This is a guide if you want to use a GPL software to record your work on the X1700 in good quality using USB->ASIO direct in your windows computer.
First I want to point out that this is advanced topics.
To be able to get this to work you need knowledge of compile software, maybe also you need to have Microsoft Visual Studio (depending if using that or cygwin).
Also noticed that Audacity is not a software that Denon official claim to support. So if you not will get this to work, don’t complain to Silvio
Audacity is a open source audio editing software with recording capability. It is released under GPL License.
With the 1.3.3 release of Audacity, support for ASIO under Windows is now included for individuals who are prepared to compile Audacity from source code with the optional Steinberg ASIO SDK . This support is provided strictly on the basis that it is NON-DISTRIBUTABLE i.e. you may NOT copy or distribute builds including ASIO support to any third parties. The build is strictly for your own personal (private or commercial) use. For the same reasons, Audacity can NOT distribute pre-compiled versions of Audacity including ASIO support
To compile Audacity from the Beta source code including ASIO support:
1. download the Beta source code (the latest CVS sources are better for Windows users)
2. download and install the ASIO SDK (a Steinberg account is required)
3. then follow the instructions in win/compile.txt in our source code to download and build wxWidgets and Audacity.
I would recommend you to use Microsoft Visual C++ to compile the software. But as it stated in the win/compile.txt it is also possible to use Cygwin.
I done my build with Microsoft Visual Studio Express 2008.
Can be downloaded from http://www.microsoft.com/express/vc/
Below is the step you need to do to build it in MSVC++
MSVC++ STEP 1: Download wxWidgets
To simplify the implementation of a near-identical user
interface across platforms, Audacity uses classes and
resources from wxWidgets, a portable GUI framework for C++
(and Python). You must download and build wxWidgets before
attempting to compile Audacity, or nothing will work!
wxWidgets is available at "http://www.wxwidgets.org/".
Audacity 1.3.8 requires wxWidgets 2.8.10.
To build on Windows only, download the wxMSW package
(installer or zip).
MSVC++ STEP 2: Build wxWidgets
When you have downloaded and installed wxWidgets, you must
For wxWidgets' instructions on compilation
(and details about static versus dll linkage), see
Note therein that wx_dll.dsw adds the dependencies to
force the correct build order for DLLs, which wx.dsw
does not. Because of this, wx_dll.dsw doesn't work for
1. Open "C:\wxWidgets-2.8.10\build\msw\wx_dll.dsw" with
Visual Studio 2008 (for VC9).
Make sure to use wx_dll.dsw, not wx.dsw, because wx.dsw
does not have the correct dependencies for the DLL builds.
When you open wx_dll.dsw, Visual Studio will prompt whether
to convert. Click "Yes To All". Next time you open a Visual
Studio session, you can avoid this prompt by opening
"C\wxWidgets-2.8.10\build\msw\wx_dll.sln" instead of wx_dll.dsw.
2. If you want to use the accessibility features, we have modified a
couple of the wxWidgets files. Rather than provide a patch, we
store the modified files in CVS, and you can replace the
corresponding wxWidgets files.
In "audacity\win\wxWidgets_additions" are one .cpp and one .h file.
You may want to make backups of the wxWidgets originals of these,
in case you also build without these accessibility features.
* Copy access.cpp to "C:\wxWidgets-2.8.10\src\msw\ole\".
* Copy setup.h to "C:\wxWidgets-2.8.10\include\wx\msw\".
Audacity releases are built with these accessibility features.
3. Build wxWidgets for all configurations of Audacity that you want.
* Build "DLL Release" to use in a "Release" version of Audacity.
* Build "DLL Unicode Release" to use in a "Unicode Release"
version of Audacity.
* Build "DLL Debug" to use in a "Debug" version of Audacity.
* Build "DLL Unicode Debug" to use in a "Unicode Debug"
version of Audacity.
See "MSVC++ STEP 5: Build Audacity" for the differences
between these versions of Audacity.
If you use "Batch Build" under the "Build" menu, you need select
only the following five projects to build (not the whole solution)
for each configuration:
Because of dependencies, this should also build these projects:
If you build the whole solution, ignore the linker errors for
4. Note the directory "C\wxWidgets-2.8.10\lib\vc_dll". For each
build of WxWidgets you made, you will need from here five DLLs
appropriate to that build to go in the corresponding Audacity
build directory. The DLLs required are noted at "Provide access
to the wxWidgets DLLs" at "MSVC++ STEP 5: Build Audacity" below.
MSVC++ STEP 3: Download Audacity
Now you can compile Audacity. To check out the latest
source code from CVS, see the instructions at
MSVC++ STEP 4: Set wxWidgets location for Audacity
Before you can start the build process, you must update the
project settings to tell Visual C++ where to find wxWidgets.
There are three settings that need changing:
1. Include Directory (e.g., "C:\wxWidgets-2.8.10\include")
2. Resource Directory (e.g., "C:\wxWidgets-2.8.10\include")
3. Library Directory (e.g., "C:\wxWidgets-2.8.10\lib")
Fortunately, this is parameterized, using a Windows system
environment variable. There are various ways to set these, so
look in the Windows help system. You want to create an
environment variable WXWIN, set to the top-level directory
where you installed wxWidgets. For example,
in your "autoexec.bat" file, you might have a line:
Note that you don't want a trailing backslash on that.
On newer version of Windows, the settings for environment
variables can be found in the system control panel. Click
the "System" option, then the "Extended" or "Advanced" tab,
then "Environment variables".
In the Audacity project file, there are declarations like
that get interpreted as, e.g., "C:\wxWidgets-2.8.10\include".
Once you have set the WXWIN environment variable correctly,
the Audacity project file's declarations will do the rest.
Note that you have to restart the IDE so it picks up changes
in the environment variables.
MSVC++ STEP 5: Build Audacity
Run Visual C++ and load the Audacity solution,
Local help (optional, but required for a full 'release ready' version).
Build the 'help' project. This will download a copy of the manual wiki
onto your machine and copy it to the correct place for the build that
you are doing. If the local copy needs updating at any time, run
audacity\scripts\mw2html_audacity\wiki2htm.bat and re-run the 'help' project.
Some functionality in Audacity is currently turned on its default
configuration, but requires that extra libraries be downloaded
separately to use it.
* To allow export of MP3 files, download LAME:
http://audacity.sourceforge.net/help/fa ... i=lame-mp3
* To allow import and export of a much wider range of audio formats
(including WMA, M4A and AC3), and to import audio from video files,
http://www.audacityteam.org/manual/inde ... tallffmpeg
To change the libraries that are enabled in Audacity, open the file
"win\configwin.h" and comment or uncomment the libraries as required.
DirectSound (Microsoft) and ASIO (Steinberg) are sound card interface
protocols that are more efficient than the standard WMME. Unlike WMME,
not all sound card drivers support them.
TO ADD SUPPORT FOR DIRECTSOUND:
Install the DirectX SDK from Microsoft (http://msdn.microsoft.com/directx).
The installation will automatically define the DXSDK_DIR
environment variable and its presense will cause DirectSound
support to be automatically included when Audacity is built.
TO ADD SUPPORT FOR ASIO:
Because ASIO is a PROPRIETARY, closed standard,
we (or any third party) cannot distribute its SDK.
That means we cannot distribute builds of Audacity that support
ASIO, because Audacity is licensed under the
GPL (http://audacity.sourceforge.net/about/license), which requires
we distribute all source code.
So, although you can build your own copies of Audacity with
ASIO support, for personal use, you cannot distribute them without
violating the Audacity license and the ASIO license.
If you build ASIO support into Audacity, do not distribute that build.
If you wish ASIO support, install the ASIO SDK from Steinberg
(http://www.steinberg.net ... select Company, then 3rd Party
Developers), then define an environment variable called
ASIOSDK_DIR, as you did for WXWIN, above. The value should be
the full path to the base directory of the ASIO SDK, e.g.,
Select the configuration that you wish to build:
* "Release" for general use
* "Unicode Release" for Unicode-based, general use
* "Debug" for a slower but debuggable executable
* "Unicode Debug" for a Unicode-based, slower, debuggable
You can select the configuration from the Solution
Configurations pull-down menu, or select it from the "Build"
menu > "Configuration Manager..." dialog box.
Build Audacity by giving the "Build" menu > "Rebuild Solution"
Provide access to the wxWidgets DLLs
Each Audacity executable needs access to five specific wxWidgets
DLLs from those you built in "MSVC++ STEP 2: Build wxWidgets"
above. You can copy them to your Windows PATH, or more simply,
to the same directory as the executable. If you are building
Audacity for public release using the *.iss installer script,
you must copy them to the executable directory. The DLLs required
are at "C:\wxWidgets-2.8.10\lib\vc_dll":
The "*" in the file names above is replaced in the actual files by
a suffix specific to its Widgets configuration. You can identify the
DLLs needed for each Audacity version as follows:
"" (no suffix) for "Release" versions
"u" for "Unicode Release" versions
"d" for "Debug" versions
"ud" for "Unicode Debug" versions
So for instance, a Unicode Debug version of Audacity should have:
in the "audacity\win\unicode debug" directory.
Then take the dll’s (mention above), audacity.exe file and sub folders place them in dir (example c:\program files\audacity_asio\
Then start the software on Audacity Preference change host to ASIO, verify that Playback device and recording device is Denon DJ ASIO Driver.
Also notice that you need to configure the sampling rate and sampling format to the same as you have on the mixer (in my example 44.1 kHz and 24Bit).
What I notice is that my build of the audacity is a bit slow to start and to configure. But it work without problem to record the output from X1700 via USB/ASIO driver.