本文整理汇总了C++中BASS_ChannelPlay函数的典型用法代码示例。如果您正苦于以下问题:C++ BASS_ChannelPlay函数的具体用法?C++ BASS_ChannelPlay怎么用?C++ BASS_ChannelPlay使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了BASS_ChannelPlay函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: BASS_ChannelFlags
void AudioClip::play()
{
if (loop)
BASS_ChannelFlags(hm, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP);
else
BASS_ChannelFlags(hm, 0, BASS_SAMPLE_LOOP);
if (play_once)
{
if (oshot)
{
BASS_ChannelSetAttribute(hm, BASS_ATTRIB_PAN, pan);
BASS_ChannelSetAttribute(hm, BASS_ATTRIB_VOL, volume);
BASS_ChannelSetAttribute(hm, BASS_ATTRIB_TEMPO_PITCH, pitch);
BASS_ChannelPlay(hm, TRUE);
playing = true;
oshot = false;
}
}
else
{
BASS_ChannelSetAttribute(hm, BASS_ATTRIB_PAN, pan);
BASS_ChannelSetAttribute(hm, BASS_ATTRIB_VOL, volume);
BASS_ChannelSetAttribute(hm, BASS_ATTRIB_TEMPO_PITCH, pitch);
BASS_ChannelPlay(hm, TRUE);
playing = true;
}
}
示例2: BASS_StreamGetFilePosition
bool Player::PrebufTimerProc()
{
QWORD progress = BASS_StreamGetFilePosition(stream,BASS_FILEPOS_BUFFER)*100/BASS_StreamGetFilePosition(stream,BASS_FILEPOS_END);
if (progress>75 || !BASS_StreamGetFilePosition(stream,BASS_FILEPOS_CONNECTED)) { // over 75% full (or end of download)
{ // get the broadcast name and URL
const char *icy=BASS_ChannelGetTags(stream,BASS_TAG_ICY);
if (!icy) icy=BASS_ChannelGetTags(stream,BASS_TAG_HTTP); // no ICY tags, try HTTP
if (icy) {
}
}
// get the stream title and set sync for subsequent titles
//DoMeta();
//BASS_ChannelSetSync(chan,BASS_SYNC_META,0,&MetaSync,0); // Shoutcast
//BASS_ChannelSetSync(chan,BASS_SYNC_OGG_CHANGE,0,&MetaSync,0); // Icecast/OGG
// set sync for end of stream
//BASS_ChannelSetSync(chan,BASS_SYNC_END,0,&EndSync,0);
// play it!
BASS_ChannelPlay(stream,FALSE);
return FALSE; // stop monitoring
} else {
return TRUE; // continue monitoring
}
}
示例3: BASS_SampleGetChannel
// play
void BassSound3D::Play()
{
m_channel = BASS_SampleGetChannel(m_handle, FALSE);
if (m_looping)
{
BASS_ChannelFlags(m_channel, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP);
}
else
{
BASS_ChannelFlags(m_channel, 0, BASS_SAMPLE_LOOP);
}
BASS_ChannelSetAttribute(m_channel, BASS_ATTRIB_VOL, m_volume);
BASS_ChannelSet3DAttributes(m_channel, -1, m_minDistance, m_maxDistance, -1, -1, -1);
BASS_3DVECTOR pos(m_Position.x, m_Position.y, m_Position.z);
BASS_3DVECTOR vel(m_velocity.x, m_velocity.y, m_velocity.z);
BASS_ChannelSet3DPosition(m_channel, &pos, NULL, &vel);
BASS_Apply3D();
BASS_ChannelPlay(m_channel, FALSE);
}
示例4: BASS_SampleLoad
/// <summary>
/// Reproduce un sonido a efecto de realizar pruebas (LShift + H).
/// </summary>
void CSoundManager::TestSound ()
{
DWORD TestSoundId = BASS_SampleLoad(false, "Data/Sounds/Sample/Muerte/swordSwing.wav", 0, 0, 1, BASS_SAMPLE_MONO);
// Inicializa el canal
BASS_SampleGetChannel(TestSoundId, FALSE);
// Añade la configuración del canal
m_bIsOk = BASS_ChannelSetAttribute(TestSoundId, BASS_ATTRIB_VOL, 100)?true:false;
// Asigna propiedad de loop
//BASS_ChannelFlags(TestSoundId, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP); // set LOOP flag
// Generador de float aleatorio dentro del siguiente rango [-60....0....+60]
//float randomSemitoneValue = (rand() % ((-60) - 60 + 1)) + (-60);
// TO DO: No funciona
//bool worked = BASS_ChannelSetAttribute(TestSoundId,BASS_ATTRIB_TEMPO_PITCH,randomSemitoneValue)?true:false;
//if (worked == false)
//{
// int errorCode = BASS_ErrorGetCode();
// errorCode = 0;
//}
// Reproducción del canal
BASS_ChannelPlay(TestSoundId, FALSE);
}
示例5: MovingObject
Plane::Plane(std::string meshdir, std::string texturedir, Vector3 position)
: MovingObject(meshdir, texturedir, position, false){
this->speed = 0;
this->acceleration = 50;
this->deceleration = 5;
this->max_speed = 200;
this->min_speed = 50;
this->std_speed = 5;
this->roll = 3;
this->v_roll = 2;
this->h_roll = 1;
this->friction = 0.01;
numBullets = 10000;
bulletsShoot = 0;
cadencia = 0.25;
name_ = "Plane " + id;
motor = BASS_SampleLoad(false,"..\\..\\data\\sound\\motor.mp3",0,0,3,BASS_SAMPLE_LOOP);
motorSampleChannel = BASS_SampleGetChannel(motor,false);
BASS_ChannelPlay(motorSampleChannel,true);
BASS_ChannelSetAttribute(motorSampleChannel,BASS_ATTRIB_VOL,0.5);
BASS_ChannelSet3DAttributes(motorSampleChannel,BASS_3DMODE_NORMAL,1,500,360,360,0.1);
bullet = BASS_SampleLoad(false,"..\\..\\data\\sound\\shot.mp3",0,0,3,0);
bulletSampleChannel = BASS_SampleGetChannel(bullet,false);
BASS_ChannelSetAttribute(bulletSampleChannel,BASS_ATTRIB_VOL,0.7);
BASS_ChannelSet3DAttributes(bulletSampleChannel,BASS_3DMODE_NORMAL,0,500,360,360,0.1);
}
示例6: statusChanged
void BassPlayer::playPreproccessing() {
emit statusChanged(media_title, LoadedMedia);
BASS_CHANNELINFO info;
if (BASS_ChannelGetInfo(chan, &info))
channelsCount(info.chans);
else
channelsCount(2);
if (eq_in_use) registerEQ();
#ifdef BASS_USE_TEMPO
applyTempoToChannel();
newTempoProcessing(tempo());
#endif
setSampleRateQuality();
newVolumeProcessing(volume());
newPanProcessing(pan());
if (BASS_ChannelPlay(chan, true)) { // stalled with big sized video files
playPostprocessing(is_paused);
syncHandle = BASS_ChannelSetSync((HSYNC)chan, BASS_SYNC_END, 0, &endTrackSync, this);
syncDownloadHandle = BASS_ChannelSetSync(chan, BASS_SYNC_DOWNLOAD, 0, &endTrackDownloading, this);
// BASS_SYNC_STALL
// mixtime only Sync when playback of the channel is stalled/resumed.
// param : not used. data : 0 = stalled, 1 = resumed.
} else {
proceedErrorState();
qCritical() << "IS NOT PLAYED";
}
}
示例7: setPosition
void KNMusicBackendBassThread::play()
{
//Check:
// 1. The state is already playing.
// 2. The channel is null.
if(m_state==Playing || (!m_channel))
{
return;
}
//Start the position updater.
m_positionUpdater->start();
//Check the playing state before.
if(m_state==Stopped)
{
//Reset the position to fit track playing.
setPosition(0);
//Set the volume to the last volume, because of the reset, the
//volume is back to 1.0.
BASS_ChannelSetAttribute(m_channel, BASS_ATTRIB_VOL, m_volume);
}
//Play the thread.
BASS_ChannelPlay(m_channel, FALSE);
//Update the state.
setPlayingState(Playing);
}
示例8: BASS_Start
/*
Play
*/
VOID Application::play(HSTREAM stream)
{
BASS_Start();
BASS_ChannelPlay(stream, TRUE);
equalizer.SetFX(stream);
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_VOL, numVolume);
}
示例9: PrebufTimerProc
gboolean PrebufTimerProc(gpointer data)
{ // monitor prebuffering progress
DWORD progress=BASS_StreamGetFilePosition(chan,BASS_FILEPOS_BUFFER)
*100/BASS_StreamGetFilePosition(chan,BASS_FILEPOS_END); // percentage of buffer filled
if (progress>75 || !BASS_StreamGetFilePosition(chan,BASS_FILEPOS_CONNECTED)) { // over 75% full (or end of download)
{ // get the broadcast name and URL
const char *icy=BASS_ChannelGetTags(chan,BASS_TAG_ICY);
if (!icy) icy=BASS_ChannelGetTags(chan,BASS_TAG_HTTP); // no ICY tags, try HTTP
if (icy) {
for (;*icy;icy+=strlen(icy)+1) {
if (!strncasecmp(icy,"icy-name:",9))
gtk_label_set_text_8859(GTK_LABEL(GetWidget("status2")),icy+9);
if (!strncasecmp(icy,"icy-url:",8))
gtk_label_set_text_8859(GTK_LABEL(GetWidget("status3")),icy+8);
}
} else
gtk_label_set_text(GTK_LABEL(GetWidget("status2")),"");
}
// get the stream title and set sync for subsequent titles
DoMeta();
BASS_ChannelSetSync(chan,BASS_SYNC_META,0,&MetaSync,0); // Shoutcast
BASS_ChannelSetSync(chan,BASS_SYNC_OGG_CHANGE,0,&MetaSync,0); // Icecast/OGG
// set sync for end of stream
BASS_ChannelSetSync(chan,BASS_SYNC_END,0,&EndSync,0);
// play it!
BASS_ChannelPlay(chan,FALSE);
return FALSE; // stop monitoring
} else {
char text[20];
sprintf(text,"buffering... %d%%",progress);
gtk_label_set_text(GTK_LABEL(GetWidget("status2")),text);
return TRUE; // continue monitoring
}
}
示例10: GetNewChannel
HCHANNEL BassSoundEngine::PlayMusic(string filename, CHANNEL Ichannel, bool loop, float volume)
{
if(Ichannel<0||Ichannel>=maxChannel)
{
Ichannel = GetNewChannel();
if(Ichannel<0)
return NULL;
}else
FreeChannel(Ichannel);
HSTREAM sound = ReadMusic(filename);
DWORD hr;
// start play
hr = BASS_ChannelPlay(sound, TRUE);
// set volume
volumeDes[Ichannel] = volume*defaultVolume;
hr = BASS_ChannelSetAttribute(sound, BASS_ATTRIB_VOL, volumeDes[Ichannel]);
// set loop
if(loop)
hr = BASS_ChannelFlags(sound, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP);
channel[Ichannel] = sound;
return sound;
}
示例11: ReadSound
void BassSoundEngine::PlaySound(string filename, float volume)
{
HSAMPLE sound = ReadSound(filename);
HSTREAM channel = BASS_SampleGetChannel(sound, FALSE);
BASS_ChannelSetAttribute(channel, BASS_ATTRIB_VOL, volume*defaultVolume);
BASS_ChannelPlay(channel, TRUE);
}
示例12: loadBassThread
void KNMusicBackendBassThread::restore(const QString &updatedFilePath)
{
//Check out the saved position, if it's -1, means it never saved before.
//Ignore the invalid call.
if(m_savedPosition==-1)
{
return;
}
//Check out the updated file path.
QString restoreFilePath=
updatedFilePath.isEmpty()?m_filePath:updatedFilePath;
//Reload the bass thread.
loadBassThread(restoreFilePath);
//Reset the postion.
setPosition(m_savedPosition);
//Set the volume to the last volume, because of the reset, the
//volume is back to 1.0.
BASS_ChannelSetAttribute(m_channel, BASS_ATTRIB_VOL, m_volume);
//Check out the state.
if(m_state==Playing)
{
//Start the updater.
m_positionUpdater->start();
//Play the thread.
BASS_ChannelPlay(m_channel, FALSE);
}
//Reset the saved position.
m_savedPosition=-1;
}
示例13: RecordingCallback
BOOL CALLBACK RecordingCallback(HRECORD handle, const void *buffer, DWORD length, void *user)
{
DWORD bl;
BASS_StreamPutData(chan,buffer,length); // feed recorded data to output stream
bl=BASS_ChannelGetData(chan,NULL,BASS_DATA_AVAILABLE); // get output buffer level
if (prebuf) { // prebuffering
if (bl>=prebuf+length) { // gone 1 block past the prebuffering target
#ifdef ADJUSTRATE
targbuf=bl; // target the current level
prevbuf=0;
#endif
prebuf=0; // finished prebuffering
BASS_ChannelPlay(chan,FALSE); // start the output
}
} else { // playing
#ifdef ADJUSTRATE
if (bl<targbuf) { // buffer level is below target, slow down...
rate--;
BASS_ChannelSetAttribute(chan,BASS_ATTRIB_FREQ,rate);
prevbuf=0;
} else if (bl>targbuf && bl>=prevbuf) { // buffer level is high and not falling, speed up...
rate++;
BASS_ChannelSetAttribute(chan,BASS_ATTRIB_FREQ,rate);
prevbuf=bl;
}
#endif
}
return TRUE; // continue recording
}
示例14: setupSDL
render::render(char* song, bool play) {
this->play = play;
running = setupSDL();
if (play) {
BASS_Init(-1, 44100, 0, NULL, NULL);
HSTREAM stream;
stream = BASS_StreamCreateFile(false, song, 0, 0, BASS_SAMPLE_FLOAT | BASS_STREAM_PRESCAN);
sound_chan = stream;
BASS_ChannelPlay(sound_chan, false);
}
srand(time(NULL));
for (int i = 0; i < BALL_SIZE; i++) {
balls[i].setX(rand()%BOX_SIZE*2);
balls[i].setY(rand()%BOX_SIZE*2);
balls[i].setZ(rand()%BOX_SIZE*2);
}
rotx = 0;
roty = 0;
rotz = 0;
box_x = 0;
box_y = 0;
box_z = 0;
posx = 0;
posy = 0;
posz = 100;
max = BALL_SIZE;
}
示例15: switch
/*
WM_COMMAND
*/
VOID DlgPlayList::Cls_OnCommand(HWND hwnd, INT id, HWND hwndCtl, UINT codeNotify)
{
switch (id)
{
case IDC_PLAYLIST:
{
if (codeNotify == LBN_DBLCLK)
{
INT idx = SendMessage(hPlayList, LB_GETCURSEL, 0, 0); //получение индекса выделенного элемента
Application::_this->hStream = songs[idx].hStream; //присвоение основному потоку поток выбранного элемента
Application::_this->secPlaying = 0; //обнуление секунд
Application::_this->setRangeTrackBarPlaySong(Application::_this->hStream); //установка диапазона для полосы прокурутки
DlgEqualizer::_this->SetFX(Application::_this->hStream); //установка настроек для каналов регуляции звучания
BASS_Stop(); //остановка потока
BASS_ChannelStop(Application::_this->hStream); //остановка канала
BASS_Start(); //запуск потока
BASS_ChannelPlay(Application::_this->hStream, TRUE); //запуск канала
SetTimer(GetParent(hDlg), Application::_this->id_timer, 1000, 0); //запуск таймера для времени проигрывания
SetTimer(GetParent(hDlg), Application::_this->idTimerBySpectr, 100, 0); //запуск таймера для спектра
BASS_ChannelSetAttribute(Application::_this->hStream, BASS_ATTRIB_VOL, Application::_this->numVolume);
}
break;
}
case IDC_ADDSONG:
{
SendMessage(GetParent(hwnd), WM_COMMAND, IDC_ADDSONG, 0);
break;
}
default:
break;
}
}