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C++ BASS_ChannelPlay函數代碼示例

本文整理匯總了C++中BASS_ChannelPlay函數的典型用法代碼示例。如果您正苦於以下問題:C++ BASS_ChannelPlay函數的具體用法?C++ BASS_ChannelPlay怎麽用?C++ BASS_ChannelPlay使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了BASS_ChannelPlay函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

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;
	}
}
開發者ID:jozadaquebatista,項目名稱:DQBIX-Game-Engine,代碼行數:28,代碼來源:audio.cpp

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
        }
}
開發者ID:offtza01,項目名稱:netradio,代碼行數:26,代碼來源:player.cpp

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);
		}
開發者ID:183amir,項目名稱:kge,代碼行數:26,代碼來源:BassSound3D.cpp

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);
}
開發者ID:BGCX261,項目名稱:zombigame-svn-to-git,代碼行數:32,代碼來源:SoundManager.cpp

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);
}
開發者ID:DaniBarca,項目名稱:PlaneGame,代碼行數:31,代碼來源:plane.cpp

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";
    }
}
開發者ID:jeyboy,項目名稱:playo3,代碼行數:34,代碼來源:bass_player.cpp

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);
}
開發者ID:AnkyoChu,項目名稱:Mu,代碼行數:25,代碼來源:knmusicbackendbassthread.cpp

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);
}
開發者ID:vitahalyubimov,項目名稱:Course-WinAPI,代碼行數:10,代碼來源:Application.cpp

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
	}
}
開發者ID:adius,項目名稱:FeetJ,代碼行數:34,代碼來源:netradio.c

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;
}
開發者ID:xuancong84,項目名稱:ProjectDIVA,代碼行數:29,代碼來源:SoundEngine.cpp

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);
}
開發者ID:xuancong84,項目名稱:ProjectDIVA,代碼行數:7,代碼來源:SoundEngine.cpp

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;
}
開發者ID:AnkyoChu,項目名稱:Mu,代碼行數:29,代碼來源:knmusicbackendbassthread.cpp

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
}
開發者ID:jaideng123,項目名稱:ConsoleMusicPlayer,代碼行數:29,代碼來源:livefx.c

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;
}
開發者ID:hypereddie,項目名稱:Bouncing-Boxes,代碼行數:31,代碼來源:render.cpp

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;
	}
}
開發者ID:vitahalyubimov,項目名稱:Course-WinAPI,代碼行數:35,代碼來源:DlgPlayList.cpp


注:本文中的BASS_ChannelPlay函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。