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Interactive 3. D Spectrum Analyzer Visualization for Windows Media Player. Interactive 3. D Spectrum Analyzer for Windows Media Player using Direct. X 9 and some light GPGPU.
The best of the best. Since then, the user community has produced a steady stream of cool Windows Media Player visualizations, from psychadelic eye candy that pulses to the beat to practical tools that scroll album. Get your latest Skins, Visualizations and Plug-ins for Windows Media Player. Download FLV player plugin for Windows Media Player One Response to “Download free skins, visualizations and plug-ins for Windows Media. Audio Player Visualizations. Burgundy Wine Map; Audio Player Visualizations; Adobe Jpg Editors. exciting visualizations for Windows Media Player. Download; Scenes; Documentation; Faq; Blog; Plane9 is a 3d visualizer where you never have to settle for just one view ever again. The visualizer can be used either as a winamp plugin, a Windows Media Player plugin. Watch your music move. Find visualizations for Windows Media Player. <Windows Media Player> <Visualizations>. \Program Files\Windows Media Player\wmplayer.exe. to canned waveforms before display I put together quite a few samples that show changing the waveform colors with a hue map.
Introduction. When you are listening to your favorite song, a little visual entertainment just makes your favorite song even more enjoyable. As a techie and an audio/music enthusiast, I like to see the technical details of everything, even my music. This interactive 3. D spectrum analyzer not only provides an audio visualization that is appealing to the eye, it also shows some details of how sounds change over time to help us understand more about how audio works. This project uses Direct. X 9. 0c to do the 3. D rendering, and integrates with Windows Media Player.
- Interactive 3D Spectrum Analyzer Visualization for Windows Media Player. Extract to your Windows Media Player\Visualizations\ folder.
- Windows Media Player lets you share all your audio and video files between various devices around your home. Download the free Windows Media Player. Get Started; Twitter; RSS; Site Map; Submit Software; Advertise.
- . Windows Media Player can show visualizations. As of Windows 10, Windows Media Player 12 can play FLAC, HEVC. Media Player 10 Mobile is not available as a download from Microsoft.
It's tested only on Vista Home Premium, but it should work on XP as long as you have Windows Media Player 1. Direct. X 9. 0c redistributables installed.
Getting Started. If you just want to install the binaries, you will need to make sure the Direct. X 9. 0c redistributables and Windows Media Player 1.
The attached installer should install everything else for you. To build the project, you will need the Direct. X 9. 0c SDK and the Windows Platform SDK version 6.
Your graphics card should support the Direct. X shader model 3 (vs_3_0 and ps_3_0). The Direct. X includes and libraries should be in their appropriate search paths. I have the paths to the Windows SDK configured in the project file, so those paths should not have to be changed if you have installed the SDK in the default location. When building on Windows Vista, Visual Studio will unsuccessfully try to register WM3. DSpectrum. dll as part of the build process. You'll need to run "regsvr.
WM3. DSpectrum. dll" from an Administrator privileged command prompt to register WM3. DSpectrum. dll on Vista. If you want to make your own visualization from scratch, you can use the WMP SDK which is part of the Windows Platform SDK.
A good overview of how to get started can be found here. Follow the directions carefully because the little details make a big difference. Why Direct. X 9. 0c. While it's true that Direct. X 1. 0 make a few things simpler, Direct. X 1. 0 is basically Direct. X 9 with a little reorganization.
Direct. X 1. 0 contains Microsoft's reorganization of the graphics pipeline for Windows Vista. Direct. X 1. 0 also adds the DXGI framework. DXGI basically facilitates the use of the graphics processor without tying the Direct. X device directly to a window. The GPUSpectogram project included with the Direct. X 1. 0 SDK shows an example of a windowless Direct.
X 1. 0 device. GPUSpectogram creates a bitmap spectogram without associating the rendered bitmap to a window handle. Windows XP uses a simpler graphics pipeline that doesn't allow room for the features of Direct. X 1. 0 and DXGI. No wonder Direct. X 1. 0 can only work with Windows Vista! Another significant benefit of using Direct. X 1. 0 is the fact that you don't have delete objects that exist in the GPU when a user does something like change the screen resolution. When a user does certain things like change the screen resolution in Direct.
X 9, you essentially "lose" your Direct. X device object because the hardware configuration changed. With Direct. X 9, to recover after you lose the device, you start by calling Test. Cooperative. Level() on the device object.
If the return value is D3. DERR_DEVICENOTRESET, you need to release all objects in the default object pool (objects that exist in the GPU), call On. Lost. Device() on things like fonts and sprites, call Reset() on the device, recreate all of your objects that you need in the default pool, and then call On. Reset. Device() on objects like fonts and sprites. I know it sounds complicated, but it really isn't that difficult. This project provides a sample of how to handle this issue with Direct. X 9. Direct. X 1.
So still, “Why Direct. X 9?” Well, as of the time this article was originally written (5/7/2. Windows XP still has about 6. Operating System market share. Vista has only about 2. These statistics where gathered from here.
Vista and XP currently have a combined 8. Operating Systems.
You can see that XP still has 7. Vista and XP markets share. Although Vista is a great Operating System, building applications for Direct. X 1. 0 would make the application usable for a limited number of people - Vista users only.
It's funny that after throwing out all of those statistics that I don't even have an XP machine to test this on. I've switched to Vista. Your feedback on how this works with Windows Media Player 1. Windows XP would be useful. A Picture is Worth a Thousand Words. I'm not going to go deep into sampling theory and other random DSP topics, but I must comment that one of the most difficult aspects of DSP programming is sometimes the fact that you can't easily see how sound works. To do something like develop a new lossless audio compression format or a cool audio effect tool, you have to be so familiar with how audio works that you can essentially “see” sound.
An audio stream is made up of separate frequencies that, when combined, make a hopefully harmonious single sound. If you've ever seen the movie “Drum Line”, you may be familiar with the band's motto “One Band, One Sound!” So, how do the various sounds become one?
Through close associations that can be modeled with certain principles of Physics. This website lists the frequencies of the musical notes in audio. You'll notice that the notes repeat C, D, E, F, G, A, B, C, D, E, F, G, A, B, and so on where C is considered the starting point and each successive C has a frequency of twice the frequency of the previous C. For example, C4 (middle C) is twice the frequency of C3. C4 is 2. 61. 6. 3 Hz, and C3 is 1. Hz. You'll see in the 3. D spectrum analyzer that, often, many audibly separate sounds are packed into the lower frequencies.
This is due to the nature of audio physics. Pictures of the Code. The design of this visualization isn't extraordinary, but it is object oriented. The image below offers a little insight into the design.
Windows Media Player supports two modes for visualization – windowed mode, and non- windowed mode. I'm assuming that the non- windowed mode is for when Media Player is being hosted as an Active. X control. I haven't looked very deep into non- windowed mode because it doesn't seem to be relevant to this project. To support the windowed vs. IRenderer interface that both modes can use.
There is a CWindowed. Renderer class and a CNon. Windowed. Renerer class which respectively do the rendering in windowed and non- windowed mode using the IRenderer interface.
Most of the core rendering information is stored in the Render. Context structure.
The only instance of the Render. Context structure is stored in the root WM3. DSpectrum COM object. A pointer to that Render. Context structure is passed throughout the rendering hierarchy to all of the objects that need to use it.
If you want to add an additional 3. D object into the scene, you can implement the IRenderable interface in a class and add that class to one of the vectors of renderable objects. You should add your new class to the renderables vector in the WM3. DSpectrum constructor. All of your renderable objects will be rendered in the order that they exist in the vector. This project currently supports 8 different visualizations. There are two color schemes which I call “Rose Garden” and “City Lights”.
You can render either in solid mode or point mode. There are two interpolation options – Linear and Smooth. Linear is really just a simple average that converts the 1. Windows Media Player into 5. The Smooth interpolator basically does the same thing as the Linear interpolator but it additionally averages the surrounding frequencies of each frequency level with its neighboring frequency levels. Here's the Linear interpolator's code: void CLinear. Interpolator: :Prepare.
Interpolation(Timed. Level* p. Level ). Level. Cache. L[x] = (unsignedchar)((int)(*p. Level). frequency[0][y] +.
Level). frequency[0][y + 1]) / 2. Level. Cache. R[x] = (unsignedchar)((int)(*p. Level). frequency[1][y] +.
Level). frequency[1][y + 1]) / 2. Smooth interpolator's code: void CSmooth. Interpolator: :Prepare. Interpolation( Timed. Level* p. Level ). Level. Cache. L[x] = (unsignedchar)((int)(*p.
Level). frequency[0][y] +. Level). frequency[0][y + 1]) / 2. Level. Cache. R[x] = (unsignedchar)((int)(*p. Level). frequency[1][y] +. Level). frequency[1][y + 1]) / 2. L = 0. 0f, sum. R = 0. L += m_Level. Cache.
L[ max(0,min(xmax - 1,y)) ]. R += m_Level. Cache. R[ max(0,min(xmax - 1,y)) ]. Level. Cache. L[x] = (unsignedchar)(sum. L / (float)count). Level. Cache. R[x] = (unsignedchar)(sum.
R / (float)count). You can select any combination of the visualization modes listed above from the right- click menu in Windows Media Player. Here are some additional images of the visualization: Simplifying Things with Direct. XAt any given moment, depending on whether you are using point mode or solid mode, there's either over a million vertex points or over 3 million triangles being displayed in this visualization. The heights of all of the vertices need to be shifted and the new frequencies need to be added on each frame. With there being so many vertices, continuously moving all of this memory around on the CPU could be a performance problem. A simple way to speed things up is to use the GPU and Ping- Pong textures.
You can use Ping- Pong textures by creating two (or more) textures, then render the textures to each other. When you render the textures to each other, you have the option of using shaders to do some GPGPU processing. This project doesn't really need to do anything really fancy. We just need to use the GPU to move memory around. Since the only changing aspect of the vertices is the heights - the y position, we can use Ping- Pong textures to hold a height map.
We basically build a spectrogram in a couple of Ping- Pong textures using the alternate texture to do memory movement. The image below illustrates this.
Cool Visualizations for Windows Media Player. Eye candy, psychadelic pixels and a trip down memory lane. If you're in the mood for holiday nostalgia, the Yule Log visualization might hit the spot. It's free, it's simple, and it's endearingly cheesy - - the flames are the only animated objects in what is otherwise a still rendering of three logs in a small fireplace, bouncing along to the percussion and bass in your tracks. If you regularly stream your own media from your PC to your TV, the Yule Log allows you to recreate its TV- classic counterpart with your own soundtrack. In the eye- candy category is Phthalo's Corona, which has aged well since its 2. This visualization creates waves which are mirrored under a horizon.
At its best, Phthalo's Corona is reminiscent of the hugely popular Milk. Drop visualization plug- in for Win. Amp, creating frames that look like moving abstract art. The persistent horizon effect is unique among Windows Media Player visualizations, but it would be nice if it could be disabled. Like many Windows Media Player visualizations, Phthalo's Corona doesn't come with any built- in tweaking interface, so what you see is what you get. Heading up the best of the psychadelic visualizations is Pixel. Trip. Pixel. Trip doesn't do anything new, conceptually - - many of the effects seen from this visualization aren't very different from the ones you'd find in the original classics.
Where Pixel. Trip shines is its ability to be configured, and its ability to produce visuals beyond what graphics cards were capable of when it was released. It won't push the upper limits like a bleeding- edge game will, but if you have a solid GPU in your case, you can crank up the resolution and frames- per- second and enjoy visuals that suddenly appear much more powerful, fluid, and crisp. This is the kind of stuff most people envision when they think of mp. Pixel. Trip does it well.