb 17, 2007, at 8:58 AM, Luis Cordova wrote:
> > > >
> > > > > great. I changed the blockmovedata to memmove and set CoreServices
> > > > > to point to C:\WINDOWS\system32\crtdll.dll which is the dll that holds
> > > > > the memmove function and it works now; I just tried a wav file and it
> > > > > looks like it flickers a lot but at least I see the canvas, the wave
> > > > > is also being erased as it advances and again lots of flickering, I
> > > > > bet this is not the case in a Mac so I would probably have to adjust
> > > > > some more parameters. Has anyone seen the same flickering?
> > > >
> > > > Yes, what everyone else has said… double buffering. Basically you
> > > > draw everything to a Picture first and then at the last second you
> > > > draw that picture to the canvas. This will stop flicker compared to
> > > > drawing each individual thing to the canvas itself. Mac OS X doesn't
> > > > have to worry about this because the OS itself has double-buffering
> > > > built-in. Mac OS 9, Win32, and Linux(?) require this for no flicker
> > > > drawing. Joe Strout once explained this on the list years ago and I
> > > > made a flicker free class from his post that I've used ever since.
> > > > You can download a copy here.
> > > >
> > > > http://sonicamigos.com/etejkowski/code/flickerFreeCanvas.zip
> > > >
> > > > I believe that I started the waveform canvas off with the intention
> > > > of it being double buffered for other operating systems, because all
> > > > of the elements of the above canvas are included in the waveform
> > > > code. Somewhere along the way I must have stopped paying attention to
> > > > it, since I was programming on OS X. The problem appears to be in the
> > > > Draw function. All of the g.SomeFunction calls are probably what's
> > > > causing the problem. They need to be drawing to an "offscreen"
> > > > picture object, not to g. Then, you draw that offscreen picture
> > > > object to g. If I had a Windows machine handy, I'd help. But I don't,
> > > > so it's tough for me to debug. I'm confident it could be fixed with
> > > > about 2 minutes of work. Maybe you could post your semi-working
> > > > example and some Win32 folks on the list who understand double-
> > > > buffering can help tweak it. Sorry that I can't help more. If you get
> > > > this fixed, let me know and I'll include the changes in my download
> > > > for other's benefit.
> > > >
> > > > Erick_______________________________________________
> > > > Unsubscribe or switch delivery mode:
> > > > <http://www.realsoftware.com/support/listmanager/>
> > > >
> > > > Search the archives:
> > > > <http://support.realsoftware.com/listarchives/lists.html>
> > > >
> > >
> > >
> > > --
> > > -------------------------------------------------------
> > >
> >
> >
> > --
> > -------------------------------------------------------
> >
>
>
> --
> -------------------------------------------------------
>


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