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Author Topic: BASS for Android  (Read 52150 times)
Ian @ un4seen
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Posts: 15366


« Reply #340 on: 29 Apr '13 - 16:59 »
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The only difference in CPU usage between a packed and non-packed version of the same soundfont is in loading the samples. A packed sample will require more CPU to load, so there could be a spike in CPU usage when a new sample is first played, but there would be no such spike for subsequent playbacks of the sample (unless it gets unloaded via BASS_MIDI_FontUnload/Compact). Sample-loading CPU spikes during playback can be avoided by using BASS_MIDI_StreamLoadSamples to pre-load the samples.
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mrjoey
Posts: 7


« Reply #341 on: 30 Apr '13 - 14:50 »
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Sir IAN can u post me a clean and fast waveform display for the whole song using channel_getdata? i tried getposition and get level i got a nice waveform but not accurate. 10x
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Ian @ un4seen
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Posts: 15366


« Reply #342 on: 3 May '13 - 17:31 »
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The Android version of BASSMIDI 2.4.8 is now up in the 1st post.
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toob
Posts: 112


« Reply #343 on: 18 May '13 - 19:35 »
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put this in proguard.cfg:
-keep class com.un4seen.bass.** {
  public protected private *;
}

Thanks - this was driving me nuts!  Tongue
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MrGreen
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« Reply #344 on: 27 May '13 - 01:36 »
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Guys, you have some issues with performance in the last version of the library.

I had previos version which was released before 30 October 2012. But when I updated to new one from 3 May 2013 the I receive some lags in the beginning of some MP3 tracks. Maybe it's a problem with buffering or something like that.

Bitrate of the song is 320K. Android version is 4.2.2. Device is Samsung Galaxy Nexus.

I can send you music sample to test it if you need it.
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Ian @ un4seen
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Posts: 15366


« Reply #345 on: 28 May '13 - 15:19 »
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When you say "lags in the beginning", do you mean there is a delay before playback starts, or is the playback stuttering at the start? Do you still have the old BASS library version to compare with, ie. are you able to switch between that and the current version and notice a difference? If so, please monitor and report what BASS_GetCPU says, ie. does it show higher CPU usage with the current version? If the problem is happening with a particular file, please do upload that to have a look at here...

   ftp.un4seen.com/incoming/
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Dodge
Posts: 9


« Reply #346 on: 31 May '13 - 12:11 »
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Hey there,

i got a question about licensing.

I plan to release an app using BASS for android. The App will be free, but later maybe there will be an option to buy some features per in app purchase.
would a shareware license be OK, if all features stay less than 10€? As it allows non shareware products with a price limit of 10€?
or does a app with in app purchase even count as shareware?


thanks
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Ian @ un4seen
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Posts: 15366


« Reply #347 on: 31 May '13 - 17:47 »
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If you are creating the app yourself as an individual (eg. not working for a company), then that sounds perfectly fine with a Shareware BASS licence. Regarding what qualifies as "shareware", it's basically anything that's made available on a "try before you buy" basis. Your case sounds like it would qualify as that.
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mrjoey
Posts: 7


« Reply #348 on: 3 Jun '13 - 21:44 »
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Sir IAN same question here as Dodge's
i want to publish my music app on play store as a paid app..so what license do i need?
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Ian @ un4seen
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Posts: 15366


« Reply #349 on: 4 Jun '13 - 16:51 »
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If you are creating the app yourself as an individual (eg. not working for a company), then the Shareware BASS licence is what you would want for that. If the price of your app exceeds the licence's price limit, you can purchase multiple licences to raise the limit.
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_Tobias
Posts: 1


« Reply #350 on: 12 Jun '13 - 16:19 »
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Hello,

First, I'd like to thank Ian and radio42 for their great work. I really love BASS and the unlimited possibilities.

I've been using BASS and BASS.net for some time now, here are some of my Windows projects (this one's not really mine, I only help and host) made with BASS Cheesy

Here are my current apps, also using BASS.

I'm planning on releasing an alternative for this app (I don't like it, it's too slow and old) and I want to support the channels from these apps as well.

The streaming network provides AAC and MP3 streams, only the MP3 stream is 256kbps, which is too much for a 3G connection IMO. The AAC is 128kbps which is quite acceptable.
I want to support as many devices as possible, including x86 phones. I noticed the availablilty of x86 BASS for Android some posts above. I'd like to know whether a x86 version of the AAC plugin is available, so I can fully support all architectures.

Thanks a lot in advance!
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Ian @ un4seen
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Posts: 15366


« Reply #351 on: 12 Jun '13 - 17:29 »
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Here's something for you to try...

   www.un4seen.com/stuff/bass_aac-android-x86.zip
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chucuoi
Posts: 1


« Reply #352 on: 13 Jun '13 - 04:21 »
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Dear Lan,

I trying mix 2 file mp3, i view example and i use code:

                       int mixer = BASSmix.BASS_Mixer_StreamCreate(44100, 2, BASS.BASS_SAMPLE_FLOAT);
// now we need some channels to plug them in...create two decoding sources
int streamA = BASS.BASS_StreamCreateFile("testA.mp3", 0, 0,
                   BASS.BASS_STREAM_DECODE | BASS.BASS_SAMPLE_FLOAT);
int streamB = BASS.BASS_StreamCreateFile("testB.mp3", 0, 0,
BASS.BASS_STREAM_DECODE | BASS.BASS_SAMPLE_FLOAT);


boolean okA = BASSmix.BASS_Mixer_StreamAddChannel(mixer, streamA, BASS.BASS_SAMPLE_FLOAT);
boolean okB = BASSmix.BASS_Mixer_StreamAddChannel(mixer, streamB, BASS.BASS_SAMPLE_FLOAT);

BASS.BASS_ChannelPlay(mixer, false);

i run in device not error, but i not found file mixed? or my code miss??

Thanks!
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Ian @ un4seen
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Posts: 15366


« Reply #353 on: 13 Jun '13 - 13:39 »
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Are any of those function calls failing, ie. returning 0? If so, you can use BASS_ErrorGetCode to get the error code and then look that up in the documentation to find out why the call failed. If the BASS_StreamCreateFile calls are failing with BASS_ERROR_FILEOPEN errors, it may be that you need to use the "Asset" class to access the files, like this...

int streamA = BASS.BASS_StreamCreateFile(new BASS.Asset(getAssets(), "testA.mp3"), 0, 0,
BASS.BASS_STREAM_DECODE | BASS.BASS_SAMPLE_FLOAT);
int streamB = BASS.BASS_StreamCreateFile(new BASS.Asset(getAssets(), "testB.mp3"), 0, 0,
BASS.BASS_STREAM_DECODE | BASS.BASS_SAMPLE_FLOAT);
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