Author Topic: BASS_FX 2.4.12  (Read 623231 times)

zhiyb

  • Guest
Re: BASS_FX 2.4.11.1
« Reply #700 on: 30 Sep '17 - 17:04 »
Hi ;D

Please test this build:
http://www.jobnik.org/BASS_FX/bass_fx24-linux-aarch64.zip

Hi,

I'm trying to get the osu game working on aarch64.
https://github.com/ppy/osu

Apparently only the first intro sound got played. All other sounds/channels for buttons and music tracks does not start at all. I will try to get more information about the problem.

Ian @ un4seen

  • Administrator
  • Posts: 20772
Re: BASS_FX 2.4.11.1
« Reply #701 on: 3 Oct '17 - 13:51 »
To confirm whether that problem is related to BASS_FX, does it not happen if you don't use BASS_FX?

zhiyb

  • Guest
Re: BASS_FX 2.4.11.1
« Reply #702 on: 4 Oct '17 - 10:48 »
To confirm whether that problem is related to BASS_FX, does it not happen if you don't use BASS_FX?

I actually don't think that problem is related to BASS_FX, BASS is more likely. The game need to load BASS and BASS_FX to start, so I need both of them in place. I probably should reduce it to a basic test case.

pgruebele

  • Posts: 34
Re: BASS_FX 2.4.11.1
« Reply #703 on: 22 Nov '17 - 00:57 »
UPDATE:  It turns out my app only loads Bass.Net.dll, bass.dll, and bassopus.dll, so it seems this problem is due to bass_fx.dll not being loaded.  As far as I can tell I have all the latest versions of the 32 bit DLLs (see attached).   Why would bass.dll not load bass_fx.dll?

UPDATE2: I resolved the issue by calling Un4seen.Bass.AddOn.Fx.BassFx.LoadMe();  I was under the false impression that bass_fx is loaded automatically.

I am getting an error when trying to use any of the BASS_FX_BFX_XXX effects.

With this code, t2 is 0 and error is Bass.BASSError.BASS_ERROR_ILLTYPE:

   var t1 = Bass.BASS_StreamCreateFile(@"C:\test.mp3", 0, 0, BASSFlag.BASS_DEFAULT);
   var t2 = Bass.BASS_ChannelSetFX(t1, BASSFXType.BASS_FX_BFX_BQF, 0);
        var error = Bass.BASS_ErrorGetCode();        // always BASS_ERROR_ILLTYPE

This code works:

   var t1 = Bass.BASS_StreamCreateFile(@"C:\test.mp3", 0, 0, BASSFlag.BASS_DEFAULT);
   var t2 = Bass.BASS_ChannelSetFX(t1, BASSFXType.BASS_FX_DX8_ECHO, 0);
        var error = Bass.BASS_ErrorGetCode();       // OK

It seems that DX8 effects work but BASS_FX_BFX_XXX don't.   I am attaching an image which shows all the latest bass file versions in my executable folder (I have bass_fx).  This is under Win32 and my init code does the following:

            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 20);
            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_BUFFER, 125);
            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_FLOATDSP, 1);

Any ideas how to get this to work?
« Last Edit: 22 Nov '17 - 01:55 by pgruebele »

radio42

  • Posts: 4597
Re: BASS_FX 2.4.11.1
« Reply #704 on: 22 Nov '17 - 07:23 »
No.
Any native dll is typically only loaded automatically with the first method call to it. Eg. call the GetVersion method of BassFx.
Or load it manually via the LoadMe method - but make sure to call FreeMe at the end.

(: JOBnik! :)

  • Posts: 1066
Re: BASS_FX 2.4.12
« Reply #705 on: 28 Mar '18 - 20:29 »
Hi ;D

there's now version 2.4.12 is released [28/03/2018]

2.4.12 - 28/03/2018
* BASS_FX:
  * Added "Windows Store (Win10-ARM/x86/x64, Win8-x86/x64, Win8-Phone-ARM)" platform support (package bass_fx24-winstore.zip).
  * Android, added "arm64-v8a" architecture support (package bass_fx24-android-arm64.zip).
  * Linux ARM, added "aarch64" architecture support.
  * OSX, removed PowerPC support, since the PowerPC architecture is no longer supported by BASS and Apple.
  * Delphi/Pascal, updated BASS_FX.PAS unit and changed "WIN32" to "MSWINDOWS".

* Tempo:
  * Updated to the latest SoundTouch version 2.0.0
  * Adjusted algorithm parameters to reduce reverberating effect at tempo slowdown.
  * Improved sound quality when using integer processing algorithm.
  * Improved sound quality when BASS_ATTRIB_TEMPO_OPTION_USE_QUICKALGO == TRUE.
    The new quickseek algorithm can find 99% as good results as the default full-scan mode, while the quickseek algorithm is
    remarkable less CPU intensive.
  * "mixtime" BASS_SYNC_END syncs are delayed until the tempo processing reaches the end (not when the source does), in the
    same was as BASS_SYNC_POS syncs.
  * Fixed threading issue.
  * Miscellaneous small fixes and improvements.

* BPM:
  * Updated to the latest SoundTouch version 2.0.0

* Reverse:
  * Fixed small bug in reverse processing, that BASS_SYNC_END syncs aren't getting triggered on reverse streams that are
    playing some files forwards.

* DSP:
  * Fixed fRate parameter in BASS_FX_BFX_AUTOWAH effect.
  * BASS_FX_BFX_PITCHSHIFT effect is also enabled for Android (armeabi-v7a, x86) and Linux ARM (hardfp), that using now
    floating-point instead of fixed-point.
« Last Edit: 28 Mar '18 - 20:32 by (: JOBnik! :) »