Author Topic: BASS.NET API 2.4.13.2  (Read 805093 times)

aybe

  • Posts: 160
Re: BASS.NET API 2.4.12.7
« Reply #1475 on: 7 Dec '17 - 17:50 »
You are right, I've just tried on a blank project and it works as expected !

Sorry  ;D

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.0
« Reply #1476 on: 12 Jan '18 - 09:05 »
11.01.2018: Version 2.4.13.0 is out!

Note:
    - BASS: added support for v2.4.13.2
    - BASSWASAPI: added support for v2.4.2.0
    - BASSHLS: added support for 2.4.0.0
    - Bass.Net.WinStore: all references to add-ons removed which can use the plug-in system

Full Install:
 www.un4seen.com/filez/4/Bass24.Net.zip

Lib only:
 www.un4seen.com/filez/4/Bass24.Net_update.zip

f3flight

  • Guest
Re: BASS.NET API 2.4.13.0
« Reply #1477 on: 12 Jan '18 - 22:39 »
Hi all,

I'm trying to use Bass.Net with Unity, and I faced an issue where using StreamGetEvents does not work well - it either crashes Unity (if I use [in] [out] variant and pass a preallocated array, as in the example), or returns Null, if I use "public static BASS_MIDI_EVENT[] BASS_MIDI_StreamGetEvents (int handle, int track, BASSMIDIEvent filter);" variant.

Please let me know if this is a known issue or not, or if I'm doing something wrong. Basically this example fails for me http://www.bass.radio42.com/help/html/94879703-e46c-1f8b-d191-c536580e1412.htm if there are 2305 events. I'm using this sample midi file - https://www.8notes.com/school/midi/piano/moonlight_sonata.mid

If there's 1 event ( in track 0) then it works ok, but when I'm trying to get data from track 1 (2305 events), it crashes or returns Null.

f3flight

  • Guest
Re: BASS.NET API 2.4.13.0
« Reply #1478 on: 12 Jan '18 - 22:46 »
I'm using Unity on Linux x64, and using Bass.Net.dll from "v2.0" folder because Unity says it targets Net 3.5 (for whatever reason) and this works since Unity's Editor can only handle up to NET 3.5 as of now.
I tried using Bass.Net.Linux but then I get "failed to load libbassmidi.so - undefined symbol BASS_GetVersion"...

loom

  • Posts: 10
Re: BASS.NET API 2.4.13.0
« Reply #1479 on: 19 Feb '18 - 03:05 »
Hi,

I'm in the middle of some tests using Bass.Net on Unity.
I've managed to get Unity worked well with Bass.Net on Windows, OSX, and Android.
When I tried iOS however, it didn't go as expected(I bet there's nothing to do with Bass.Net regarding this).

What I just want to clarify is...
as far as I know, Unity can't use Mono to build for arm64 iOS(due to arm64 AOT engine licensing issue).
Instead, they suggest 'IL2CPP', their own scripting backend does arm64 AOT cross compile for iOS on Unity.
If that's true, it means I can't use "Bass.Net for Xamarin.iOS (Bass.Net.iOS.dll)" for iOS on Unity because iOS 11 doesn't support 32-bit-only apps anymore.
I should bridge Unity & native Bass libraries(.a) by myself to use Bass library & Add-ons for iOS on Unity.

Am I understanding right? Thanks in advance.
« Last Edit: 19 Feb '18 - 06:22 by loom »

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.0
« Reply #1480 on: 19 Feb '18 - 08:51 »
I am not really sure, what your limit is regarding Bass.Net.iOS - as this is also build with the 'Any CPU' target - so not sure, why you can only build 32-bit apps with it?
But I am not a iOS/Unity user myself.

loom

  • Posts: 10
Re: BASS.NET API 2.4.13.0
« Reply #1481 on: 20 Feb '18 - 08:19 »
I am not really sure, what your limit is regarding Bass.Net.iOS - as this is also build with the 'Any CPU' target - so not sure, why you can only build 32-bit apps with it?
But I am not a iOS/Unity user myself.

Yes indeed. We know Bass.Net.iOS can build for 'Any CPU' target. Sorry for not giving you more details.
The thing is, to build arm64, which is currently the only 64bit iOS device architecture every iOS apps must include in their target since iOS 11, Unity iOS developers have only two options for the api compatibility level, .NET 4.6(marked as 'experimental' yet) and .NET 3.5(Stable, commonly used for now). I had to switch to .NET 4.6 to avoid build error because current Bass.Net.iOS.Dll targets .NET 4.x. I'm not sure when would the 'experimental' .NET 4.6 on Unity be widely accepted to be okay-to-use for 'real' product.

Would it be possible for us to take advantage of Bass.Net.iOS under .NET 3.5?
Thanks in advance.
« Last Edit: 20 Feb '18 - 08:32 by loom »

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.0
« Reply #1482 on: 20 Feb '18 - 11:47 »
No, currently only a .Net 4.x build does exist and I really want to avoid building versions for all combinations.
A bit stange though, that Unity still doesn't support .Net v4!
.Net v4 was release in 2010! and v4.5 in 2012 - that is 8 resp. 6 years ago...
« Last Edit: 21 Feb '18 - 07:13 by radio42 »

loom

  • Posts: 10
Re: BASS.NET API 2.4.13.0
« Reply #1483 on: 21 Feb '18 - 01:27 »
Totally agreed. Thanks for letting me know your thought regarding .Net versions.

subh

  • Posts: 178
Re: BASS.NET API 2.4.6.8
« Reply #1484 on: 25 Mar '18 - 08:59 »
I'll see if I can find my old source code for BassVideo and simply post it here...

Here is the 'old', 'original' C# source code for BassVideo:
www.un4seen.com/filez/4/BassVideo.zip

NOTE: This is provided as is - you might need to adjust the source to get it working for you. No further support is given on it!

this link doesn't work. any one give me bassvideo c# code ;)

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.2
« Reply #1485 on: 30 Mar '18 - 22:01 »
30.03.2018: Version 2.4.13.2 is out!

Note:
    - BASSENC_FLAC: added
    - BASSENC: incorrect signature ENCODEPROC bug-fix
    - BASSMIX: added support for 2.4.12.0

Lib only:
 www.un4seen.com/filez/4/Bass24.Net_update.zip

djshahar

  • Posts: 7
Re: BASS.NET API 2.4.13.2
« Reply #1486 on: 31 Jul '18 - 23:27 »
Hey,

I created an app with bass.net
The app works fine.
It plays mp3s no problem. It plays wma files no problem.
But when I try to play ape files using bass. it fails.

please help me identify the issue.
all files are where they should be, bass.net, bass.dll, bass_ape.dll
Code: [Select]
var flags = BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_MUSIC_FLOAT | BASSFlag.BASS_STREAM_PRESCAN;
stream = Bass.BASS_StreamCreateFile(myFile, 0L, 0L, flags);//assign file to stream           
if (stream == 0 && myFile.ToLower().EndsWith("ape"))
{
     BassApe.LoadMe(myFile);
     stream = BassApe.BASS_APE_StreamCreateFile(myFile, 0L, 0L, flags);
}

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.2
« Reply #1487 on: 3 Aug '18 - 08:27 »
Your code doesn't look correct.
The LoadMe method takes the path to the bass_ape.dll, but in your case it uses the path to your audio file instead.
You should also only load the app addon once, but in your case you might load it every time again.
So you might also look into the bass plugin system.

djshahar

  • Posts: 7
Re: BASS.NET API 2.4.13.2
« Reply #1488 on: 8 Aug '18 - 19:16 »
Code: [Select]
 
            var flags = BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_MUSIC_FLOAT | BASSFlag.BASS_STREAM_PRESCAN;
            stream = Bass.BASS_StreamCreateFile(myFile, 0L, 0L, flags);//assign file to stream           
            if (stream == 0 && myFile.ToLower().EndsWith("ape"))
            {
                var loadedResult = BassApe.LoadMe("bass_ape.dll");
                MessageBox.Show("Ape dll file loaded: " + loadedResult);
                stream = BassApe.BASS_APE_StreamCreateFile(myFile, 0L, 0L, flags);               
            }

stream is still 0.

is there an example of how to load an extension and how to use it.. anywhere?

djshahar

  • Posts: 7
Re: BASS.NET API 2.4.13.2
« Reply #1489 on: 9 Aug '18 - 03:15 »
i have checked it over and over and over again.

the ape.dll file loads

the ape audio file doesn't load.

please advise. i'm using the ape audio files thats in the bass demo

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.2
« Reply #1490 on: 9 Aug '18 - 16:13 »
Maybe the ape audio file is corrupt?
Please call Bass_ErrorGetCode to get the error reason.

Ian @ un4seen

  • Administrator
  • Posts: 21017
Re: BASS.NET API 2.4.13.2
« Reply #1491 on: 9 Aug '18 - 16:55 »
i have checked it over and over and over again.

the ape.dll file loads

the ape audio file doesn't load.

please advise. i'm using the ape audio files thats in the bass demo

Please clarify what demo you are referring to, as I'm not aware of any that come with APE audio files. Please also confirm whether you can play the APE files with other software, eg. VLC.

djshahar

  • Posts: 7
Re: BASS.NET API 2.4.13.2
« Reply #1492 on: 10 Aug '18 - 02:31 »
it turns out the files were bogus. vlc couldn't read them either.

here they are ian,

the files are in bass_sfx demo file
bass_sfx\bass_sfx\bass_sfx\bin\plugins\avs\
addborder.ape
colormap.ape
convolution.ape
fyrewurx.ape
multifilter.ape
texer.ape
texer2.ape
fyrewurx.ape

also inside..
basswa\basswa\test example\final release\plugins\avs\fyrewurx.ape

i found other ape files and they work just fine. though the calculated gain gives a Nan

Ian @ un4seen

  • Administrator
  • Posts: 21017
Re: BASS.NET API 2.4.13.2
« Reply #1493 on: 10 Aug '18 - 14:36 »
OK. Those APE files aren't Monkey's Audio files but rather Winamp visualisation files:

   https://fileinfo.com/extension/ape

djshahar

  • Posts: 7
Re: BASS.NET API 2.4.13.2
« Reply #1494 on: 10 Aug '18 - 23:53 »
so then how could i test to see if the file is audio or visual type?

radio42

  • Posts: 4612
Re: BASS.NET API 2.4.13.2
« Reply #1495 on: 12 Aug '18 - 18:21 »
If a file wouldn’t return with valid stream handle , that is typically a good indication.