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1  Developments / BASS / Re: Distortion on Low Beats,VC++,DX8.1SDK,XP,SB PC on: 6 Aug '02 - 16:12
Thanks Ian, currently at work, will try that this evening.
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2  Developments / BASS / Re: Distortion on Low Beats,VC++,DX8.1SDK,XP,SB PC on: 6 Aug '02 - 13:37
Sorry ab. not introduce myselfe.

Hi all, argentine, 25 y.old.
System Eng student (2nd year).
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3  Developments / BASS / Distortion on Low Beats,VC++,DX8.1SDK,XP,SB PCI128 on: 6 Aug '02 - 13:35
On my code, also in the examples, some mp3 produce a big distortion on low beats, like "KJGHH, KJGHH, KJGHH".

Using FX8 sample, setting down the low freq. slider, it turns into a good song, but all the samples and the default setting of fx sample distorse mp3.

Same mp3 then dblClick for winamp and it sounds ok.

What's the reason for that??
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4  Developments / BASS / Re: bass_fx.rar problem on: 6 Aug '02 - 22:12
Solved, TNX.  Cheesy
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5  Developments / BASS / bass_fx.rar problem on: 6 Aug '02 - 19:27
this is the probl, it extracts only folders, not archieves (WinRar)

  1   bass_fx.rar: Unknown method in FILE_ID.DIZ
  2   bass_fx.rar: Unknown method in BASS_FX.TXT
  3   bass_fx.rar: Unknown method in C\Bass_fx.h
  4   bass_fx.rar: Unknown method in VB\BASS_FX.bas
  5   bass_fx.rar: Unknown method in VB\DSP\prjDSP.exe
  6   bass_fx.rar: Unknown method in VB\Pitch\prjPITCH.exe
  7   bass_fx.rar: Unknown method in VB\Reverse\prjREVERSE.exe
  8   bass_fx.rar: Unknown method in BASS_FX.dll
  9   bass_fx.rar: Unknown method in C\BASS_FX.lib
 10   bass_fx.rar: Unknown method in VB\DSP\frmDSP.frm
 11   bass_fx.rar: Unknown method in VB\Pitch\frmPITCH.frm
 12   bass_fx.rar: Unknown method in VB\Reverse\frmREVERSE.frm
 13   bass_fx.rar: Unknown method in VB\DSP\frmDSP.frx
 14   bass_fx.rar: Unknown method in VB\Pitch\frmPITCH.frx
 15   bass_fx.rar: Unknown method in VB\Reverse\frmREVERSE.frx
 16   bass_fx.rar: Unknown method in VB\DSP\prjDSP.vbp
 17   bass_fx.rar: Unknown method in VB\Pitch\prjPITCH.vbp
 18   bass_fx.rar: Unknown method in VB\Reverse\prjREVERSE.vbp
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6  Developments / BASS / Seek loop proble,.. or bad code =/ on: 9 Aug '02 - 13:57
Hi all, 1st, sorry ab. my english, hehe, not too much english on school.

I'm actually trying to make a pro cd like seek, the thing is.. you press the seek (fwd|bwd) button and the stream start a loop playing on that pos until you stop the seek by play/cue.
You also can change the pos by 0.01 seconds units by pressing seek (fwd|bwd).
I hope i'm explaining well.

Well, that's not working, and when i exit the seek loop sometimes the stream is corrupted.. like (ghsasj ajhsg AJS....)

The code i use it something like:

UINT ChannelSeekThreadProc(LPVOID n)
{
     return ((CMyMixerChannel*)n)->SeekThreadProc();
}

class CMyMixerChannel
{
 m_Stream; //The stream
 m_CuePos; //Curr cue pos (only one, not interested in multiple cue positions)
 m_Length; //Length in bytes.
 CWinThread* m_SeekThread //thread to do the seek loop.

 CMyMixerChannel(const int nChannelIndex)
 {
   // Each channel can have a diferent device, so:
   //   Copy bass.dll and bass_fx.dll to a temp destination
   //   loads libraries into there hinstances
   //   loads functions by there procaddress of there instances
   // In other words, same as multi c++ sample.
   // InitBass..
 }

 public void SeekFwd() { Seek(1); }
 public void SeekBwd() { Seek(-1); }

 private void Seek(const int nSeekDirection)
 {
    if (!m_bImSeeking)
    {
       m_CuePos = BASS_ChannelGetPosition[nChannelIndex]( m_Stream );
       m_bImSeeking = true;
       BASS_ChannelPause[nChannelIndex]( m_Stream );
       m_SeekThread = AfxBeginThread(ChannelSeekThreadProc,this);
    }
    else
    {
       float ActualPosTempo, NewPosTempo;
       QWORD NewPos;
       ActualPosTempo = BASS_StreamBy2Sec..[nChannelIndex]( m_Stream , m_CuePos );
       NewPosTempo = ActualPosTempo + nSeekDirection*((float)0.01); //increase or decrease by 0.01 sec based on direction.
     NewPos = BASS_StreamSec2Bytes[nChannelIndex]( m_Stream , NewPosTempo );
       if ((NewPos > 0) && (NewPos < m_Length))
             m_CuePos = NewPos;
    }  
 }

 public UINT SeekThreadProc()
 {
    while(m_bImSeeking)
    {
        BASS_ChanResume[nChannelIndex]( m_Stream );
        Sleep(250); // ~ 4 loops x seg.
        BASS_ChanPause[nChannelIndex]( m_Stream );
        BASS_ChanSetPos[nChannelIndex]( m_Stream , m_CuePos);
    }
    return 0;
 }
}


Ah.. it also doesnt change the seek pos each time i call seek(1|-1). say, the loop is allways in the same position.

Txs, Martín.
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7  Developments / BASS / Re: Question ab. BASS_ChannelGetData(..) on: 16 Aug '02 - 16:40
I will check it.  Wink

Hope I can translate it to fill the buffer based on 4 streams that feed from it.
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8  Developments / BASS / Re: Question ab. BASS_ChannelGetData(..) on: 15 Aug '02 - 16:46
uopz..  Grin knoking to the wall.

Shocked little by little i'm understanding.. Shocked

but..

It's ok to do a BASS_ChannelSetPosition on a FileStream (decode) before a BASS_ChannelGetData inside a CALLBACK for a StreamCreate?
like..

DWORD CALLBACK stream(....)
{
  ...
   BASS_ChannelSetPosition(...);
   BASS_ChannelGetData(...);
  ...
}


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9  Developments / BASS / Re: Question ab. BASS_ChannelGetData(..) on: 15 Aug '02 - 14:47
Hep.  Grin

Didn't I say i was talking ab. a BASS_STREAM_DECODE FileStream??  Grin Grin Grin Grin

I now realize how the logic of 4speaker works.

Also i tried to adapt it so, 4 Streams can be feeded from just one FileStream(DECODE_FLAG).. But the result is a mess, I'm not enought prepared to do that, but still trying, having fun  Tongue .

I'll try also to modify the rate of the DecodingFileStream to see what happends to the Feeded Streams. jeje,.. I think I'll blow my PC!!  :evil:

Resume:
From this Thread I take that i can supose in a decode filestream, a sort of "CURSOR" filling it's buffer, so when GetData is called the info in that buffer is returned and the cursor fowards.. because i just cant se where is specified the start position of the info returned by GetData.

Probably i'm right,.. or very confused.

If some one has any usefull info, please Shout.  Wink
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10  Developments / BASS / Re: Question ab. BASS_ChannelGetData(..) on: 14 Aug '02 - 13:47
Ok, now I think I have a better idea of how it works... let's see..  Roll Eyes then:

Take the example of "4speaker", ..
1) If you call a "SetPosition" on any of the FileStreams, then the Streams buff will be filled with data corresponding to that pos and ahead?

2) If yes, then can i supose the streams buffer will grow and grow having all the output of the FileStream, including position changes, pases, etc.. until someone free those buffers?

3) What if a rate change is applied on the FileStream?

and more important: 4) Is there any thread i just couldn't find, or a doc. appart from the chm so I can stop bodering with this kind ok questuions?  Grin Grin
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11  Developments / BASS / Question ab. BASS_ChannelGetData(..) on: 13 Aug '02 - 13:45
Supose This situation:
EffectiveLength = BASS_ChannelGetData(handle,*buff,RequestedLength);

The questions are:
1)
If EffectiveLength < RequestedLength => I can asume i'm on the end of the stream?

2)
How does ChannelGetData knows where is the position to get the data from?

Txs in advance, Martín.
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12  Developments / BASS / Re: (: -= BASS_FX.DLL v1.0 =- :) on: 26 Aug '02 - 13:55
Does BASS_FX.DLL supports working with multiple instances of BASS.DLL??
Cause on my progr. all bass functions are redefined as in multi sample.
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13  Developments / BASS / Re: bass.dll instances + bass_fx.dll instances... on: 26 Aug '02 - 18:30
Thanks for the reply Ian, but..

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....although an update that allows multiple instances is currently being tested


It's for BASS_FX or for BASSWMA?
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14  Developments / BASS / bass.dll instances + bass_fx.dll instances... on: 22 Aug '02 - 19:58
I use n instances of bass.dll (as in multi sample, also, i did the same with bass_fx.dll (now that i'm thinking.. is it really a need??) :laugh:

well the fact is that i can't make it work, when i try to bass play a bassfx resampled stream, i get nothing..  Huh

if i bass play a standard hstream, all goes ok.

plz heeeelppp.. =))
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