\r
ASIO is a low latency audio API from Steinberg. To compile an ASIO\r
application, you must first download the ASIO SDK from Steinberg. You also\r
-need to obtain ASIO drivers for your audio device. Download the ASIO SDK from Steinberg at http://www.steinberg.net/en/company/developer.html. The SDK is free but you will need to set up a developer account with Steinberg.\r
+need to obtain ASIO drivers for your audio device. Download the ASIO SDK from Steinberg at http://www.steinberg.net/en/company/developer.html . The SDK is free but you will need to set up a developer account with Steinberg.\r
\r
This tutorial assumes that you have 3 directories set up at the same level (side by side), one containing PortAudio, one containing the ASIO SDK and one containing your Visual Studio project:\r
\r
@code\r
/ASIOSDK2 \r
/portaudio\r
-/DirContainingYourVisualStudioProject\r
+/DirContainingYourVisualStudioProject (should directly contain the .sln, .vcproj or .vcprojx etc.)\r
@endcode\r
\r
First, make sure that the Steinberg SDK and the portaudio files are "side by side" in the same directory.\r
pa_trace.c (portaudio\src\common)\r
pa_win_hostapis.c (portaudio\src\os\win)\r
pa_win_util.c (portaudio\src\os\win)\r
+pa_win_coinitialize.c (portaudio\src\os\win)\r
pa_win_waveformat.c (portaudio\src\os\win)\r
pa_x86_plain_converters.c (portaudio\src\os\win)\r
-patest_saw.c (portaudio\test) (Or another file containing main() \r
- for the console exe to be built.)\r
+paex_saw.c (portaudio\examples) (Or another file containing main() \r
+ for the console exe to be built.)\r
@endcode\r
\r
\r
These header files define the interfaces to the PortAudio API.\r
\r
\r
-Next, go to Project Settings > All Configurations > C/C++ > Preprocessor > Preprocessor definitions and add\r
+Next, go to Project Settings > All Configurations > C/C++ > Preprocessor > Preprocessor Definitions and add\r
PA_USE_ASIO=1 to any entries that might be there.\r
\r
eg: WIN32;_CONSOLE;_MBCS changes to WIN32;_CONSOLE,_MBCS;PA_USE_ASIO=1\r
\r
-Then, on the same Project Settings tab, go down to Additional include directories: and enter the following relative include paths.\r
+Then, on the same Project Settings tab, go down to Additional Include Directories (in VS2010 you'll find this setting under C/C++ > General) and enter the following relative include paths:\r
\r
@code\r
-..\portaudio\include,..\portaudio\src\common,..\asiosdk2\common,..\asiosdk2\host,..\asiosdk2\host\pc\r
+..\portaudio\include;..\portaudio\src\common;..\portaudio\src\os\win;..\asiosdk2\common;..\asiosdk2\host;..\asiosdk2\host\pc\r
@endcode\r
\r
You'll need to make sure the relative paths are correct for the particular directory layout you're using. The above should work fine if you use the side-by-side layout we recommended earlier.\r
\r
-You should now be able to build any of the test executables in the portaudio\test directory.\r
-We suggest that you start with patest_saw.c because it's one of the simplest test files.\r
+Some source code in the ASIO SDK is not compatible with the Win32 API UNICODE mode (The ASIO SDK expects the non-Unicode Win32 API). Therefore you need to make sure your project is set to not use Unicode. You do this by setting the project Character Set to "Use Multi-Byte Character Set" (NOT "Use Unicode Character Set"). In VS2010 the Character Set option can be found at Configuration Properties > General > Character Set. (An alternative to setting the project to non-Unicode is to patch asiolist.cpp to work when UNICODE is defined: put #undef UNICODE at the top of the file before windows.h is included.)\r
+\r
+You should now be able to build any of the test executables in the portaudio\\examples directory.\r
+We suggest that you start with paex_saw.c because it's one of the simplest example files.\r
\r
--- Chris Share, Tom McCandless, Ross Bencina\r
\r
-[wiki:UsingThePortAudioSvnRepository SVN instructions]\r
Back to the Tutorial: \ref tutorial_start\r
\r
*/
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