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Posted (edited)

This is a project that I have been working on for several months off and on.

It's a simple "What You Hear" MP3 @ 320Kbps and WAV audio recorder.

Features:

- LoudMax, a Gain Controller and Look-Ahead Limiter
- Auto Shut-Off after one minute of silence
- Side-by-Side Simulated LED Meter
- Running Time Counter

It started off being a large project, but I eventually stripped it down to its
bare essentials because I came to realize that it would be very difficult to
deal with every sound card and every way a PC is set up for audio. It would
have been a nightmare that I was not willing to go through.

This project contains the most up-to-date BASS.dll v.2.4.15.0 - December 17, 2019.

All BASS Dll's are 32bit. Those and the needed UDF's are included in the zip file.

I will try to explain how it works in the next post.

recorder.png.c7282664f813afd9c6f6b3092a3215bc.png

Download:

BASS VST Recorder v1.1.zip

 

Edited by ripdad
updated to v1.1

"The mediocre teacher tells. The Good teacher explains. The superior teacher demonstrates. The great teacher inspires." -William Arthur Ward

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Posted (edited)

-- About LoudMax

LoudMax is a Look-Ahead Brickwall Limiter with several other features.
You can learn more about it on its homepage where you can also download
this VST plugin at: https://loudmax.blogspot.com/

It can be used for recording or playing audio without railing. It can also be used
as an audio maximizer.

You can also learn how others are using LoudMax on youtube.com.


---

To download the VST...

1. On loudmax.blogspot.com Click -> VST Plugin v1.34 for Windows PC 32/64bit
2. On Dropbox, click the download icon above LoudMax_v1_34_WIN.zip on the right side of "Sign in".
3. Unzip and place all files from the zip to the VST Folder where this script resides.
4. Be sure to read the README.txt, which contains important information.

---


Okay, here we go...

If you talk with a dozen recording engineers, they will all have differing opinions
about methods of keeping levels at a good peak. Some talk about the use of an AGC.

An AGC (Automatic Gain Control) or (Automatic Gain Compensator) is evil for recording.
Most of them cause what is called "pumping". The ones that don't are too slow in response
time to be of any use, except for playing through a compressor. So I don't use them at all
for recording. Something like LoudMax is a much better solution if done properly.


-- There are four methods that I use with LoudMax.

1. Unity - keep original as possible - leaving headroom for post-processing.
2. Gain - leaving headroom for post-processing.
3. Maximizing - no headroom.
4. Recording an audio processed track or album for the car or media center - no headroom.


-- Settings for the above:  (none of this is written in stone)

1. Thresh: -2.0, Out: -2.0db
(respectively 1:1 ratio)

2. Thresh: -2.0 to -6.0db, Out: -2.0db
(most likely setting for recording unprocessed music)

3. Thresh: -6.0, -9.0, -12.0db, Out: -0.2db
(respectively light, medium, heavy (click the "ISP" button on for medium and heavy))

4. Thresh: 0db, Out: -0.2db
(processed audio (can also be used as a limiter for over-gained audio))


-- Adjusting source levels for the above:

There are three ways to approach this.

Since "What You Hear" levels can be affected by various controls, you first have to set
a baseline from which to set other controls. On Windows mixer, set ALL controls to 50%
(that's both Play and Recording controls).

If you need to, adjust your volume control on your physical speakers to a pleasing level.

Now, we can proceed...

1. Set the source audio at something like 50% and then vary the
Windows input mixer control for "peak level".

2. Set the Windows input mixer control at something like 50% and
then vary your source audio for "peak level".

3. Set the source audio at 50%, Windows input mixer control at
25% to 35%, then vary the "Thresh" on LoudMax for "peak level".

The third one is the one I use the most using LoudMax as a
Gain Controller and Brickwall Limiter. (#2 of the four methods)

To define "peak level" depends on which of the four methods are used.

Adjust until the vertical bar on LoudMax...

1. flickers between 0 and 1. Closer to 0 is better for unity.
2. bounces between 0 and 2. Try to average at 1. Don't worry if it goes a little bit over 2 at times.
3. bounces between 0 and the desired level for maximizing.
4. flickers between 0 and 1.


-- What is the best procedure for a decent recording?

The best way is to get a sample of the incoming level before you hit that record button.
It might take a minute or two to get the maximum peak level from the source. Then you adjust for it.

Make sure that the raw input level is not maxing red on the Green LED Meter. Good rule of thumb would
be about 75% to 85% of the meter scale. You can adjust it from the Windows mixer record input control
or your source audio output control.

In all this, don't panic if peak level's hit an unexpected high volume area.
The limiter will handle it gracefully. If you have to... adjust for it and re-record.

Edited by ripdad

"The mediocre teacher tells. The Good teacher explains. The superior teacher demonstrates. The great teacher inspires." -William Arthur Ward

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Posted (edited)

-- So, what does a decent recording look like?

The only real way to know for sure that you have a decent recording is to look at a
graph on an audio editor with something like Goldwave or Audacity.

It doesn't have to be perfect (since nothing is really perfect), just within a decent range.

The following audio graphs will show the various states of a recording...

(showing left channel only)

toolittle.png.89d7a97df05b924863c80fdca750d3c1.png

toomuch.png.f90e69d875db4645fb9358efe8cfcbaf.png

decent.png.83622fa9fb9a82adff0cf062a72c0a35.png

maximized.png.a0f853d67b5fbaa1726217bb43b21f0c.png

If you have any questions, I will try to answer them.

 

Edited by ripdad

"The mediocre teacher tells. The Good teacher explains. The superior teacher demonstrates. The great teacher inspires." -William Arthur Ward

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I overlooked 2 settings during testing.

I will adjust them with an update at a later time.

For now, please change:

At line 427 (70 to 50)

At line 518 (69 to 49)

 


"The mediocre teacher tells. The Good teacher explains. The superior teacher demonstrates. The great teacher inspires." -William Arthur Ward

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Posted (edited)

I meant to revisit an old issue and forgot all about it.

BASS has several mystery's about it, one of which, doesn't make good sense to me.

But, I'm sure they have a good reason.

In Play mode...

When setting _BASS_ChannelSetVolume() to a level, _BASS_ChannelGetLevel() doesn't match to the same level.

In fact, if you set the volume to 0%, _BASS_ChannelGetLevel() keeps at 100%, which shows on the level meter.

It seems many had the same issue on their forum, but the solution was less than desirable. One was to set a global volume and another is a math equation. To me, that's just not accurate enough, nor does it seem right. You should be able to get the volume at the output and not earlier in the stream, like at the FX pin.

In any case, I have fretted and agonized enough over this issue and made a decision.

I have scrapped the _BASS_ChannelGetLevel() code on the play stream and now use the record steam from the loopback. The level was off by 3% difference between recording and playing. It was easily adjusted at _BASS_ChannelSetVolume() from 50% to 53%.

After I saw that it held up during testing (testing was done with a sine wave generator), I removed the play stream code that handled it. Recording and playing now match up within 0.3% on average, which suits me just fine.

I have updated the first post to v1.1

Please keep in mind that this is a recorder (first) and a player (second) to verify the recording. Any changes to volume controls in Windows Mixer while playing will affect the level meter. If you want to turn the volume up or down, do it at your physical speakers.

Also, you are free to do what you want with any of my code. If you don't like something about it or want to add/remove something, you can change it with my blessings.

Please let me know of any issues. Thanks!

 

Edited by ripdad

"The mediocre teacher tells. The Good teacher explains. The superior teacher demonstrates. The great teacher inspires." -William Arthur Ward

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MouseGetPos(0)), $aOldWinPos[3] - ($aOldMPos[1] - MouseGetPos(1))) WEnd UpdateCtrlPos($bAnim) EndIf Case $__g_iLabel_LM GUISetCursor(13, 1, $__g_hGUI_MarkArea) If $aCI[2] Then $aOldWinPos = WinGetPos($__g_hGUI_MarkArea) $aOldMPos = MouseGetPos() While $aCI[2] * Sleep(10) $aCI = GUIGetCursorInfo($__g_hGUI_MarkArea) WinMove($__g_hGUI_MarkArea, "", MouseGetPos(0), $aOldWinPos[1], $aOldWinPos[2] + ($aOldMPos[0] - MouseGetPos(0)), $aOldWinPos[3]) WEnd UpdateCtrlPos($bAnim) EndIf Case $__g_iLabel_RM GUISetCursor(13, 1, $__g_hGUI_MarkArea) If $aCI[2] Then $aOldWinPos = WinGetPos($__g_hGUI_MarkArea) $aOldMPos = MouseGetPos() While $aCI[2] * Sleep(10) $aCI = GUIGetCursorInfo($__g_hGUI_MarkArea) WinMove($__g_hGUI_MarkArea, "", $aOldWinPos[0], $aOldWinPos[1], $aOldWinPos[2] - ($aOldMPos[0] - MouseGetPos(0)), $aOldWinPos[3]) WEnd UpdateCtrlPos($bAnim) EndIf Case $__g_iLabel_TM GUISetCursor(11, 1, $__g_hGUI_MarkArea) If $aCI[2] Then $aOldWinPos = WinGetPos($__g_hGUI_MarkArea) $aOldMPos = MouseGetPos() While $aCI[2] * Sleep(10) $aCI = GUIGetCursorInfo($__g_hGUI_MarkArea) WinMove($__g_hGUI_MarkArea, "", $aOldWinPos[0], MouseGetPos(1), $aOldWinPos[2], $aOldWinPos[3] + ($aOldMPos[1] - MouseGetPos(1))) WEnd UpdateCtrlPos($bAnim) EndIf Case $__g_iLabel_BM GUISetCursor(11, 1, $__g_hGUI_MarkArea) If $aCI[2] Then $aOldWinPos = WinGetPos($__g_hGUI_MarkArea) $aOldMPos = MouseGetPos() While $aCI[2] * Sleep(10) $aCI = GUIGetCursorInfo($__g_hGUI_MarkArea) WinMove($__g_hGUI_MarkArea, "", $aOldWinPos[0], $aOldWinPos[1], $aOldWinPos[2], $aOldWinPos[3] - ($aOldMPos[1] - MouseGetPos(1))) WEnd UpdateCtrlPos($bAnim) EndIf Case Else GUISetCursor(3, 1, $__g_hGUI_MarkArea) EndSwitch EndIf Until False EndFunc ;==>_GDIPlus_MarkScreenRegionAnimated Func UpdateCtrlPos($bAnim = True) Local Const $aGUIStartPos = WinGetPos($__g_hGUI_MarkArea) If $__g_bSelectionDone And $bAnim Then GUIRegisterMsg($WM_TIMER, "") $__g_iW = $aGUIStartPos[2] $__g_iH = $aGUIStartPos[3] ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_TL, 0, 0, $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_TM, ($__g_iW - $__g_iBorder) / 2, 0, $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_TR, ($__g_iW - $__g_iBorder - $__g_iBorder / 2), 0, $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_LM, 0, ($__g_iH - $__g_iBorder) / 2, $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_RM, ($__g_iW - $__g_iBorder - $__g_iBorder / 2), ($__g_iH - $__g_iBorder) / 2, $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_BL, 0, ($__g_iH - $__g_iBorder - $__g_iBorder / 2), $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_BM, ($__g_iW - $__g_iBorder) / 2, ($__g_iH - $__g_iBorder - $__g_iBorder / 2), $__g_iBorder, $__g_iBorder) ControlMove($__g_hGUI_MarkArea, "", $__g_iLabel_BR, ($__g_iW - $__g_iBorder - $__g_iBorder / 2), ($__g_iH - $__g_iBorder - $__g_iBorder / 2), $__g_iBorder, $__g_iBorder) If $__g_bSelectionDone And $bAnim Then GUIRegisterMsg($WM_TIMER, "PlayBorderAnim") EndFunc ;==>UpdateCtrlPos Func PlayBorderAnim() Local $aWinPos = WinGetClientSize($__g_hGUI_MarkArea), $iW = $aWinPos[0], $iH = $aWinPos[1] Local Static $fOffset = 0 Local Const $iSize = $__g_iBorder / 2 Local Const $hDC = _WinAPI_GetDC($__g_hGUI_MarkArea) Local Const $hHBitmap = _WinAPI_CreateCompatibleBitmap($hDC, $iW, $iH) Local Const $hDC_backbuffer = _WinAPI_CreateCompatibleDC($hDC) Local Const $DC_obj = _WinAPI_SelectObject($hDC_backbuffer, $hHBitmap) Local Const $hCanvas = _GDIPlus_GraphicsCreateFromHDC($hDC_backbuffer) Local Const $hPen = _GDIPlus_PenCreate(0xFF0178D7, $iSize), $hPen2 = _GDIPlus_PenCreate(0xFFFFFFFF, $iSize), _ $hBrush = _GDIPlus_BrushCreateSolid(0xFF000000 + $__g_iColor_ResizeDots), $hPen3 = _GDIPlus_PenCreate(0xFF000000) _GDIPlus_PenSetDashStyle($hPen, $GDIP_DASHSTYLEDASHDOT) _GDIPlus_GraphicsClear($hCanvas, 0xFFABCDEF) ;for faster performance direct dll calls DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen2, "float", 1 + $iSize, "float", 1 + $iSize, "float", $iW - 2 * $iSize - 2, "float", $iH - 2 * $iSize - 2) DllCall($__g_hGDIPDll, "int", "GdipSetPenDashOffset", "handle", $hPen, "float", $fOffset) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen, "float", 1 + $iSize, "float", 1 + $iSize, "float", $iW - 2 * $iSize - 2, "float", $iH - 2 * $iSize - 2) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", 0, "float", 0, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", 0, "float", 0, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", ($iW - $__g_iBorder) / 2, "float", 0, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", ($iW - $__g_iBorder) / 2, "float", 0, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", ($iW - $__g_iBorder) - 2, "float", 0, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", ($iW - $__g_iBorder) - 2, "float", 0, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", 0, "float", ($iH - $__g_iBorder) / 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", 0, "float", ($iH - $__g_iBorder) / 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", ($iW - $__g_iBorder) - 2, "float", ($iH - $__g_iBorder) / 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", ($iW - $__g_iBorder) - 2, "float", ($iH - $__g_iBorder) / 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", 0, "float", ($iH - $__g_iBorder) - 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", 0, "float", ($iH - $__g_iBorder) - 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", ($iW - $__g_iBorder) / 2, "float", ($iH - $__g_iBorder) - 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", ($iW - $__g_iBorder) / 2, "float", ($iH - $__g_iBorder) - 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", ($iW - $__g_iBorder) - 2, "float", ($iH - $__g_iBorder) - 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) DllCall($__g_hGDIPDll, "int", "GdipDrawRectangle", "handle", $hCanvas, "handle", $hPen3, "float", ($iW - $__g_iBorder) - 2, "float", ($iH - $__g_iBorder) - 2, "float", $__g_iBorder + 1, "float", $__g_iBorder + 1) _WinAPI_BitBlt($hDC, 0, 0, $iW, $iH, $hDC_backbuffer, 0, 0, $SRCCOPY) $fOffset += 0.5 _GDIPlus_GraphicsDispose($hCanvas) _WinAPI_SelectObject($hDC_backbuffer, $DC_obj) _WinAPI_DeleteDC($hDC_backbuffer) _WinAPI_DeleteObject($hHBitmap) _WinAPI_ReleaseDC($__g_hGUI_MarkArea, $hDC) _GDIPlus_PenDispose($hPen) _GDIPlus_PenDispose($hPen2) _GDIPlus_PenDispose($hPen3) _GDIPlus_BrushDispose($hBrush) EndFunc ;==>PlayBorderAnim Func WM_ERASEBKGND($hWnd, $iMsgm, $wParam, $lParam) ;suppress repainting to avoid flickering but causes some other side effects #forceref $iMsgm, $wParam, $lParam, $hWnd Local Const $hBrush = _WinAPI_CreateSolidBrush(0xEFCDAB) ;BGR format ;~ _WinAPI_RedrawWindow($__g_hGUI_MarkArea, 0, 0, BitOR($RDW_NOERASE, $RDW_NOCHILDREN, $RDW_NOFRAME, $RDW_VALIDATE)) _WinAPI_SetClassLongEx($__g_hGUI_MarkArea, $GCL_HBRBACKGROUND, $hBrush) _WinAPI_DeleteObject($hBrush) Return 0 EndFunc ;==>WM_ERASEBKGND ;https://docs.microsoft.com/en-us/windows/desktop/api/winuser/nf-winuser-setprocessdpiawarenesscontext Func _WinAPI_SetProcessDpiAwarenessContext($DPIAwareContext = $Context_PerMonitorAware, $hGUI = 0, $iMode = 3) ;https://docs.microsoft.com/en-us/windows/desktop/api/winuser/nf-winuser-setprocessdpiawarenesscontext $DPIAwareContext = ($DPIAwareContext < -5) ? -5 : ($DPIAwareContext > -1) ? -1 : $DPIAwareContext $iMode = ($iMode < 1) ? 1 : ($iMode > 3) ? 3 : $iMode Switch $iMode Case 1 Local $hDC = _WinAPI_GetDC($hGUI) Local $aResult1 = DllCall("user32.dll", "ptr", "GetDpiFromDpiAwarenessContext", "ptr", $hDC) If @error Or Not IsArray($aResult1) Then Return SetError(11, 0, 0) _WinAPI_ReleaseDC(0, $hDC) Local $aResult = DllCall("user32.dll", "Bool", "SetProcessDpiAwarenessContext", "int", $aResult1[0] + $DPIAwareContext) If @error Or Not IsArray($aResult) Then Return SetError(12, 0, 0) Case 2 ;~ If Not $hGUI Then $hGUI = WinGetHandle(AutoItWinGetTitle()) Local $aResult2 = DllCall("user32.dll", "int", "GetWindowDpiAwarenessContext", "ptr", $hGUI) If @error Or Not IsArray($aResult2) Then Return SetError(21, 0, 0) Local $aResult = DllCall("user32.dll", "Bool", "SetProcessDpiAwarenessContext", "int", $aResult2[0] + $DPIAwareContext) If @error Or Not IsArray($aResult) Then Return SetError(22, 0, 0) Case 3 Local $aResult31 = DllCall("user32.dll", "ptr", "GetThreadDpiAwarenessContext") If @error Or Not IsArray($aResult31) Then Return SetError(31, 0, 0) Local $aResult32 = DllCall("user32.dll", "ptr", "GetAwarenessFromDpiAwarenessContext", "ptr", $aResult31[0]) If @error Or Not IsArray($aResult32) Then Return SetError(32, 0, 0) Local $aResult = DllCall("user32.dll", "Bool", "SetThreadDpiAwarenessContext", "int", $aResult32[0] + $DPIAwareContext) If @error Or Not IsArray($aResult) Then Return SetError(33, 0, 0) EndSwitch Return 1 EndFunc ;==>_WinAPI_SetProcessDpiAwarenessContext  
      Just press the lmb and move your mouse. When lmb is released you can adjust the size of the window by dragging the white rectangle to any direction. Rmb will move the marked area.
      Press ESC to get the coordinates of the marked region.
      If you have any improvements, please post it here.
       
      Tested on Win10 x64 only.
       
    • By CYCho
      zPlayer is the name I used when I introduced the early version of this palyer in my blog back in early 2009 and, therefore, has nothing to do with the mobile media player of the same name which started marketing in 2015.
      After I retired from active duty in 2002 I spent much time listening to music. First I started with CD's and LP's, then quickly moved on to mp3 files. I converted many of my CD's to mp3 and I collected many more from various sources which were freely available at the time. As the number of my mp3 files grew, I put them in folders according to their genres and my favorite classifications. I mainly used Windows Media Player to listen to them and I slowly began to dislike wmp because it had massive user interface while I just wanted to listen to music in the background while I was doing other work in the foreground, hopping between folders from time to time. It was the time I was beginning to learn AutoIt and I thought I should make my own player with AutoIt. Coming from a sales career with no experience in programming, it was not an easy task. Somehow, after about 2 years of learning and trying, I had my own audio player which worked with only hotkeys without any graphical interface. I gave it to some of my friends who were not as computer-savvy as I. They liked it but definitely wanted something to clcik with mouse. So I came up with very rude gui which took a form similar to what it is now.
      The attached source files include one au3 file, one icon file and 14 jpg files. The jpg files are used for drawing a graphical player and are fileinstalled in @DocumentsCommonDir folder. This player uses WMPlayer.OCX as its engine and supports all audio file formats supported by wmp and additional codecs installed. I would like to thank @Bilgus for kind answers to my questions and would appreciate it if anyone could review the code and give me any suggestion. This player works for me, but I don't know whether the code is presentable as an example. I am posting this here with a hope to learn much from AutoIt community.
      PS: 1. An error (Variable used before declaration) was reported and corrected - 02:00 hours GMT,  March 14, 2019
            2. An error in tray menu was corrected -10:00 hours GMT, March14, 2019
            3. AutoIt3Wrapper_Au3Check_Parameters definition was added at the top of the code and all ensuing errors were corrected. - 00:10 hours GMT, March 16 2019
            4. Some features were added. - 10:30 hours GMT, March 18, 2019
                a. Jumping to new play-back position in a file
                b. Support for a manually made playlist
                c. Ctrl+Alt+h hotkey to trigger a help message box
            5. The minimum resizing width of playlist window was set at 450. - 01:10 hours GMT, March 23, 2019
            6. Problems associated with actions taken while in 'paused' status was addressed. - 07:40 GMT, April 12, 2019
            7. An error was found and corrected in restoring previous play-back environment when the mode was 'Shuffled.' - 11:00 GMT, April 17, 2019


      Please see Downloads section of this forum for source code files.
       
    • By ripdad
      This is an example script of how to load and use a VST using BASS in AutoIt.
      It is NOT immediately Plug and Play. You will need to download 2 VST's to run it.
      They are free for personal use.
      All information is in the header of the script.

      Download:
      BASS VST HOST v0.4.zip
       
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