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Author Topic: BASS for iOS (iPhone/iPad)  (Read 109265 times)
ken
Posts: 630


« Reply #60 on: 25 Jun '10 - 13:48 »
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Slightly off-topic... Grin

Anyone know how I should set iPhone SDK's AVAudioRecorder (NSDictionary) for recording in AAC (m4a), or any other compressed format.

/Ken 
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MikaelS
Posts: 88


« Reply #61 on: 6 Jul '10 - 09:17 »
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Sorry for cross-posting, but I figured out that my original post more likely belongs to this thread, since it directly relates to the internals of the BASS for iPhone library.
Below follows the original post:


Hi,

I'm trying to test the new iPhone OS4 remote control events (allows player controlling when the app is executing in background) together with BASS.
Unfortunately as soon as call BASS_Init, this will not work properly.

I have created a test application which consists of one view which is playing a file using AVAudioPlayer (this works well).
When I do a call to BASS_Init in the same application, it will no longer work.

Is this something that's planned to be implemented/corrected for BASS?


Thanks.

Related information can be found here:
http://developer.apple.com/iphone/library/documentation/uikit/reference/UIApplication_Class/Reference/Reference.html#//apple_ref/occ/instm/UIApplication/beginReceivingRemoteControlEvents
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Ian @ un4seen
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Posts: 15244


« Reply #62 on: 6 Jul '10 - 16:01 »
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I'll send you a debug version to hopefully find out what's going wrong.
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ssander
Posts: 1


« Reply #63 on: 9 Jul '10 - 16:03 »
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Hi everybody,

Does anyone of you guys have a working example of BASS on the iPhone (source code of a simple player app)?
I can't seem to get it to work properly, getting the following linker error: ""_BASS_Init", referenced from... symbol(s) not found" even though I added the proper library to the XCode project.

Thanks in advance!
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evanchri
Posts: 5


« Reply #64 on: 11 Jul '10 - 08:46 »
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It has been a while since I looked at the BASS sound engine, and I am please to see it now works on the iPhone.  I was wondering has the BASSMIDI been ported over to the iPhone as well? 

Thanks.
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Ian @ un4seen
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Posts: 15244


« Reply #65 on: 12 Jul '10 - 14:51 »
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Does anyone of you guys have a working example of BASS on the iPhone (source code of a simple player app)?
I can't seem to get it to work properly, getting the following linker error: ""_BASS_Init", referenced from... symbol(s) not found" even though I added the proper library to the XCode project.

I'm afraid there aren't any examples available yet, but that error message does look like the BASS library wasn't included in the project, or perhaps the wrong version was, eg. the simulator instead of the device or vice versa. How have you included LIBBASS.A in your project? It should be in the "Link Binary With Libraries" branch. To avoid device/simulator version issues, I think some people simply include both of the LIBBASS.A versions and let XCode reject the invalid one.

I was wondering has the BASSMIDI been ported over to the iPhone as well? 

It has indeed. In fact, it's included in the package in the 1st post Smiley

One thing to note is that performance is obviously not as good as a PC, so the BASS_CONFIG_MIDI_VOICES option defaults to 30 (rather than 100). To save a bit more CPU, the filters are also disabled, eg. the resonance & cutoff events have no effect. Reverb and chorus are still supported, but the reverb is missing its low/high-pass filters.
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MikaelS
Posts: 88


« Reply #66 on: 24 Jul '10 - 09:31 »
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When I play music with BASS (background audio enabled) and switch to other applications, the sound mostly continues to play properly except in some cases;

For example if a movie or a YouTube clip is started, the audio of my application will stop.
If I then close the application that stopped my audio, switch back to my BASS application everything seems to be OK, but no audio will be played until I restart my application.

Can this be solved or at least properly handled somehow?

Any tips are welcome.

Thanks in advance, Mikael
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Ian @ un4seen
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Posts: 15244


« Reply #67 on: 26 Jul '10 - 16:59 »
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Perhaps the other process is setting the audio session category so that it is the only thing allowed to play. If so, BASS should receive notification from the OS of that, and then another one once it can resume. I'll send you a debug version to confirm whether that is happening.
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Od1n
Posts: 7


« Reply #68 on: 28 Jul '10 - 06:25 »
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A couple of gotchas for the (otherwise brilliant library).

1. XCode doesn't by default recognize that .a means compiled code; it thinks it means that it's an archive (.ar). If it fails to link, you may need to right click on the library, get info, then under General Tab set File Type to compiled.mach-o.objfile

2. If you're using simulator iOS3.2 or higher, any attempts to play back streaming music will crash the software. Works fine on hardware, and on lower versions.

Allan
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Ian @ un4seen
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Posts: 15244


« Reply #69 on: 28 Jul '10 - 18:15 »
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2. If you're using simulator iOS3.2 or higher, any attempts to play back streaming music will crash the software. Works fine on hardware, and on lower versions.

This seems to be an issue with the "fstat" function in the current simulator; it appears to be using a "stat" structure that doesn't match the SDK's definition, resulting in it writing beyond the end of the allocated structure. That function was used to get file lengths, but it has now been replaced with another method, and an update is in the BASS package (see 1st post). Let me know if you still have the problem with it.
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darren
Posts: 6


« Reply #70 on: 31 Jul '10 - 01:24 »
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I was successfully able to use BASS to modify sounds being processed and output from AudioUnits.
Is this possible when using AVPlayer or AVAudioPlayer?

I'm trying to BASS_INIT using the 'no sound' device, then a BASS_STREAMCreate using the STREAMPROC_DUMMY.
Everything creates and initializes without error, but when I try to invoke the BASS_FXSetParameters on those streams - there is no error, but also and no audible result.

Any ideas?
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Ian @ un4seen
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Posts: 15244


« Reply #71 on: 2 Aug '10 - 13:53 »
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Do AVPlayer or AVAudioPlayer give you access to the sample data? If they do, then it should be possible to apply DSP/FX via a dummy stream (with the same sample format), as described in the following thread...

   www.un4seen.com/forum/?topic=10765
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geir
Posts: 2


« Reply #72 on: 8 Aug '10 - 18:02 »
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When trying to run my app in the 4.0 (iPhone) simulator I get no sound and the following error:

Unable to synchronize the audio input and output devices' sample rates
AddRunningClient starting device on non-zero client count

Its the same error I get when I try to use AVAudioPlayer so its not an error specific to Bass. Anyone experienced this and know what it means ? It works on the device.
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Lefteris
Posts: 2


« Reply #73 on: 17 Aug '10 - 14:48 »
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Hi,

Is there any chance we can get wma playback in the Iphone version ?
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Ian @ un4seen
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Posts: 15244


« Reply #74 on: 18 Aug '10 - 16:42 »
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Unfortunately, I think an iPhone version of the BASSWMA add-on is unlikely. There are GPL libraries available for WMA decoding, but your app would have to be GPL-compatible too, eg. open source.
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Lefteris
Posts: 2


« Reply #75 on: 20 Aug '10 - 10:34 »
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Unfortunately, I think an iPhone version of the BASSWMA add-on is unlikely. There are GPL libraries available for WMA decoding, but your app would have to be GPL-compatible too, eg. open source.

I know Ian, but that's what I'm trying to avoid...  Roll Eyes
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Renegade
Posts: 148


« Reply #76 on: 25 Aug '10 - 13:18 »
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@Bernd

Any chance you have a very simple demo for the iPhone .NET version? I'm new to both MonoTouch and the iPhone, and a kickstart would really help out.

@Ian

If Bernd doesn't have a sample application, would you have a simple example for Xcode? Again, being new to iPhone development, I could really use a simple example to get me in the iPhone OS development frame of mind.
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radio42
Posts: 4012


« Reply #77 on: 25 Aug '10 - 14:00 »
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I don't have a MAC myself, so I am afraid I can not provide any sample.
But a few other users here might do so I guess...
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Ian @ un4seen
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Posts: 15244


« Reply #78 on: 25 Aug '10 - 15:44 »
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@Ian

If Bernd doesn't have a sample application, would you have a simple example for Xcode? Again, being new to iPhone development, I could really use a simple example to get me in the iPhone OS development frame of mind.

I'm not very familiar with Objective-C and iPhone GUI stuff myself, so I'm afraid I can't be much help with that. I have only created a basic app that I plug BASS calls into for testing purposes Smiley

The BASS calls will be the same as on other platforms (apart from BASS_PluginLoad as described in the 1st post), so if you have already used BASS on other platforms, it is only really the GUI stuff that will be new to you. To get started with that, you could follow this guide:

http://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhone101/Articles/00_Introduction.html

If you're using Mono/.Net, then I guess things may be different, perhaps even a bit more familiar (I imagine it would try to be similar to .Net on other platforms).
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coderGril
Posts: 2


« Reply #79 on: 25 Aug '10 - 16:18 »
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I am new here, so please help me !! I am an iPhone Developer and looking to port BASS inside my App. I downloaded the BASS for iPhone zip that you have given in the start of this thread, but I am lost as to how to really use it.I did link the libbass.a in my Link Binary with Libraries and build the empty project, it executed with no errors, but shows me nothing on the simulator. I just want to play around with the functionality of BASS intially and see what all it can do.

 I am trying to make a Record and playback app, basically it should record and then playback with audio pitch and audio speed changed and I think BASS can help me with right ?
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