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1  Developments / BASS / Re: best approach to synch a mp3 output on different soundcards on: 15 Aug '08 - 09:09
hi bernd, ian,

thanks for the input. I haven't had a look into the multi example for 'some' time. (1.5?)

the time drifting is something i had completely ignored. Yes, that would make it necessary to synch the stream in a DSP and feed the different devices.

I Think I have a starting point.

thanx!
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2  Developments / BASS / best approach to synch a mp3 output on different soundcards on: 14 Aug '08 - 05:41
Hi *,

i'm not asking for source code but for the best approach to synch a mp3, played on different sound cards... (not necessarily ASIO cards, so i should expect a big latency difference)

should i
1) play the same stream on all soundcards and try to compensate the latency of each soundcard to keep th streams in synch

2) stream one file and write a custom dsp which pipes the buffer to the different sound cards?

Or is there a different /better approach? I guess it's pretty hard, even if you know the absolute exact latency of a sound card, to keep the streams in synch (play/pause/search) and prevent strong phase shifting when listening to a stream, played on different devices at the same time...

Any ideas / input before i start coding?

thanks any idea,
- vertex
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3  Developments / BASS / Re:bass_fx 2.0 playing tooooo fast.... on: 16 Dec '04 - 12:16
i head a dream last night... problem solved...

for those who are interested:

i head a call in my OnTimer function:

if(BASS_ChannelIsActive(hStream) == BASS_ACTIVE_PLAYING) {
   DWORD level;
   level=BASS_ChannelGetLevel(hStream);
   m_VU.SetVU(LOWORD(level)/327, HIWORD(level)/327);
}

here is the fix  ;o)
hStreamTempo = BASS_FX_TempoGetResampledHandle(hStream)
if(BASS_ChannelIsActive(hStreamTempo) == BASS_ACTIVE_PLAYING) {
   DWORD level;
   level=BASS_ChannelGetLevel(hStreamTempo);
   m_VU.SetVU(LOWORD(level)/327, HIWORD(level)/327);
}

i donīt know, why the BASS_ChannelGetLevel with the original channel-handle affects the sound-output and produces a buffer problem, but it does ;o)

cheers,
vertex
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4  Developments / BASS / bass_fx 2.0 playing tooooo fast.... on: 15 Dec '04 - 15:12
hi,

i try to implement bass fx 2.0 and bass 2.1... here my code-snippets:

BASS_Init(1,44100,0,GetSafeHwnd(),NULL);

   hStream = BASS_StreamCreateFile(false, m_sFileName, 0, 0, BASS_SAMPLE_LOOP|BASS_STREAM_DECODE);
   
   BASS_ChannelGetAttributes(hStream, &m_nFreq, NULL, NULL);
   BASS_FX_TempoCreate(hStream, 0);
   BASS_FX_TempoSet(hStream, 0.0f, -1, -100.0f);

   QWORD len = BASS_StreamGetLength(hStream);
   m_Progress.SetRange(0, len);
   BASS_ChannelPlay(BASS_FX_TempoGetResampledHandle(hStream), false);

m_Progress is an ownerdrawn controll, works with __int64... so there is nothing special... its realy plain code... bass_init is called in another class then the bass-functions are. but that should not be a problem... ah, the problem:

without using the bass_fx-lib everything works fine. after implementation the song is played tooo fast. i think about +10% - also it sounds a bit time-posterized. how to describe... like a vinyl, with some cracks and the needle jumps sometimes over 1 line forward ;o)

BASS_FX_TempoSet(hStream, 0.0f, -1, -100.0f);
and
BASS_FX_TempoSet(hStream, -10.0f, -1, -100.0f);
makes no difference in the output.

so what? what did i do wrong...

cheers,
vertex...
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5  Developments / BASS / asio driver and external effect-processors on: 9 Sep '04 - 09:13
hi there!

a friedn contacted me with the following question:
is it possible to write a directX-plugin, sending the audio through an asio-driver to a hardware effect-processor, reading it back via the sound input (still asio-drivers ;o)  and adding the effects to the stream of his hardware-recording solution...

everything should work, i think... Huh i could do, i think. Huh but not with asio-drivers, cause bass dossent support it...  Tongue

so: anyone has an idea, how to do it? - or is there a dx-plugin which does this?

cheers,
vertex
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6  Developments / BASS / Re:BASS_FX 2.0 "alpha" on: 22 Dec '03 - 13:47
i have one little request  Grin

how about implementing a message, wich is sent, when a beat occourd
or when the bassfx expects that a beat will occour?!
would be very nice for some visual enhancements for the apps ;o)

cheers,
vertex
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7  Developments / BASS / Re:What will Bass 2.0 contain? on: 28 Sep '03 - 14:58
the multi-device thing sounds nice. maybe it will fix my headaches with this thing.
what im actually trying to do is writing a player-class, but it doesent work.
so i try to implement in c++ a CPlayer class several times eg.
CPlayer m_Player1, m_Player2, m_Player3;
in each CPlayer::CPlayer() a temporary bass.dll is loaded - but if i init the first instance of the class all other classes are also initialised... so maybe the new bass2.0 will help me out ;o)

if someone is interestet looking into the CPlayer class and help me out with the init stuff, send me an email ;o)

ps.: when will the bass2.0 bereleased? ;o)

cheers,
vtx
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8  Developments / BASS / Re: _StreamGetFilePosition & _StreamGetLength on: 14 Mar '02 - 13:06
sounds as you are right  Grin thanks, i will try!
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9  Developments / BASS / Re: mp3 informations??? on: 24 Mar '02 - 16:37
Shocked thats what i was searching for!!!

thanx a lot! the hints 'how to' had helped me a lot...
but this is mor than i expected! nice job, thanx thanx thanx!!!!!
Grin Grin Grin
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10  Developments / BASS / mp3 informations??? on: 24 Mar '02 - 13:27
hi there again!

is there a way to get the bitrate, frequency, mono/stereo-flag mpeg-layer format informations of the mp3 in the curren channel? i was looking now in the helpfile for about a half hour but did not find anything new i actually donīt know...  Huh
pherhaps iīm just to stupid  Wink

.vertex.
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11  Developments / BASS / Re: recording failes... (LIST OF ERRORCODES???) on: 2 Sep '02 - 15:54
thanx a lot!

i have to look at the header file... but my soundcard should be able to record at 44.1/16 - it should record atleast until 24bit... sonar and samplitude do so...

so i have to figure it out - maybe i found a small bug or incomatiblity of bass - hopefully not ;o)
but thanx a lot!!

cheers,
arné
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12  Developments / BASS / recording failes... (LIST OF ERRORCODES???) on: 2 Sep '02 - 10:57
hi!

i just downloaded the new bass1.6, was wondering what is new ;o) ok, there is now recording: PERFECT - if it would work ;o)
if i start the pre-compiled demo-codes (eg rectest.exe) and try to start recording i get an errorcode '6'!

is there a file where the errorcodes are listed? im just working on a small laptop with a bad soundboard - but recording via dx8 from cakewalk, sonar or samplitude works! so why it wonīt work with bass? bass also uses the wdma-drivers?! should be true...

hope my english is decodeable - my in-brain-english-encoder sometimes sucks *hehe*

cheers,
:vtx:
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13  Developments / BASS / winamp2.xx plugins on: 18 Sep '02 - 14:16
before i found this fu*** great bass lib i used xaudio (very slow in starting the streams and resource-eating) but there is a thing xaudio is/was (itīs no more free i think) very nice - you could implement winamp2.x plugins - may there a way to implement winamp plugs? or do this by a dsp-callback? anyone experienced?

cheers,
arné
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14  Developments / BASS / Re: Fade in / out support on: 18 Sep '02 - 14:12

Quote

You must write only 10/15 lines of code.


jup, or less...
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15  Developments / BASS / Re: pitchbend/timestretch on: 19 Sep '02 - 15:18
as i worked with the xaudio.lib i also tried to implement this code from http://www.dspdimension.com/html/pscalestft.html into my code - it wonīt work, but the bass dsp-callback is much easier to handle - iīll try again ;o) thx a lot i had completely forgotten this site :o)))
cheers,

vertex
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16  Developments / BASS / Re: pitchbend/timestretch on: 18 Sep '02 - 14:23
i was searching for example codes or infos for pitch/time bending and i found a lot of theoretical mathematic explanations - but that type of explanations were a bit to high for my little brain - even the translatlation into my native language was hard ;o)

but of course i will keep on searching - if i will find one day a solution i will post a dsp-example here and maybe someone here has some tips  :idea:
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17  Developments / BASS / pitchbend/timestretch on: 18 Sep '02 - 14:08
hi there!

what about a time-stretch pitch-bend functionality in bass? i mean time-stretching without affecting the pitch and pitchbending without affecting the duration (song-speed).
or does anyone have some algorythms (one algo would fit too  Wink ) to do this by a dsp-effect?HuhHuhHuh?

cheers, vertex
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18  Developments / BASS / Re: 1.7 vs. 1.6 vs. 1.4 on: 29 Oct '02 - 10:51
yes, i tried to run 2 demo-apps in the 1.6-package... also didnīt work - maybe it was because i was using dx7?

there was no error-code, so i couldnīt get out, wich function fails...

i donīt know - but ok - i will try the 1.7 ;o)
tnx, ian
cheers, vertex
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19  Developments / BASS / Re: 1.7 vs. 1.6 vs. 1.4 on: 28 Oct '02 - 18:01
hi, ian

sorry - english is not my native language... ok:
i had 2 smal apps - 2 different .exe-files (msvc++). each of them plays an mp3 stream from my hd. as i updated to bass 1.6 only the 1. app played, the 2. started and did not play 1 frame. was it my fault? i dont know.

but if you say 1.7 can be loaded from different apps ate the same time like 1.4, everything would be nice 8o)

cheers!
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20  Developments / BASS / 1.7 vs. 1.6 vs. 1.4 on: 28 Oct '02 - 13:21
hi!

i still use the old 1.4. as i updated my whole project to 1.6 i recognized in the ending, that only 1 bass.dll could be loaded at the same time - my app uses soundoutput on different cards - so i had to rewrite the fu***n shit back to yet good, stable, old 1.4 ;o)

so my question:
1) should i update to 1.7 now? are multible threads possible????

2) whats with my dsp-effects in the app? can i still use it?

cheers,
vertex
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