Petr Schreiber
15-05-2011, 12:07
Hi,
the following topic is empty:
thinBasic Modules > TBASS (Sound Module) > Samples > TBASS_SampleLoad
I would propose:
Description
Loads a WAV, AIFF, MP3, MP2, MP1, OGG files.
Syntax
hSample = TBASS_SampleLoad( fromMemory, source, offset, length, flags, maxPlaybacks, flags )
Returns
If successful, returned value is sample handle.
Otherwise 0 is returned, use TBASS_ErrorGetCode to find reason of failure.
Parameters
fromMemory;Number;Use %TBASS_TRUE to load sample from memory, %TBASS_FALSE to load sample from file.
source;String/Pointer;In case the sample is loaded from file, pass file name. Otherwise pass pointer to memory location of sample.
offset;Number;File offset, in case sample is loaded from file.
length;Number;Data length, use 0 to load all.
maxPlaybacks;Number;Maximum number of simultaneous playbacks in range 1 to 65535. Use one of the %BASS_SAMPLE_OVER flags to choose the override decider, in the case of there being no free channel available for playback (ie. the sample is already playing max times).
flags;Number;Use one or more (combined via OR) of the following equates to define options:
%TBASS_SAMPLE_FLOAT Use 32-bit floating-point sample data (not really recommended for samples). WDM drivers are required to use this flag in Windows. See Floating-point channels for more info.
%TBASS_SAMPLE_LOOP Looped? Note that only complete sample loops are allowed, you can't loop just a part of the sample. More fancy looping can be achieved by streaming the file.
%TBASS_SAMPLE_MONO Convert the sample (MP3/MP2/MP1 only) to mono, if it's not already. This flag is automatically applied if %TBASS_DEVICE_MONO was specified when calling TBASS_Init.
%TBASS_SAMPLE_SOFTWARE Force the sample to not use hardware mixing.
%TBASS_SAMPLE_VAM requires DirectX 7 or above. Enables the DX7 voice allocation and management features on the sample, which allows the sample to be played in software or hardware. This flag is ignored if the %TBASS_SAMPLE_SOFTWARE flag is also specified.
%TBASS_SAMPLE_3D Use 3D functionality. This is ignored if %TBASS_DEVICE_3D wasn't specified when calling TBASS_Init. 3D samples must be mono.
%TBASS_SAMPLE_MUTEMAX Mute the sample when it is at (or beyond) it's max distance (3D samples only).
%TBASS_SAMPLE_OVER_VOL Override: the channel with the lowest volume is overriden.
%TBASS_SAMPLE_OVER_POS Override: the longest playing channel is overriden.
%TBASS_SAMPLE_OVER_DIST Override: the channel furthest away from the listener is overriden. Valid for 3D samples only.
%TBASS_UNICODE file is a Unicode (UTF-16) filename.
Remarks
To play a sample, first a channel must be obtained using TBASS_SampleGetChannel, which can then be played using TBASS_ChannelPlay.
Restrictions
See also
TBASS_SampleGetChannel
Examples
' -- Load sample
hSample = TBASS_SampleLoad(%TBASS_FALSE, APP_SOURCEPATH+"monster.wav", 0, 0, 1, %TBASS_SAMPLE_LOOP )
' -- Retrieve channel
hChannel = TBASS_SampleGetChannel(hSample , %TBASS_FALSE)
the following topic is empty:
thinBasic Modules > TBASS (Sound Module) > Samples > TBASS_SampleLoad
I would propose:
Description
Loads a WAV, AIFF, MP3, MP2, MP1, OGG files.
Syntax
hSample = TBASS_SampleLoad( fromMemory, source, offset, length, flags, maxPlaybacks, flags )
Returns
If successful, returned value is sample handle.
Otherwise 0 is returned, use TBASS_ErrorGetCode to find reason of failure.
Parameters
fromMemory;Number;Use %TBASS_TRUE to load sample from memory, %TBASS_FALSE to load sample from file.
source;String/Pointer;In case the sample is loaded from file, pass file name. Otherwise pass pointer to memory location of sample.
offset;Number;File offset, in case sample is loaded from file.
length;Number;Data length, use 0 to load all.
maxPlaybacks;Number;Maximum number of simultaneous playbacks in range 1 to 65535. Use one of the %BASS_SAMPLE_OVER flags to choose the override decider, in the case of there being no free channel available for playback (ie. the sample is already playing max times).
flags;Number;Use one or more (combined via OR) of the following equates to define options:
%TBASS_SAMPLE_FLOAT Use 32-bit floating-point sample data (not really recommended for samples). WDM drivers are required to use this flag in Windows. See Floating-point channels for more info.
%TBASS_SAMPLE_LOOP Looped? Note that only complete sample loops are allowed, you can't loop just a part of the sample. More fancy looping can be achieved by streaming the file.
%TBASS_SAMPLE_MONO Convert the sample (MP3/MP2/MP1 only) to mono, if it's not already. This flag is automatically applied if %TBASS_DEVICE_MONO was specified when calling TBASS_Init.
%TBASS_SAMPLE_SOFTWARE Force the sample to not use hardware mixing.
%TBASS_SAMPLE_VAM requires DirectX 7 or above. Enables the DX7 voice allocation and management features on the sample, which allows the sample to be played in software or hardware. This flag is ignored if the %TBASS_SAMPLE_SOFTWARE flag is also specified.
%TBASS_SAMPLE_3D Use 3D functionality. This is ignored if %TBASS_DEVICE_3D wasn't specified when calling TBASS_Init. 3D samples must be mono.
%TBASS_SAMPLE_MUTEMAX Mute the sample when it is at (or beyond) it's max distance (3D samples only).
%TBASS_SAMPLE_OVER_VOL Override: the channel with the lowest volume is overriden.
%TBASS_SAMPLE_OVER_POS Override: the longest playing channel is overriden.
%TBASS_SAMPLE_OVER_DIST Override: the channel furthest away from the listener is overriden. Valid for 3D samples only.
%TBASS_UNICODE file is a Unicode (UTF-16) filename.
Remarks
To play a sample, first a channel must be obtained using TBASS_SampleGetChannel, which can then be played using TBASS_ChannelPlay.
Restrictions
See also
TBASS_SampleGetChannel
Examples
' -- Load sample
hSample = TBASS_SampleLoad(%TBASS_FALSE, APP_SOURCEPATH+"monster.wav", 0, 0, 1, %TBASS_SAMPLE_LOOP )
' -- Retrieve channel
hChannel = TBASS_SampleGetChannel(hSample , %TBASS_FALSE)