#1 Burning Software

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 Post subject: Re: Audio Overburning.
PostPosted: Tue Aug 18, 2009 12:55 pm 
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I'm not quite sure what you want me to do now. Create a console application in .NET which produces the error? And you are talking about "capacity checks". I neither do any of those checks (or rather, I ignore them), nor do I explicity disable them (wouldn't know how to).
In any case, I would not like to use *your* console based samples, because I don't know how to add multiple tracks with these and neither am I fluent enough with C to modify them to my needs.
Anyway, if MFC works, and .NET does not, I don't see the need to still try the console based samples, because apparently there is just a problem with the .NET layer.


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 Post subject: Re: Audio Overburning.
PostPosted: Tue Aug 18, 2009 1:10 pm 
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No. If our shipped C samples work fine this means there's no check in the core. Rather it's samples who do extra check for space and
don't work. I'll ask Dima to fix .NET sample. Thank you!


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 Post subject: Re: Audio Overburning.
PostPosted: Tue Aug 18, 2009 8:04 pm 
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Well, it's not even the samples actually. The samples do contain a check which prevents this burning of course, but the actual problem occurs in my own .NET application. I tried to check for differences between the .NET AudioBurner Sample, and the MFC one, but so far the .NET sample didn't really start the burning process. I'll try to look into it tomorrow again, and see if I can get the .NET sample to work.


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 Post subject: Re: Audio Overburning.
PostPosted: Tue Aug 18, 2009 10:40 pm 
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Sure. Please keep us updated. Thanks!


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 Post subject: Re: Audio Overburning.
PostPosted: Wed Aug 19, 2009 5:31 pm 
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OK, got the .NET sample to work now. Results summed up:

- .NET Sample does not allow overburning (note: I already removed the free space check which is done in the sample app)
- MFC: Works fine, as I mentioned earlier.

So since my own .NET app doesn't work either, I believe there is something wrong with the libraries used by .NET. Since starting the burning process is apparently not included in the logs, there seems to be some wrapper that just prevents starting the burning process on the lower layers. That's all info I can give you, the rest is up to you by looking at your source code ;)
I believe that you'll be able to reproduce that behaviour, doesn't seem random so far.


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 Post subject: Re: Audio Overburning.
PostPosted: Wed Aug 19, 2009 7:57 pm 
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OK, thank you!


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 Post subject: Re: Audio Overburning.
PostPosted: Sun Sep 06, 2009 7:34 pm 
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Any news on that matter?


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 Post subject: Re: Audio Overburning.
PostPosted: Mon Sep 07, 2009 1:59 pm 
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No we're busy with the other things.


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 Post subject: Re: Audio Overburning.
PostPosted: Fri Apr 09, 2010 7:55 pm 
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So I noticed that you added a CheckOverburning property in the AudioBurner. When setting it to true, it shows the error, and when setting it to false, it doesn't burn anything. Nothing at all happens after the burning process is started.


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 Post subject: Re: Audio Overburning.
PostPosted: Mon Apr 19, 2010 11:53 am 
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Hello,

Can we look into the StarBurn log file ... generated for this case?

Regards,

Dmitry


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 Post subject: Re: Audio Overburning.
PostPosted: Mon Apr 19, 2010 4:41 pm 
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Seems like it works now, maybe I've just been too impatient... ;)


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 Post subject: Re: Audio Overburning.
PostPosted: Mon Apr 19, 2010 5:17 pm 
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Could you please make sure and let us know :)

flöle wrote:
Seems like it works now, maybe I've just been too impatient... ;)


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 Post subject: Re: Audio Overburning.
PostPosted: Mon Apr 19, 2010 5:51 pm 
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Yeah, it takes a minute until it actually starts (I've been to impatient). But it does start.

If you consider that being too long, feel free to analyse the log file.


Attachments:
StarBurn.zip [15.34 KiB]
Downloaded 159 times
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 Post subject: Re: Audio Overburning.
PostPosted: Mon Apr 19, 2010 5:53 pm 
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Did you burn compressed audio? You did not include StarWave.log so I cannot know for sure... If content was compressed - initial delay is OK. We just decompress the whole stuff ASAP to get exact playing duration.

flöle wrote:
Yeah, it takes a minute until it actually starts (I've been to impatient). But it does start.

If you consider that being too long, feel free to analyse the log file.


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 Post subject: Re: Audio Overburning.
PostPosted: Mon Apr 19, 2010 6:03 pm 
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Yep, compressed. But why does it take ages to add all tracks to the audio image (approx. 2 seconds per track, *30 tracks = 1 minute) and then again when starting the burning process? Can't that be a bit more efficient?


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