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 Betreff des Beitrags: Suche externe Soundlösung
BeitragVerfasst: 29.12.2017 00:29 
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Registriert: 27.11.2016 18:13
Wohnort: Erzgebirge
Hallo Leutchen,

ich bin auf der Suche nach funktionsfähigen Beispielen für libbass.so (bass.dll) oder fmod.

Ich habe die 64bit - Version der libbass.so von: http://www.un4seen.com

Ich habe hier mal die aktuelle bass.pbi:
Code:
;   BASS 2.4 C/C++ header file
;   Copyright (c) 1999-2014 Un4seen Developments Ltd.
;
;   See the BASS.CHM file for more detailed documentation
;
;   BASS v2.4.11.x Windows include for PureBasic v5.31
;   C to PB adaption by Roger Hågensen, 2015-03-23, http://forums.purebasic.com/
;
;   Changes from last update to the PB include files:
;   Things have been moved around some to make maintenance a little easier.
;   Some of the macros and assert stuff was a little broken, these have been fixed and moved into bass_test.pb
;   BASS_ChannelSetAttributeEx() and BASS_ChannelGetAttributeEx(), BASS_ChannelGetLevelEx() added.
;   BASS_MusicLoad() and BASS_SampleLoad() had the wrong number of parameters, missing freq.l and max.l respectively.
;   Several constants have been added.
;   Special wrappers, file/memory loading macros and prototypes have been removed, definitions/parameters should now match what is in the BASS manual.
;   All Unicode prototypes and compiler exceptions removed, this brings the include closer to the original BASS.h file.
;
;   General changes when porting from bass.h to bass.pbi:
;   As much of the non-Windows platform stuff is kept as possible (iOS, Windows CE, Linux, MacOS) even if PureBasic do not support all those platforms.
;   Windows spesific stuff has compiletime check and inclusion to make the include itself as neutral as possible and match BASS.h where possible.
;  MacOS and Linux alternatives are left where encountered, some fiddling around may be needed though.
;   Any callback definitions are retained but commented out so you can see how they should be made.
;   Some C stuff has been dropped when not needed or an alternative implementation added instead.

;C to PB porting hints:
;PureBasic has no direct match for C like typedefs, just treat these as longs instead.
;TRUE is 1 (#TRUE)
;FALSE is 0 (#FALSE)
;BYTE is a byte
;WORD is a word
;DWORD is a long
;QWORD is a quad
;BOOL is a long
;HMUSIC is a long,   MOD music handle
;HSAMPLE is a long,   sample handle
;HCHANNEL is a long,   playing sample's channel handle
;HSTREAM is a long,   sample stream handle
;HRECORD is a long,   recording handle
;HSYNC is a long,      synchronizer handle
;HDSP is a long,      DSP handle
;HFX is a long,      DX8 effect handle
;HPLUGIN is a long,   Plugin handle

;- BASS version constants
#BASSVERSION      = $02040A00 ;BASS API version this include was made for.
#BASSVERSIONTEXT   = "2.4"

;- BASS Error codes returned by BASS_GetErrorCode
#BASS_OK               = 0   ;all is OK
#BASS_ERROR_MEM      = 1   ;memory error
#BASS_ERROR_FILEOPEN   = 2   ;can't open the file
#BASS_ERROR_DRIVER   = 3   ;can't find a free/valid driver
#BASS_ERROR_BUFLOST   = 4   ;the sample buffer was lost
#BASS_ERROR_HANDLE   = 5   ;invalid handle
#BASS_ERROR_FORMAT   = 6   ;unsupported sample format
#BASS_ERROR_POSITION   = 7   ;invalid playback position
#BASS_ERROR_INIT      = 8   ;BASS_Init has not been successfully called
#BASS_ERROR_START      = 9   ;BASS_Start has not been successfully called
#BASS_ERROR_ALREADY   = 14   ;already initialized
#BASS_ERROR_NOCHAN   = 18   ;can't get a free channel
#BASS_ERROR_ILLTYPE   = 19   ;an illegal type was specified
#BASS_ERROR_ILLPARAM   = 20   ;an illegal parameter was specified
#BASS_ERROR_NO3D      = 21   ;no 3D support
#BASS_ERROR_NOEAX      = 22   ;no EAX support
#BASS_ERROR_DEVICE   = 23   ;illegal device number
#BASS_ERROR_NOPLAY   = 24   ;not playing
#BASS_ERROR_FREQ      = 25   ;illegal sample rate
#BASS_ERROR_NOTFILE   = 27   ;the stream is not a file stream
#BASS_ERROR_NOHW      = 29   ;no hardware voices available
#BASS_ERROR_EMPTY      = 31   ;the MOD music has no sequence Data
#BASS_ERROR_NONET      = 32   ;no internet connection could be opened
#BASS_ERROR_CREATE   = 33   ;couldn't create the file
#BASS_ERROR_NOFX      = 34   ;effects are not available
#BASS_ERROR_NOTAVAIL   = 37   ;requested Data is not available
#BASS_ERROR_DECODE   = 38   ;the channel is/isn't a "decoding channel"
#BASS_ERROR_DX         = 39   ;a sufficient DirectX version is not installed
#BASS_ERROR_TIMEOUT   = 40   ;connection timedout
#BASS_ERROR_FILEFORM   = 41   ;unsupported file format
#BASS_ERROR_SPEAKER   = 42   ;unavailable speaker
#BASS_ERROR_VERSION   = 43   ;invalid BASS version (used by add-ons)
#BASS_ERROR_CODEC      = 44   ;codec is Not available/supported
#BASS_ERROR_ENDED      = 45   ;the channel/file has ended
#BASS_ERROR_BUSY      = 46   ;the device is busy
#BASS_ERROR_UNKNOWN   = -1   ;some other mystery error

;- BASS_SetConfig options
#BASS_CONFIG_BUFFER            = 0
#BASS_CONFIG_UPDATEPERIOD      = 1
#BASS_CONFIG_GVOL_SAMPLE      = 4
#BASS_CONFIG_GVOL_STREAM      = 5
#BASS_CONFIG_GVOL_MUSIC         = 6
#BASS_CONFIG_CURVE_VOL         = 7
#BASS_CONFIG_CURVE_PAN         = 8
#BASS_CONFIG_FLOATDSP         = 9
#BASS_CONFIG_3DALGORITHM      = 10
#BASS_CONFIG_NET_TIMEOUT      = 11
#BASS_CONFIG_NET_BUFFER         = 12
#BASS_CONFIG_PAUSE_NOPLAY      = 13
#BASS_CONFIG_NET_PREBUF         = 15
#BASS_CONFIG_NET_PASSIVE      = 18
#BASS_CONFIG_REC_BUFFER         = 19
#BASS_CONFIG_NET_PLAYLIST      = 21
#BASS_CONFIG_MUSIC_VIRTUAL      = 22
#BASS_CONFIG_VERIFY            = 23
#BASS_CONFIG_UPDATETHREADS      = 24
#BASS_CONFIG_DEV_BUFFER         = 27
#BASS_CONFIG_VISTA_TRUEPOS      = 30
#BASS_CONFIG_IOS_MIXAUDIO      = 34
#BASS_CONFIG_DEV_DEFAULT      = 36
#BASS_CONFIG_NET_READTIMEOUT   = 37
#BASS_CONFIG_VISTA_SPEAKERS   = 38
#BASS_CONFIG_IOS_SPEAKER      = 39
#BASS_CONFIG_MF_DISABLE         = 40
#BASS_CONFIG_HANDLES            = 41
#BASS_CONFIG_UNICODE            = 42
#BASS_CONFIG_SRC               = 43
#BASS_CONFIG_SRC_SAMPLE         = 44
#BASS_CONFIG_ASYNCFILE_BUFFER   = 45
#BASS_CONFIG_OGG_PRESCAN      = 47
#BASS_CONFIG_MF_VIDEO         = 48
#BASS_CONFIG_AIRPLAY            = 49
#BASS_CONFIG_DEV_NONSTOP      = 50
#BASS_CONFIG_IOS_NOCATEGORY   = 51
#BASS_CONFIG_VERIFY_NET         = 52

;- BASS_SetConfigPtr options
#BASS_CONFIG_NET_AGENT   = 16
#BASS_CONFIG_NET_PROXY   = 17
#BASS_CONFIG_IOS_NOTIFY   = 46

;- BASS_Init flags
#BASS_DEVICE_8BITS      = $1      ;use 8 bit resolution, else 16 bit
#BASS_DEVICE_MONO         = $2      ;use mono, else stereo
#BASS_DEVICE_3D         = $4      ;enable 3D functionality
#BASS_DEVICE_LATENCY      = $100   ;calculate device latency (BASS_INFO struct)
#BASS_DEVICE_CPSPEAKERS   = $400   ;detect speakers via Windows control panel
#BASS_DEVICE_SPEAKERS   = $800   ;force enabling of speaker assignment
#BASS_DEVICE_NOSPEAKER   = $1000   ;ignore speaker arrangement
#BASS_DEVICE_DMIX         = $2000   ;use ALSA "dmix" plugin
#BASS_DEVICE_FREQ         = $4000   ;set device sample rate

;- DirectSound interfaces (For use With BASS_GetDSoundObject)
#BASS_OBJECT_DS      = 1   ;IDirectSound
#BASS_OBJECT_DS3DL   = 2   ;IDirectSound3DListener

;- Device info structure
Structure BASS_DEVICEINFO
   *name   ;description
   *driver ;driver
   flags.l
EndStructure

;- BASS_DEVICEINFO flags
#BASS_DEVICE_ENABLED   = $1
#BASS_DEVICE_DEFAULT   = $2
#BASS_DEVICE_INIT      = $4

#BASS_DEVICE_TYPE_MASK         = $ff000000
#BASS_DEVICE_TYPE_NETWORK      = $01000000
#BASS_DEVICE_TYPE_SPEAKERS      = $02000000
#BASS_DEVICE_TYPE_LINE         = $03000000
#BASS_DEVICE_TYPE_HEADPHONES   = $04000000
#BASS_DEVICE_TYPE_MICROPHONE   = $05000000
#BASS_DEVICE_TYPE_HEADSET      = $06000000
#BASS_DEVICE_TYPE_HANDSET      = $07000000
#BASS_DEVICE_TYPE_DIGITAL      = $08000000
#BASS_DEVICE_TYPE_SPDIF         = $09000000
#BASS_DEVICE_TYPE_HDMI         = $0a000000
#BASS_DEVICE_TYPE_DISPLAYPORT   = $40000000

;- BASS_GetDeviceInfo flags
#BASS_DEVICES_AIRPLAY   = $1000000

Structure BASS_INFO
   flags.l     ;device capabilities (DSCAPS_xxx flags)
   hwsize.l      ;size of total device hardware memory
   hwfree.l      ;size of free device hardware memory
   freesam.l   ;number of free sample slots in the hardware
   free3d.l      ;number of free 3D sample slots in the hardware
   minrate.l   ;min sample rate supported by the hardware
   maxrate.l   ;max sample rate supported by the hardware
   eax.l         ;device supports EAX? (always FALSE if BASS_DEVICE_3D was not used)
   minbuf.l      ;recommended minimum buffer length in ms (requires BASS_DEVICE_LATENCY)
   dsver.l      ;DirectSound version
   latency.l   ;delay (in ms) before start of playback (requires BASS_DEVICE_LATENCY)
   initflags.l   ;BASS_Init "flags" parameter
   speakers.l   ;number of speakers available
   freq.l      ;current output rate
EndStructure

;- BASS_INFO flags (from DSOUND.H)
#DSCAPS_CONTINUOUSRATE  = $00000010   ;supports all sample rates between min/maxrate
#DSCAPS_EMULDRIVER      = $00000020   ;device does NOT have hardware DirectSound support
#DSCAPS_CERTIFIED       = $00000040   ;device driver has been certified by Microsoft
#DSCAPS_SECONDARYMONO   = $00000100   ;mono
#DSCAPS_SECONDARYSTEREO = $00000200   ;stereo
#DSCAPS_SECONDARY8BIT   = $00000400   ;8 bit
#DSCAPS_SECONDARY16BIT  = $00000800   ;16 bit

;- Recording device info Structure
Structure BASS_RECORDINFO
   flags.l    ;device capabilities (DSCCAPS_xxx flags)
   formats.l  ;supported standard formats (WAVE_FORMAT_xxx flags)
   inputs.l     ;number of inputs
   singlein.l ;TRUE = only 1 input can be set at a time
   freq.l     ;current input rate
EndStructure

;- BASS_RECORDINFO flags (from DSOUND.H)
#DSCCAPS_EMULDRIVER = #DSCAPS_EMULDRIVER   ;device does NOT have hardware DirectSound recording support
#DSCCAPS_CERTIFIED  = #DSCAPS_CERTIFIED   ;device driver has been certified by Microsoft

;- defines for formats field of BASS_RECORDINFO (from MMSYSTEM.H)
#WAVE_FORMAT_1M08 = $00000001 ;11.025 kHz, Mono,   8-bit
#WAVE_FORMAT_1S08 = $00000002   ;11.025 kHz, Stereo, 8-bit
#WAVE_FORMAT_1M16 = $00000004   ;11.025 kHz, Mono,   16-bit
#WAVE_FORMAT_1S16 = $00000008   ;11.025 kHz, Stereo, 16-bit
#WAVE_FORMAT_2M08 = $00000010   ;22.05  kHz, Mono,   8-bit
#WAVE_FORMAT_2S08 = $00000020   ;22.05  kHz, Stereo, 8-bit
#WAVE_FORMAT_2M16 = $00000040   ;22.05  kHz, Mono,   16-bit
#WAVE_FORMAT_2S16 = $00000080   ;22.05  kHz, Stereo, 16-bit
#WAVE_FORMAT_4M08 = $00000100   ;44.1   kHz, Mono,   8-bit
#WAVE_FORMAT_4S08 = $00000200   ;44.1   kHz, Stereo, 8-bit
#WAVE_FORMAT_4M16 = $00000400   ;44.1   kHz, Mono,   16-bit
#WAVE_FORMAT_4S16 = $00000800   ;44.1   kHz, Stereo, 16-bit

;- Sample info structure
Structure BASS_SAMPLE
   freq.l     ;default playback rate
   volume.f     ;default volume (0-1)
   pan.f        ;default pan (-1=left, 0=middle, 1=right)
   flags.l     ;BASS_SAMPLE_xxx flags
   length.l     ;length (in bytes)
   max.l        ;maximum simultaneous playbacks
   origres.l  ;original resolution bits
   chans.l     ;number of channels
   mingap.l     ;minimum gap (ms) between creating channels
   mode3d.l     ;BASS_3DMODE_xxx mode
   mindist.f  ;minimum distance
   maxdist.f  ;maximum distance
   iangle.l     ;angle of inside projection cone
   oangle.l     ;angle of outside projection cone
   outvol.f     ;delta-volume outside the projection cone
   vam.l        ;voice allocation/management flags (BASS_VAM_xxx)
   priority.l ;priority (0=lowest, 0xffffffff=highest)
EndStructure

;- SAMPLE flags
#BASS_SAMPLE_8BITS     = 1      ;8 bit
#BASS_SAMPLE_FLOAT     = 256     ;32-bit floating-point
#BASS_SAMPLE_MONO      = 2        ;mono
#BASS_SAMPLE_LOOP      = 4        ;looped
#BASS_SAMPLE_3D        = 8        ;3D functionality
#BASS_SAMPLE_SOFTWARE  = 16     ;not using hardware mixing
#BASS_SAMPLE_MUTEMAX   = 32     ;mute at max distance (3D only)
#BASS_SAMPLE_VAM       = 64     ;DX7 voice allocation & management
#BASS_SAMPLE_FX        = 128     ;old implementation of DX8 effects
#BASS_SAMPLE_OVER_VOL  = $10000 ;override lowest volume
#BASS_SAMPLE_OVER_POS  = $20000 ;override longest playing
#BASS_SAMPLE_OVER_DIST = $30000 ;override furthest from listener (3D only)

;- STREAM flags
#BASS_STREAM_PRESCAN  = $20000  ;enable pin-point seeking/length (MP3/MP2/MP1)
#BASS_MP3_SETPOS      = #BASS_STREAM_PRESCAN
#BASS_STREAM_AUTOFREE = $40000  ;automatically free the stream when it stop/ends
#BASS_STREAM_RESTRATE = $80000  ;restrict the download rate of internet file streams
#BASS_STREAM_BLOCK    = $100000 ;download/play internet file stream in small blocks
#BASS_STREAM_DECODE   = $200000 ;don't play the stream, only decode (BASS_ChannelGetData)
#BASS_STREAM_STATUS   = $800000 ;give server status info (HTTP/ICY tags) in DOWNLOADPROC

;- MUSIC flags
#BASS_MUSIC_FLOAT      = #BASS_SAMPLE_FLOAT
#BASS_MUSIC_MONO       = #BASS_SAMPLE_MONO
#BASS_MUSIC_LOOP       = #BASS_SAMPLE_LOOP
#BASS_MUSIC_3D         = #BASS_SAMPLE_3D
#BASS_MUSIC_FX         = #BASS_SAMPLE_FX
#BASS_MUSIC_AUTOFREE   = #BASS_STREAM_AUTOFREE
#BASS_MUSIC_DECODE     = #BASS_STREAM_DECODE
#BASS_MUSIC_PRESCAN    = #BASS_STREAM_PRESCAN ;calculate playback length
#BASS_MUSIC_CALCLEN    = #BASS_MUSIC_PRESCAN
#BASS_MUSIC_RAMP       = $200      ;normal ramping
#BASS_MUSIC_RAMPS      = $400      ;sensitive ramping
#BASS_MUSIC_SURROUND   = $800      ;surround sound
#BASS_MUSIC_SURROUND2  = $1000   ;surround sound (mode 2)
#BASS_MUSIC_FT2MOD     = $2000   ;play .MOD as FastTracker 2 does
#BASS_MUSIC_PT1MOD     = $4000   ;play .MOD as ProTracker 1 does
#BASS_MUSIC_NONINTER   = $10000   ;non-interpolated sample mixing
#BASS_MUSIC_SINCINTER  = $800000   ;sinc interpolated sample mixing
#BASS_MUSIC_POSRESET   = $8000   ;stop all notes when moving position
#BASS_MUSIC_POSRESETEX = $400000   ;stop all notes and reset bmp/etc when moving position
#BASS_MUSIC_STOPBACK   = $80000   ;stop the music on a backwards jump effect
#BASS_MUSIC_NOSAMPLE   = $100000   ;don't load the samples

;- SPEAKER assignment flags
#BASS_SPEAKER_FRONT      = $01000000            ;front speakers
#BASS_SPEAKER_REAR       = $02000000            ;rear/side speakers
#BASS_SPEAKER_CENLFE     = $03000000            ;center & LFE speakers (5.1)
#BASS_SPEAKER_REAR2      = $04000000            ;rear center speakers (7.1)
Macro BASS_SPEAKER_N(n)   :   (n<<24) :   EndMacro   ;n'th pair of speakers (max 15)
#BASS_SPEAKER_LEFT       = $10000000            ;modifier: left
#BASS_SPEAKER_RIGHT      = $20000000            ;modifier: right
#BASS_SPEAKER_FRONTLEFT  = #BASS_SPEAKER_FRONT | #BASS_SPEAKER_LEFT
#BASS_SPEAKER_FRONTRIGHT = #BASS_SPEAKER_FRONT | #BASS_SPEAKER_RIGHT
#BASS_SPEAKER_REARLEFT   = #BASS_SPEAKER_REAR | #BASS_SPEAKER_LEFT
#BASS_SPEAKER_REARRIGHT  = #BASS_SPEAKER_REAR | #BASS_SPEAKER_RIGHT
#BASS_SPEAKER_CENTER     = #BASS_SPEAKER_CENLFE | #BASS_SPEAKER_LEFT
#BASS_SPEAKER_LFE        = #BASS_SPEAKER_CENLFE | #BASS_SPEAKER_RIGHT
#BASS_SPEAKER_REAR2LEFT  = #BASS_SPEAKER_REAR2 | #BASS_SPEAKER_LEFT
#BASS_SPEAKER_REAR2RIGHT = #BASS_SPEAKER_REAR2 | #BASS_SPEAKER_RIGHT

;- FILE flags
#BASS_ASYNCFILE = $40000000
#BASS_UNICODE = $80000000

;- RECORD flags
#BASS_RECORD_PAUSE      = $8000 ;start recording paused
#BASS_RECORD_ECHOCANCEL   = $2000
#BASS_RECORD_AGC         = $4000

;- DX7 voice allocation & management flags
#BASS_VAM_HARDWARE  = 1
#BASS_VAM_SOFTWARE  = 2
#BASS_VAM_TERM_TIME = 4
#BASS_VAM_TERM_DIST = 8
#BASS_VAM_TERM_PRIO = 16

;- BASS Structures
Structure BASS_CHANNELINFO
   freq.l      ;default playback rate
   chans.l      ;channels
   flags.l      ;BASS_SAMPLE/STREAM/MUSIC/SPEAKER flags
   ctype.l      ;type of channel
   origres.l   ;original resolution
   plugin.l      ;plugin handle
   sample.l      ;sample
   *filename   ;filename
EndStructure

;- BASS_CHANNELINFO types
#BASS_CTYPE_SAMPLE            = 1
#BASS_CTYPE_RECORD            = 2
#BASS_CTYPE_STREAM            = $10000
#BASS_CTYPE_STREAM_OGG         = $10002
#BASS_CTYPE_STREAM_MP1         = $10003
#BASS_CTYPE_STREAM_MP2         = $10004
#BASS_CTYPE_STREAM_MP3         = $10005
#BASS_CTYPE_STREAM_AIFF         = $10006
#BASS_CTYPE_STREAM_CA         = $10007
#BASS_CTYPE_STREAM_MF         = $10008
#BASS_CTYPE_STREAM_WAV         = $40000 ;WAVE flag, LOWORD=codec
#BASS_CTYPE_STREAM_WAV_PCM      = $50001
#BASS_CTYPE_STREAM_WAV_FLOAT   = $50003
#BASS_CTYPE_MUSIC_MOD         = $20000
#BASS_CTYPE_MUSIC_MTM         = $20001
#BASS_CTYPE_MUSIC_S3M         = $20002
#BASS_CTYPE_MUSIC_XM            = $20003
#BASS_CTYPE_MUSIC_IT            = $20004
#BASS_CTYPE_MUSIC_MO3         = $00100 ;MO3 flag

Structure BASS_PLUGINFORM
   ctype.l ;channel type
   *name     ;format description
   *exts     ;file extension filter (*.ext1;*.ext2;etc...)
EndStructure

Structure BASS_PLUGININFO
   version.l ;version (same form as BASS_GetVersion)
   formatc.l ;number of formats
   *formats.BASS_PLUGINFORM ;the array of formats
EndStructure

;- 3D vector (For 3D positions/velocities/orientations)
Structure BASS_3DVECTOR
   x.f ;+=right, -=left
   y.f ;+=up, -=down
   z.f ;+=front, -=behind
EndStructure

;- 3D channel modes
#BASS_3DMODE_NORMAL      = 0 ;normal 3D processing
#BASS_3DMODE_RELATIVE   = 1 ;position is relative to the listener
#BASS_3DMODE_OFF         = 2 ;no 3D processing

;- software 3D mixing algorithms (used With BASS_CONFIG_3DALGORITHM)
#BASS_3DALG_DEFAULT   = 0
#BASS_3DALG_OFF      = 1
#BASS_3DALG_FULL      = 2
#BASS_3DALG_LIGHT      = 3

CompilerIf #PB_Compiler_OS = #PB_OS_Windows
   ;- EAX environments, use With BASS_SetEAXParameters
   Enumeration 0
      #EAX_ENVIRONMENT_GENERIC
      #EAX_ENVIRONMENT_PADDEDCELL
      #EAX_ENVIRONMENT_ROOM
      #EAX_ENVIRONMENT_BATHROOM
      #EAX_ENVIRONMENT_LIVINGROOM
      #EAX_ENVIRONMENT_STONEROOM
      #EAX_ENVIRONMENT_AUDITORIUM
      #EAX_ENVIRONMENT_CONCERTHALL
      #EAX_ENVIRONMENT_CAVE
      #EAX_ENVIRONMENT_ARENA
      #EAX_ENVIRONMENT_HANGAR
      #EAX_ENVIRONMENT_CARPETEDHALLWAY
      #EAX_ENVIRONMENT_HALLWAY
      #EAX_ENVIRONMENT_STONECORRIDOR
      #EAX_ENVIRONMENT_ALLEY
      #EAX_ENVIRONMENT_FOREST
      #EAX_ENVIRONMENT_CITY
      #EAX_ENVIRONMENT_MOUNTAINS
      #EAX_ENVIRONMENT_QUARRY
      #EAX_ENVIRONMENT_PLAIN
      #EAX_ENVIRONMENT_PARKINGLOT
      #EAX_ENVIRONMENT_SEWERPIPE
      #EAX_ENVIRONMENT_UNDERWATER
      #EAX_ENVIRONMENT_DRUGGED
      #EAX_ENVIRONMENT_DIZZY
      #EAX_ENVIRONMENT_PSYCHOTIC
      
      #EAX_ENVIRONMENT_COUNT         ;total number of environments
   EndEnumeration
   
   ;EAX presets, usage: BASS_SetEAXParameters(EAX_PRESET_xxx)
   Macro EAX_PRESET_GENERIC         : #EAX_ENVIRONMENT_GENERIC,0.5F,1.493F,0.5F : EndMacro
   Macro EAX_PRESET_PADDEDCELL      : #EAX_ENVIRONMENT_PADDEDCELL,0.25F,0.1F,0.0F : EndMacro
   Macro EAX_PRESET_ROOM            : #EAX_ENVIRONMENT_ROOM,0.417F,0.4F,0.666F : EndMacro
   Macro EAX_PRESET_BATHROOM        : #EAX_ENVIRONMENT_BATHROOM,0.653F,1.499F,0.166F : EndMacro
   Macro EAX_PRESET_LIVINGROOM      : #EAX_ENVIRONMENT_LIVINGROOM,0.208F,0.478F,0.0F : EndMacro
   Macro EAX_PRESET_STONEROOM       : #EAX_ENVIRONMENT_STONEROOM,0.5F,2.309F,0.888F : EndMacro
   Macro EAX_PRESET_AUDITORIUM      : #EAX_ENVIRONMENT_AUDITORIUM,0.403F,4.279F,0.5F : EndMacro
   Macro EAX_PRESET_CONCERTHALL     : #EAX_ENVIRONMENT_CONCERTHALL,0.5F,3.961F,0.5F : EndMacro
   Macro EAX_PRESET_CAVE            : #EAX_ENVIRONMENT_CAVE,0.5F,2.886F,1.304F : EndMacro
   Macro EAX_PRESET_ARENA           : #EAX_ENVIRONMENT_ARENA,0.361F,7.284F,0.332F : EndMacro
   Macro EAX_PRESET_HANGAR          : #EAX_ENVIRONMENT_HANGAR,0.5F,10.0F,0.3F : EndMacro
   Macro EAX_PRESET_CARPETEDHALLWAY : #EAX_ENVIRONMENT_CARPETEDHALLWAY,0.153F,0.259F,2.0F : EndMacro
   Macro EAX_PRESET_HALLWAY         : #EAX_ENVIRONMENT_HALLWAY,0.361F,1.493F,0.0F : EndMacro
   Macro EAX_PRESET_STONECORRIDOR   : #EAX_ENVIRONMENT_STONECORRIDOR,0.444F,2.697F,0.638F : EndMacro
   Macro EAX_PRESET_ALLEY           : #EAX_ENVIRONMENT_ALLEY,0.25F,1.752F,0.776F : EndMacro
   Macro EAX_PRESET_FOREST          : #EAX_ENVIRONMENT_FOREST,0.111F,3.145F,0.472F : EndMacro
   Macro EAX_PRESET_CITY            : #EAX_ENVIRONMENT_CITY,0.111F,2.767F,0.224F : EndMacro
   Macro EAX_PRESET_MOUNTAINS       : #EAX_ENVIRONMENT_MOUNTAINS,0.194F,7.841F,0.472F : EndMacro
   Macro EAX_PRESET_QUARRY          : #EAX_ENVIRONMENT_QUARRY,1.0F,1.499F,0.5F : EndMacro
   Macro EAX_PRESET_PLAIN           : #EAX_ENVIRONMENT_PLAIN,0.097F,2.767F,0.224F : EndMacro
   Macro EAX_PRESET_PARKINGLOT      : #EAX_ENVIRONMENT_PARKINGLOT,0.208F,1.652F,1.5F : EndMacro
   Macro EAX_PRESET_SEWERPIPE       : #EAX_ENVIRONMENT_SEWERPIPE,0.652F,2.886F,0.25F : EndMacro
   Macro EAX_PRESET_UNDERWATER      : #EAX_ENVIRONMENT_UNDERWATER,1.0F,1.499F,0.0F : EndMacro
   Macro EAX_PRESET_DRUGGED         : #EAX_ENVIRONMENT_DRUGGED,0.875F,8.392F,1.388F : EndMacro
   Macro EAX_PRESET_DIZZY           : #EAX_ENVIRONMENT_DIZZY,0.139F,17.234F,0.666F : EndMacro
   Macro EAX_PRESET_PSYCHOTIC       : #EAX_ENVIRONMENT_PSYCHOTIC,0.486F,7.563F,0.806F : EndMacro
CompilerEndIf

;typedef DWORD (CALLBACK STREAMPROC)(HSTREAM handle, void *buffer, DWORD length, void *user);
; User stream callback function. NOTE: A stream function should obviously be as quick
;as possible, other streams (and MOD musics) can't be mixed until it's finished.
;handle : The stream that needs writing
;buffer : Buffer to write the samples in
;length : Number of bytes to write
;user   : The 'user' parameter value given when calling BASS_StreamCreate
;RETURN : Number of bytes written. Set the BASS_STREAMPROC_END flag to end
;         the stream.

#BASS_STREAMPROC_END   = $80000000   ;end of user stream flag

;- special STREAMPROCs
;#STREAMPROC_DUMMY      (STREAMPROC*)0      // "dummy" stream
;#STREAMPROC_PUSH         (STREAMPROC*)-1      // push stream

;special STREAMPROCs
#STREAMPROC_DUMMY   = 0   ;"dummy" stream
#STREAMPROC_PUSH   = -1   ;push stream

;- BASS_StreamCreateFileUser file systems
#STREAMFILE_NOBUFFER      = 0
#STREAMFILE_BUFFER      = 1
#STREAMFILE_BUFFERPUSH   = 2

;- User file stream callback functions
;typedef void (CALLBACK FILECLOSEPROC)(void *user);
;typedef QWORD (CALLBACK FILELENPROC)(void *user);
;typedef DWORD (CALLBACK FILEREADPROC)(void *buffer, DWORD length, void *user);
;typedef BOOL (CALLBACK FILESEEKPROC)(QWORD offset, void *user);

Structure BASS_FILEPROCS
   *close
   *length
   *read
   *seek
EndStructure

;- BASS_StreamPutFileData options
#BASS_FILEDATA_END      = 0   ;end & close the file

;- BASS_StreamGetFilePosition modes
#BASS_FILEPOS_CURRENT   = 0
#BASS_FILEPOS_DECODE      = #BASS_FILEPOS_CURRENT
#BASS_FILEPOS_DOWNLOAD   = 1
#BASS_FILEPOS_END         = 2
#BASS_FILEPOS_START      = 3
#BASS_FILEPOS_CONNECTED   = 4
#BASS_FILEPOS_BUFFER      = 5
#BASS_FILEPOS_SOCKET      = 6
#BASS_FILEPOS_ASYNCBUF   = 7
#BASS_FILEPOS_SIZE      = 8

;typedef void (CALLBACK DOWNLOADPROC)(const void *buffer, DWORD length, void *user);
;/* Internet stream download callback function.
;buffer : Buffer containing the downloaded data... NULL=end of download
;length : Number of bytes in the buffer
;user   : The 'user' parameter value given when calling BASS_StreamCreateURL */

;- BASS_ChannelSetSync types
#BASS_SYNC_POS            = 0
#BASS_SYNC_END            = 2
#BASS_SYNC_META         = 4
#BASS_SYNC_SLIDE         = 5
#BASS_SYNC_STALL         = 6
#BASS_SYNC_DOWNLOAD      = 7
#BASS_SYNC_FREE         = 8
#BASS_SYNC_SETPOS         = 11
#BASS_SYNC_MUSICPOS      = 10
#BASS_SYNC_MUSICINST      = 1
#BASS_SYNC_MUSICFX      = 3
#BASS_SYNC_OGG_CHANGE   = 12
#BASS_SYNC_MIXTIME      = $40000000   ;FLAG: sync at mixtime, else at playtime
#BASS_SYNC_ONETIME      = $80000000   ;FLAG: sync only once, else continuously

;typedef void (CALLBACK SYNCPROC)(HSYNC handle, DWORD channel, DWORD data, void *user);
;Sync callback function. NOTE: a sync callback function should be very
;quick as other syncs can't be processed until it has finished. If the sync
;is a "mixtime" sync, then other streams and MOD musics can't be mixed until
;it's finished either.
;handle : The sync that has occured
;channel: Channel that the sync occured in
;data   : Additional data associated with the sync's occurance
;user   : The 'user' parameter given when calling BASS_ChannelSetSync */

;typedef void (CALLBACK DSPPROC)(HDSP handle, DWORD channel, void *buffer, DWORD length, void *user);
;/* DSP callback function. NOTE: A DSP function should obviously be as quick as
;possible... other DSP functions, streams and MOD musics can not be processed
;until it's finished.
;handle : The DSP handle
;channel: Channel that the DSP is being applied to
;buffer : Buffer to apply the DSP to
;length : Number of bytes in the buffer
;user   : The 'user' parameter given when calling BASS_ChannelSetDSP */

;typedef BOOL (CALLBACK RECORDPROC)(HRECORD handle, const void *buffer, DWORD length, void *user);
;/* Recording callback function.
;handle : The recording handle
;buffer : Buffer containing the recorded sample data
;length : Number of bytes
;user   : The 'user' parameter value given when calling BASS_RecordStart
;RETURN : TRUE = continue recording, FALSE = stop */

;- BASS_ChannelIsActive Return values
#BASS_ACTIVE_STOPPED   = 0
#BASS_ACTIVE_PLAYING   = 1
#BASS_ACTIVE_STALLED   = 2
#BASS_ACTIVE_PAUSED   = 3

;- Channel attributes
#BASS_ATTRIB_FREQ               = 1
#BASS_ATTRIB_VOL               = 2
#BASS_ATTRIB_PAN               = 3
#BASS_ATTRIB_EAXMIX            = 4
#BASS_ATTRIB_NOBUFFER         = 5
#BASS_ATTRIB_VBR               = 6
#BASS_ATTRIB_CPU               = 7
#BASS_ATTRIB_SRC               = 8
#BASS_ATTRIB_NET_RESUME         = 9
#BASS_ATTRIB_SCANINFO         = 10
#BASS_ATTRIB_MUSIC_AMPLIFY      = $100
#BASS_ATTRIB_MUSIC_PANSEP      = $101
#BASS_ATTRIB_MUSIC_PSCALER      = $102
#BASS_ATTRIB_MUSIC_BPM         = $103
#BASS_ATTRIB_MUSIC_SPEED      = $104
#BASS_ATTRIB_MUSIC_VOL_GLOBAL   = $105
#BASS_ATTRIB_MUSIC_ACTIVE      = $106
#BASS_ATTRIB_MUSIC_VOL_CHAN   = $200   ;+ channel #
#BASS_ATTRIB_MUSIC_VOL_INST   = $300   ;+ instrument #

;- BASS_ChannelGetData flags
#BASS_DATA_AVAILABLE         = 0         ;query how much data is buffered
#BASS_DATA_FIXED            = $20000000   ;flag: return 8.24 fixed-point data
#BASS_DATA_FLOAT            = $40000000   ;flag: return floating-point sample data
#BASS_DATA_FFT256            = $80000000   ;256 sample FFT
#BASS_DATA_FFT512            = $80000001   ;512 FFT
#BASS_DATA_FFT1024         = $80000002   ;1024 FFT
#BASS_DATA_FFT2048         = $80000003   ;2048 FFT
#BASS_DATA_FFT4096         = $80000004   ;4096 FFT
#BASS_DATA_FFT8192         = $80000005   ;8192 FFT
#BASS_DATA_FFT16384         = $80000006   ;16384 FFT
#BASS_DATA_FFT_INDIVIDUAL   = $10         ;FFT flag: FFT for each channel, else all combined
#BASS_DATA_FFT_NOWINDOW      = $20         ;FFT flag: no Hanning window
#BASS_DATA_FFT_REMOVEDC      = $40         ;FFT flag: pre-remove DC bias
#BASS_DATA_FFT_COMPLEX      = $80         ;FFT flag: return complex data

;- BASS_ChannelGetTags types : what's returned
#BASS_TAG_ID3               = 0      ;ID3v1 tags : TAG_ID3 structure
#BASS_TAG_ID3V2            = 1      ;ID3v2 tags : variable length block
#BASS_TAG_OGG               = 2      ;OGG comments : series of null-terminated UTF-8 strings
#BASS_TAG_HTTP               = 3      ;HTTP headers : series of null-terminated ANSI strings
#BASS_TAG_ICY               = 4      ;ICY headers : series of null-terminated ANSI strings
#BASS_TAG_META               = 5      ;ICY metadata : ANSI string
#BASS_TAG_APE               = 6      ;APE tags : series of null-terminated UTF-8 strings
#BASS_TAG_MP4               = 7      ;MP4/iTunes metadata : series of null-terminated UTF-8 strings
#BASS_TAG_VENDOR            = 9      ;OGG encoder : UTF-8 string
#BASS_TAG_LYRICS3            = 10      ;Lyric3v2 tag : ASCII string
#BASS_TAG_CA_CODEC         = 11      ;CoreAudio codec info : TAG_CA_CODEC structure
#BASS_TAG_MF               = 13      ;Media Foundation tags : series of null-terminated UTF-8 strings
#BASS_TAG_WAVEFORMAT         = 14      ;WAVE format : WAVEFORMATEEX structure
#BASS_TAG_RIFF_INFO         = $100   ;RIFF "INFO" tags : series of null-terminated ANSI strings
#BASS_TAG_RIFF_BEXT         = $101   ;RIFF/BWF "bext" tags : TAG_BEXT structure
#BASS_TAG_RIFF_CART         = $102   ;RIFF/BWF "cart" tags : TAG_CART structure
#BASS_TAG_RIFF_DISP         = $103   ;RIFF "DISP" text tag : ANSI string
#BASS_TAG_APE_BINARY         = $1000   ;+ index #, binary APE tag : TAG_APE_BINARY structure
#BASS_TAG_MUSIC_NAME         = $10000   ;MOD music name : ANSI string
#BASS_TAG_MUSIC_MESSAGE      = $10001   ;MOD message : ANSI string
#BASS_TAG_MUSIC_ORDERS      = $10002   ;MOD order list : BYTE array of pattern numbers
#BASS_TAG_MUSIC_INST         = $10100   ;+ instrument #, MOD instrument name : ANSI string
#BASS_TAG_MUSIC_SAMPLE      = $10300   ;+ sample #, MOD sample name : ANSI string

;- ID3v1 tag structure
Structure TAG_ID3
   id.a[3]
   title.a[30]
   artist.a[30]
   album.a[30]
   year.a[4]
   comment.a[30]
   genre.b
EndStructure

;- Binary APE tag structure
Structure TAG_APE_BINARY
   *key
   *data
   length.l
EndStructure

;- BWF "bext" tag structure
Structure TAG_BEXT
   Description.a[256]         ;// description
   Originator.a[32]            ;// name of the originator
   OriginatorReference.a[32]   ;// reference of the originator
   OriginationDate.a[10]      ;// date of creation (yyyy-mm-dd)
   OriginationTime.a[8]         ;// time of creation (hh-mm-ss)
   TimeReference.q            ;// first sample count since midnight (little-endian)
   Version.w                  ;// BWF version (little-endian)
   UMID.b[64]                  ;// SMPTE UMID
   Reserved.b[190]
   CodingHistory.a[0]         ;// history
EndStructure

;- BWF "cart" tag structures
Structure TAG_CART_TIMER
   dwUsage.l ;FOURCC timer usage ID
   dwValue.l ;timer value in samples from head
EndStructure

Structure TAG_CART
   Version.a[4]            ;version of the data structure
   Title.a[64]               ;title of cart audio sequence
   Artist.a[64]            ;artist or creator name
   CutID.a[64]               ;cut number identification
   ClientID.a[64]            ;client identification
   Category.a[64]            ;category ID, PSA, NEWS, etc
   Classification.a[64]      ;classification or auxiliary key
   OutCue.a[64]            ;out cue text
   StartDate.a[10]         ;yyyy-mm-dd
   StartTime.a[8]            ;hh:mm:ss
   EndDate.a[10]            ;yyyy-mm-dd
   EndTime.a[8]            ;hh:mm:ss
   ProducerAppID.a[64]      ;name of vendor or application
   ProducerAppVersion.a[64];version of producer application
   UserDef.a[64]            ;user defined text
   dwLevelReference.l      ;sample value for 0 dB reference
   PostTimer.TAG_CART_TIMER[8]   ;8 time markers after head
   Reserved.a[276]
   URL.a[1024]               ;uniform resource locator
   TagText.a[0]            ;free form text for scripts or tags
EndStructure

;CoreAudio codec info structure
Structure TAG_CA_CODEC
   ftype.l               ;file format
   atype.l               ;audio format
   *name                  ;description
EndStructure

CompilerIf Defined(WAVEFORMATEX, #PB_Structure) = #False
   Structure WAVEFORMATEX
      wFormatTag.u
      nChannels.u
      nSamplesPerSec.l
      nAvgBytesPerSec.l
      nBlockAlign.u
      wBitsPerSample.u
      cbSize.u
   EndStructure
CompilerEndIf

;- BASS_ChannelGetLength/GetPosition/SetPosition modes
#BASS_POS_BYTE            = 0         ;byte position
#BASS_POS_MUSIC_ORDER   = 1         ;order.row position, MAKELONG(order,row)
#BASS_POS_OGG            = 3         ;OGG bitstream number
#BASS_POS_INEXACT         = $08000000   ;flag: allow seeking to inexact position
#BASS_POS_DECODE         = $10000000   ;flag: get the decoding (not playing) position
#BASS_POS_DECODETO      = $20000000   ;flag: decode to the position instead of seeking
#BASS_POS_SCAN            = $40000000   ;flag: scan to the position

;- BASS_RecordSetInput flags
#BASS_INPUT_OFF   = $10000
#BASS_INPUT_ON      = $20000

#BASS_INPUT_TYPE_MASK      = $ff000000
#BASS_INPUT_TYPE_UNDEF      = $00000000
#BASS_INPUT_TYPE_DIGITAL   = $01000000
#BASS_INPUT_TYPE_LINE      = $02000000
#BASS_INPUT_TYPE_MIC         = $03000000
#BASS_INPUT_TYPE_SYNTH      = $04000000
#BASS_INPUT_TYPE_CD         = $05000000
#BASS_INPUT_TYPE_PHONE      = $06000000
#BASS_INPUT_TYPE_SPEAKER   = $07000000
#BASS_INPUT_TYPE_WAVE      = $08000000
#BASS_INPUT_TYPE_AUX         = $09000000
#BASS_INPUT_TYPE_ANALOG      = $0a000000

;DX8 effect types, use with BASS_ChannelSetFX
Enumeration 0
   #BASS_FX_DX8_CHORUS
   #BASS_FX_DX8_COMPRESSOR
   #BASS_FX_DX8_DISTORTION
   #BASS_FX_DX8_ECHO
   #BASS_FX_DX8_FLANGER
   #BASS_FX_DX8_GARGLE
   #BASS_FX_DX8_I3DL2REVERB
   #BASS_FX_DX8_PARAMEQ
   #BASS_FX_DX8_REVERB
EndEnumeration

Structure BASS_DX8_CHORUS
   fWetDryMix.f
   fDepth.f
   fFeedback.f
   fFrequency.f
   lWaveform.l  ;0=triangle, 1=sine
   fDelay.f
   lPhase.l     ;BASS_DX8_PHASE_xxx
EndStructure

Structure BASS_DX8_COMPRESSOR
   fGain.f
   fAttack.f
   fRelease.f
   fThreshold.f
   fRatio.f
   fPredelay.f
EndStructure

Structure BASS_DX8_DISTORTION
   fGain.f
   fEdge.f
   fPostEQCenterFrequency.f
   fPostEQBandwidth.f
   fPreLowpassCutoff.f
EndStructure

Structure BASS_DX8_ECHO
   fWetDryMix.f
   fFeedback.f
   fLeftDelay.f
   fRightDelay.f
   lPanDelay.l
EndStructure

Structure BASS_DX8_FLANGER
   fWetDryMix.f
   fDepth.f
   fFeedback.f
   fFrequency.f
   lWaveform.l   ;0=triangle, 1=sine
   fDelay.f
   lPhase.l        ;BASS_DX8_PHASE_xxx
EndStructure

Structure BASS_DX8_GARGLE
   dwRateHz.l    ;Rate of modulation in hz
   dwWaveShape.l ;0=triangle, 1=square
EndStructure

Structure BASS_DX8_I3DL2REVERB
   lRoom.l               ;[-10000, 0]      default: -1000 mB
   lRoomHF.l             ;[-10000, 0]      default: 0 mB
   flRoomRolloffFactor.f ;[0.0, 10.0]      default: 0.0
   flDecayTime.f          ;[0.1, 20.0]      default: 1.49s
   flDecayHFRatio.f       ;[0.1, 2.0]      default: 0.83
   lReflections.l          ;[-10000, 1000]   default: -2602 mB
   flReflectionsDelay.f    ;[0.0, 0.3]      default: 0.007 s
   lReverb.l             ;[-10000, 2000]   default: 200 mB
   flReverbDelay.f       ;[0.0, 0.1]      default: 0.011 s
   flDiffusion.f          ;[0.0, 100.0]      default: 100.0 %
   flDensity.f             ;[0.0, 100.0]      default: 100.0 %
   flHFReference.f       ;[20.0, 20000.0]   default: 5000.0 Hz
EndStructure

Structure BASS_DX8_PARAMEQ
   fCenter.f
   fBandwidth.f
   fGain.f
EndStructure

Structure BASS_DX8_REVERB
   fInGain.f          ;[-96.0,0.0]      default: 0.0 dB
   fReverbMix.f       ;[-96.0,0.0]      default: 0.0 db
   fReverbTime.f       ;[0.001,3000.0]   default: 1000.0 ms
   fHighFreqRTRatio.f ;[0.001,0.999]   default: 0.001
EndStructure

#BASS_DX8_PHASE_NEG_180   = 0
#BASS_DX8_PHASE_NEG_90   = 1
#BASS_DX8_PHASE_ZERO      = 2
#BASS_DX8_PHASE_90      = 3
#BASS_DX8_PHASE_180      = 4

; typedef void (CALLBACK IOSNOTIFYPROC)(DWORD status);
; /* iOS notification callback function.
; status : The notification (BASS_IOSNOTIFY_xxx) */

#BASS_IOSNOTIFY_INTERRUPT      = 1   ;interruption started
#BASS_IOSNOTIFY_INTERRUPT_END   = 2   ;interruption ended

;- BASS Functions
Prototype.l BASS_SetConfig(option.l, value.l)
Prototype.l BASS_GetConfig(option.l)
Prototype.l BASS_SetConfigPtr(option.l, *value)
Prototype.i BASS_GetConfigPtr(option.l)
Prototype.l BASS_GetVersion()
Prototype.l BASS_ErrorGetCode()
Prototype.l BASS_GetDeviceInfo(device.l, *info)
Prototype.l BASS_Init(device.l, freq.l, flags.l, *win, *dsguid)
Prototype.l BASS_SetDevice(device.l)
Prototype.l BASS_GetDevice()
Prototype.l BASS_Free()
CompilerIf #PB_Compiler_OS = #PB_OS_Windows
   Prototype.i BASS_GetDSoundObject(object.l)
CompilerEndIf
Prototype.l BASS_GetInfo(*info)
Prototype.l BASS_Update(length.l)
Prototype.f BASS_GetCPU()
Prototype.l BASS_Start()
Prototype.l BASS_Stop()
Prototype.l BASS_Pause()
Prototype.l BASS_SetVolume(volume.f)
Prototype.f BASS_GetVolume()

Prototype.l BASS_PluginLoad(*file, flags.l)
Prototype.l BASS_PluginFree(handle.l)
Prototype.i BASS_PluginGetInfo(handle.l)

Prototype.l BASS_Set3DFactors(distf.f, rollf.f, doppf.f)
Prototype.l BASS_Get3DFactors(*distf, *rollf, *doppf)
Prototype.l BASS_Set3DPosition(*pos, *vel, *front, *top)
Prototype.l BASS_Get3DPosition(*pos, *vel, *front, *top)
Prototype.i BASS_Apply3D()
CompilerIf #PB_Compiler_OS = #PB_OS_Windows
   Prototype.l BASS_SetEAXParameters(env.l, vol.f, decay.f, damp.f)
   Prototype.l BASS_GetEAXParameters(*env, *vol, *decay, *damp)
CompilerEndIf

Prototype.l BASS_MusicLoad(mem.l, *file, offset.q, length.l, flags.l, freq.l)
Prototype.l BASS_MusicFree(handle.l)

Prototype.l BASS_SampleLoad(mem.l, *file, offset.q, length.l, max.l, flags.l)
Prototype.l BASS_SampleCreate(length.l, freq.l, chans.l, max.l, flags.l)
Prototype.l BASS_SampleFree(handle.l)
Prototype.l BASS_SampleSetData(handle.l, *buffer)
Prototype.l BASS_SampleGetData(handle.l, *buffer)
Prototype.l BASS_SampleGetInfo(handle.l, *info)
Prototype.l BASS_SampleSetInfo(handle.l, *info)
Prototype.l BASS_SampleGetChannel(handle.l, onlynew.l)
Prototype.l BASS_SampleGetChannels(handle.l, *channels)
Prototype.l BASS_SampleStop(handle.l)

Prototype.l BASS_StreamCreate(freq.l, chans.l, flags.l, *proc, *user)
Prototype.l BASS_StreamCreateFile(mem.l, *file, offset.q, length.q, flags.l)
Prototype.l BASS_StreamCreateURL(*url, offset.l, flags.l, *proc, *user)
Prototype.l BASS_StreamCreateFileUser(system.l, flags.l, *proc, *user)
Prototype.l BASS_StreamFree(handle.l)
Prototype.q BASS_StreamGetFilePosition(handle.l, mode.l)
Prototype.l BASS_StreamPutData(handle.l, *buffer, length.l)
Prototype.l BASS_StreamPutFileData(handle.l, *buffer, length.l)

Prototype.l BASS_RecordGetDeviceInfo(device.l, *info)
Prototype.l BASS_RecordInit(device.l)
Prototype.l BASS_RecordSetDevice(device.l)
Prototype.l BASS_RecordGetDevice()
Prototype.l BASS_RecordFree()
Prototype.l BASS_RecordGetInfo(*info)
Prototype.i BASS_RecordGetInputName(input.l)
Prototype.l BASS_RecordSetInput(input.l, flags.l, volume.f)
Prototype.l BASS_RecordGetInput(input.l, *volume)
Prototype.l BASS_RecordStart(freq.l, chans.l, flags.l, *proc, *user)

Prototype.d BASS_ChannelBytes2Seconds(handle.l, pos.q)
Prototype.q BASS_ChannelSeconds2Bytes(handle.l, pos.d)
Prototype.l BASS_ChannelGetDevice(handle.l)
Prototype.l BASS_ChannelSetDevice(handle.l, device.l)
Prototype.l BASS_ChannelIsActive(handle.l)
Prototype.l BASS_ChannelGetInfo(handle.l, *info)
Prototype.i BASS_ChannelGetTags(handle.l, tags.l)
Prototype.l BASS_ChannelFlags(handle.l, flags.l, mask.l)
Prototype.l BASS_ChannelUpdate(handle.l, length.l)
Prototype.l BASS_ChannelLock(handle.l, lock.l)
Prototype.l BASS_ChannelPlay(handle.l, restart.l)
Prototype.l BASS_ChannelStop(handle.l)
Prototype.l BASS_ChannelPause(handle.l)
Prototype.l BASS_ChannelSetAttribute(handle.l, attrib.l, value.f)
Prototype.l BASS_ChannelGetAttribute(handle.l, attrib.l, *value)
Prototype.l BASS_ChannelSlideAttribute(handle.l, attrib.l, value.f, time.l)
Prototype.l BASS_ChannelIsSliding(handle.l, attrib.l)
Prototype.l BASS_ChannelSetAttributeEx(handle.l, attrib.l, *value, size.l)
Prototype.l BASS_ChannelGetAttributeEx(handle.l, attrib.l, *value, size.l)
Prototype.l BASS_ChannelSet3DAttributes(handle.l, mode.l, min.f, max.f, iangle.l, oangle.l, outvol.f)
Prototype.l BASS_ChannelGet3DAttributes(handle.l, *mode, *min, *max, *iangle, *oangle, *outvol)
Prototype.l BASS_ChannelSet3DPosition(handle.l, *pos, *orient, *vel)
Prototype.l BASS_ChannelGet3DPosition(handle.l, *pos, *orient, *vel)
Prototype.q BASS_ChannelGetLength(handle.l, mode.l)
Prototype.l BASS_ChannelSetPosition(handle.l, pos.q, mode.l)
Prototype.q BASS_ChannelGetPosition(handle.l, mode.l)
Prototype.l BASS_ChannelGetLevel(handle.l)
Prototype.l BASS_ChannelGetLevelEx(handle.l, *levels, length.f, flags.l)
Prototype.l BASS_ChannelGetData(handle.l, *buffer, length.l)
Prototype.l BASS_ChannelSetSync(handle.l, type.l, param.q, *proc, *user)
Prototype.l BASS_ChannelRemoveSync(handle.l, sync.l)
Prototype.l BASS_ChannelSetDSP(handle.l, *proc, *user, priority.l)
Prototype.l BASS_ChannelRemoveDSP(handle.l, dsp.l)
Prototype.l BASS_ChannelSetLink(handle.l, chan.l)
Prototype.l BASS_ChannelRemoveLink(handle.l, chan.l)
Prototype.l BASS_ChannelSetFX(handle.l, type.l, priority.l)
Prototype.l BASS_ChannelRemoveFX(handle.l, fx.l)

Prototype.l BASS_FXSetParameters(handle.l, *params)
Prototype.l BASS_FXGetParameters(handle.l, *params)
Prototype.l BASS_FXReset(handle.l)


...und hier ein kleiner Test:
Code:
;   Quick example to list the recording inputs.
;
;   The assert stuff is there to help detect if the wrong BASS.DLL is loaded, if a function can not be found the assert will detect this during debug.
;
;   BASS_Load_Library() and BASS_Free_Library() implemenation is for Windows only, for Linux and MacOS you need to make your own.

EnableExplicit ;Used to ensure strict coding

IncludeFile "bass.pbi"

;- Prototype Macros
Macro GetFunctionProtoQuote
   "
EndMacro
Macro GetFunctionProto(dll, name)
   Global name.name
   name = GetFunction(dll, GetFunctionProtoQuote#name#GetFunctionProtoQuote)
   CompilerIf #PB_Compiler_Debugger  ; Only enable assert in debug mode
      If name = #Null
         Debug "Assert on line " + #PB_Compiler_Line + ", GetFunction(" + GetFunctionProtoQuote#dll#GetFunctionProtoQuote + ", " + GetFunctionProtoQuote#name#GetFunctionProtoQuote + ")"
      EndIf
   CompilerEndIf
EndMacro

; BASS_Load_Library
Threaded _BASS_Load_Library_DLL_.i

Procedure BASS_Free_Library()
   If IsLibrary(_BASS_Load_Library_DLL_)
      CloseLibrary(_BASS_Load_Library_DLL_)
   EndIf
EndProcedure


Procedure.i BASS_Load_Library(dllpath$)
   Protected dll.i, result.i
   
   If IsLibrary(_BASS_Load_Library_DLL_)
      ProcedureReturn #False
   EndIf
   
   _BASS_Load_Library_DLL_ = OpenLibrary(#PB_Any, dllpath$)
   dll = _BASS_Load_Library_DLL_
   If IsLibrary(dll) = #False
    
      ProcedureReturn #False
   EndIf
   
   GetFunctionProto(dll, BASS_GetVersion)
   If BASS_GetVersion = #Null
      ;BASS_GetVersion() not found, is this really bass.dll ?
     BASS_Free_Library()
    
      ProcedureReturn #False
   EndIf
   
   ;Make sure BASS API and bass.dll are compatible.
   result = BASS_GetVersion()
   If (result & $FFFF0000) <> (#BASSVERSION & $FFFF0000) Or (result < #BASSVERSION)
     BASS_Free_Library()
    
      ProcedureReturn #False
   EndIf
   
   ;You should only use the GetFunctionProto() for the BASS functions you actually need/use,
   ;these are macros thus you will save some memory/exe size by removing the functions you don't use,
   ;during debugging the GetFunctionProto() macro will also check if the BASS function exists in the loaded library to catch wrong library versions.
   GetFunctionProto(dll, BASS_SetConfig)
   GetFunctionProto(dll, BASS_GetConfig)
   GetFunctionProto(dll, BASS_SetConfigPtr)
   GetFunctionProto(dll, BASS_GetConfigPtr)
   GetFunctionProto(dll, BASS_ErrorGetCode)
   GetFunctionProto(dll, BASS_GetDeviceInfo)
   GetFunctionProto(dll, BASS_Init)
   GetFunctionProto(dll, BASS_SetDevice)
   GetFunctionProto(dll, BASS_GetDevice)
   GetFunctionProto(dll, BASS_Free)
   ;GetFunctionProto(dll, BASS_GetDSoundObject)
   GetFunctionProto(dll, BASS_GetInfo)
   GetFunctionProto(dll, BASS_Update)
   GetFunctionProto(dll, BASS_GetCPU)
   GetFunctionProto(dll, BASS_Start)
   GetFunctionProto(dll, BASS_Stop)
   GetFunctionProto(dll, BASS_Pause)
   GetFunctionProto(dll, BASS_SetVolume)
   GetFunctionProto(dll, BASS_GetVolume)
   
   GetFunctionProto(dll, BASS_PluginLoad)
   GetFunctionProto(dll, BASS_PluginFree)
   GetFunctionProto(dll, BASS_PluginGetInfo)
   
   GetFunctionProto(dll, BASS_Set3DFactors)
   GetFunctionProto(dll, BASS_Get3DFactors)
   GetFunctionProto(dll, BASS_Set3DPosition)
   GetFunctionProto(dll, BASS_Get3DPosition)
   GetFunctionProto(dll, BASS_Apply3D)
   CompilerIf #PB_Compiler_OS = #PB_OS_Windows
      GetFunctionProto(dll, BASS_SetEAXParameters)
      GetFunctionProto(dll, BASS_GetEAXParameters)
   CompilerEndIf
   
   GetFunctionProto(dll, BASS_MusicLoad)
   GetFunctionProto(dll, BASS_MusicFree)
   
   GetFunctionProto(dll, BASS_SampleLoad)
   GetFunctionProto(dll, BASS_SampleCreate)
   GetFunctionProto(dll, BASS_SampleFree)
   GetFunctionProto(dll, BASS_SampleSetData)
   GetFunctionProto(dll, BASS_SampleGetData)
   GetFunctionProto(dll, BASS_SampleGetInfo)
   GetFunctionProto(dll, BASS_SampleSetInfo)
   GetFunctionProto(dll, BASS_SampleGetChannel)
   GetFunctionProto(dll, BASS_SampleGetChannels)
   GetFunctionProto(dll, BASS_SampleStop)
   
   GetFunctionProto(dll, BASS_StreamCreate)
   GetFunctionProto(dll, BASS_StreamCreateFile)
   GetFunctionProto(dll, BASS_StreamCreateURL)
   GetFunctionProto(dll, BASS_StreamCreateFileUser)
   GetFunctionProto(dll, BASS_StreamFree)
   GetFunctionProto(dll, BASS_StreamGetFilePosition)
   GetFunctionProto(dll, BASS_StreamPutData)
   GetFunctionProto(dll, BASS_StreamPutFileData)
   
   GetFunctionProto(dll, BASS_RecordGetDeviceInfo)
   GetFunctionProto(dll, BASS_RecordInit)
   GetFunctionProto(dll, BASS_RecordSetDevice)
   GetFunctionProto(dll, BASS_RecordGetDevice)
   GetFunctionProto(dll, BASS_RecordFree)
   GetFunctionProto(dll, BASS_RecordGetInfo)
   GetFunctionProto(dll, BASS_RecordGetInputName)
   GetFunctionProto(dll, BASS_RecordSetInput)
   GetFunctionProto(dll, BASS_RecordGetInput)
   GetFunctionProto(dll, BASS_RecordStart)
   
   GetFunctionProto(dll, BASS_ChannelBytes2Seconds)
   GetFunctionProto(dll, BASS_ChannelSeconds2Bytes)
   GetFunctionProto(dll, BASS_ChannelGetDevice)
   GetFunctionProto(dll, BASS_ChannelSetDevice)
   GetFunctionProto(dll, BASS_ChannelIsActive)
   GetFunctionProto(dll, BASS_ChannelGetInfo)
   GetFunctionProto(dll, BASS_ChannelGetTags)
   GetFunctionProto(dll, BASS_ChannelFlags)
   GetFunctionProto(dll, BASS_ChannelUpdate)
   GetFunctionProto(dll, BASS_ChannelLock)
   GetFunctionProto(dll, BASS_ChannelPlay)
   GetFunctionProto(dll, BASS_ChannelStop)
   GetFunctionProto(dll, BASS_ChannelPause)
   GetFunctionProto(dll, BASS_ChannelSetAttribute)
   GetFunctionProto(dll, BASS_ChannelSetAttributeEx)
   GetFunctionProto(dll, BASS_ChannelGetAttribute)
   GetFunctionProto(dll, BASS_ChannelGetAttributeEx)
   GetFunctionProto(dll, BASS_ChannelSlideAttribute)
   GetFunctionProto(dll, BASS_ChannelIsSliding)
   GetFunctionProto(dll, BASS_ChannelSet3DAttributes)
   GetFunctionProto(dll, BASS_ChannelGet3DAttributes)
   GetFunctionProto(dll, BASS_ChannelSet3DPosition)
   GetFunctionProto(dll, BASS_ChannelGet3DPosition)
   GetFunctionProto(dll, BASS_ChannelGetLength)
   GetFunctionProto(dll, BASS_ChannelSetPosition)
   GetFunctionProto(dll, BASS_ChannelGetPosition)
   GetFunctionProto(dll, BASS_ChannelGetLevel)
   GetFunctionProto(dll, BASS_ChannelGetLevelEx)
   GetFunctionProto(dll, BASS_ChannelGetData)
   GetFunctionProto(dll, BASS_ChannelSetSync)
   GetFunctionProto(dll, BASS_ChannelRemoveSync)
   GetFunctionProto(dll, BASS_ChannelSetDSP)
   GetFunctionProto(dll, BASS_ChannelRemoveDSP)
   GetFunctionProto(dll, BASS_ChannelSetLink)
   GetFunctionProto(dll, BASS_ChannelRemoveLink)
   GetFunctionProto(dll, BASS_ChannelSetFX)
   GetFunctionProto(dll, BASS_ChannelRemoveFX)
   
   GetFunctionProto(dll, BASS_FXSetParameters)
   GetFunctionProto(dll, BASS_FXGetParameters)
   GetFunctionProto(dll, BASS_FXReset)
   ProcedureReturn #True
EndProcedure

;Example:
;If BASS_Load_Library("bass.dll") = #False
If BASS_Load_Library("./libbass.so") = #False
   Debug "Failed to load bass.so"
   End
EndIf

MessageRequester("huhu",Hex(BASS_GetVersion(), #PB_Long))
;2040B00 (BASS 2.4.11.0) or later is needed for the device type info example below.

BASS_SetConfig(#BASS_CONFIG_UNICODE, #True)

Define i.i, info.BASS_DEVICEINFO, name$
i=0
While BASS_RecordGetDeviceInfo(i, info)
   If (info\flags & #BASS_DEVICE_ENABLED)
      name$ = PeekS(info\name, 31, #PB_UTF8) ;Device name is max 32 chars (including zero terminator).
      Select (info\flags & #BASS_DEVICE_TYPE_MASK) ;Windows and OSX
         Case #BASS_DEVICE_TYPE_DIGITAL
            Debug "Digital: " + name$
         Case #BASS_DEVICE_TYPE_DISPLAYPORT ;On Windows this may show as HDMI instead.
            Debug "DisplayPort: " + name$
         Case #BASS_DEVICE_TYPE_HANDSET
            Debug "HAndset: " + name$
         Case #BASS_DEVICE_TYPE_HDMI
            Debug "HDMI: " + name$
         Case #BASS_DEVICE_TYPE_HEADPHONES
            Debug "Headphones: " + name$
         Case #BASS_DEVICE_TYPE_HEADSET
            Debug "Headset: " + name$
         Case #BASS_DEVICE_TYPE_LINE
            Debug "Line: " + name$
         Case #BASS_DEVICE_TYPE_MICROPHONE
            Debug "Microphone: " + name$
         Case #BASS_DEVICE_TYPE_NETWORK
            Debug "NEetwork: " + name$
         Case #BASS_DEVICE_TYPE_SPDIF
            Debug "SPDIF: " + name$
         Case #BASS_DEVICE_TYPE_SPEAKERS
            Debug "Speakers: " + name$
         Default
            Debug "Unknown: " + name$
      EndSelect
   EndIf
   i+1
Wend

BASS_Free_Library()


...dieser Test funktioniert auch.

Aber wie kann ich z.B. Sound abspielen ?

Hier ein kleiner Test:
Code:
IncludeFile "bass.pbi"

;- Prototype Macros
Macro GetFunctionProtoQuote
   "
EndMacro
Macro GetFunctionProto(dll, name)
   Global name.name
   name = GetFunction(dll, GetFunctionProtoQuote#name#GetFunctionProtoQuote)
   CompilerIf #PB_Compiler_Debugger  ; Only enable assert in debug mode
      If name = #Null
         Debug "Assert on line " + #PB_Compiler_Line + ", GetFunction(" + GetFunctionProtoQuote#dll#GetFunctionProtoQuote + ", " + GetFunctionProtoQuote#name#GetFunctionProtoQuote + ")"
      EndIf
   CompilerEndIf
EndMacro

; BASS_Load_Library
Threaded _BASS_Load_Library_DLL_.i

Procedure BASS_Free_Library()
   If IsLibrary(_BASS_Load_Library_DLL_)
      CloseLibrary(_BASS_Load_Library_DLL_)
   EndIf
EndProcedure


Procedure.i BASS_Load_Library(dllpath$)
   Protected dll.i, result.i
   
   If IsLibrary(_BASS_Load_Library_DLL_)
      ProcedureReturn #False
   EndIf
   
   _BASS_Load_Library_DLL_ = OpenLibrary(#PB_Any, dllpath$)
   dll = _BASS_Load_Library_DLL_
   If IsLibrary(dll) = #False
    
      ProcedureReturn #False
   EndIf
   
   GetFunctionProto(dll, BASS_GetVersion)
   If BASS_GetVersion = #Null
      ;BASS_GetVersion() not found, is this really bass.dll ?
     BASS_Free_Library()
    
      ProcedureReturn #False
   EndIf
   
   ;Make sure BASS API and bass.dll are compatible.
   result = BASS_GetVersion()
   If (result & $FFFF0000) <> (#BASSVERSION & $FFFF0000) Or (result < #BASSVERSION)
     BASS_Free_Library()
    
      ProcedureReturn #False
   EndIf
   
   ;You should only use the GetFunctionProto() for the BASS functions you actually need/use,
   ;these are macros thus you will save some memory/exe size by removing the functions you don't use,
   ;during debugging the GetFunctionProto() macro will also check if the BASS function exists in the loaded library to catch wrong library versions.
   GetFunctionProto(dll, BASS_SetConfig)
   GetFunctionProto(dll, BASS_GetConfig)
   GetFunctionProto(dll, BASS_SetConfigPtr)
   GetFunctionProto(dll, BASS_GetConfigPtr)
   GetFunctionProto(dll, BASS_ErrorGetCode)
   GetFunctionProto(dll, BASS_GetDeviceInfo)
   GetFunctionProto(dll, BASS_Init)
   GetFunctionProto(dll, BASS_SetDevice)
   GetFunctionProto(dll, BASS_GetDevice)
   GetFunctionProto(dll, BASS_Free)
   ;GetFunctionProto(dll, BASS_GetDSoundObject)
   GetFunctionProto(dll, BASS_GetInfo)
   GetFunctionProto(dll, BASS_Update)
   GetFunctionProto(dll, BASS_GetCPU)
   GetFunctionProto(dll, BASS_Start)
   GetFunctionProto(dll, BASS_Stop)
   GetFunctionProto(dll, BASS_Pause)
   GetFunctionProto(dll, BASS_SetVolume)
   GetFunctionProto(dll, BASS_GetVolume)
   
   GetFunctionProto(dll, BASS_PluginLoad)
   GetFunctionProto(dll, BASS_PluginFree)
   GetFunctionProto(dll, BASS_PluginGetInfo)
   
   GetFunctionProto(dll, BASS_Set3DFactors)
   GetFunctionProto(dll, BASS_Get3DFactors)
   GetFunctionProto(dll, BASS_Set3DPosition)
   GetFunctionProto(dll, BASS_Get3DPosition)
   GetFunctionProto(dll, BASS_Apply3D)
   CompilerIf #PB_Compiler_OS = #PB_OS_Windows
      GetFunctionProto(dll, BASS_SetEAXParameters)
      GetFunctionProto(dll, BASS_GetEAXParameters)
   CompilerEndIf
   
   GetFunctionProto(dll, BASS_MusicLoad)
   GetFunctionProto(dll, BASS_MusicFree)
   
   GetFunctionProto(dll, BASS_SampleLoad)
   GetFunctionProto(dll, BASS_SampleCreate)
   GetFunctionProto(dll, BASS_SampleFree)
   GetFunctionProto(dll, BASS_SampleSetData)
   GetFunctionProto(dll, BASS_SampleGetData)
   GetFunctionProto(dll, BASS_SampleGetInfo)
   GetFunctionProto(dll, BASS_SampleSetInfo)
   GetFunctionProto(dll, BASS_SampleGetChannel)
   GetFunctionProto(dll, BASS_SampleGetChannels)
   GetFunctionProto(dll, BASS_SampleStop)
   
   GetFunctionProto(dll, BASS_StreamCreate)
   GetFunctionProto(dll, BASS_StreamCreateFile)
   GetFunctionProto(dll, BASS_StreamCreateURL)
   GetFunctionProto(dll, BASS_StreamCreateFileUser)
   GetFunctionProto(dll, BASS_StreamFree)
   GetFunctionProto(dll, BASS_StreamGetFilePosition)
   GetFunctionProto(dll, BASS_StreamPutData)
   GetFunctionProto(dll, BASS_StreamPutFileData)
   
   GetFunctionProto(dll, BASS_RecordGetDeviceInfo)
   GetFunctionProto(dll, BASS_RecordInit)
   GetFunctionProto(dll, BASS_RecordSetDevice)
   GetFunctionProto(dll, BASS_RecordGetDevice)
   GetFunctionProto(dll, BASS_RecordFree)
   GetFunctionProto(dll, BASS_RecordGetInfo)
   GetFunctionProto(dll, BASS_RecordGetInputName)
   GetFunctionProto(dll, BASS_RecordSetInput)
   GetFunctionProto(dll, BASS_RecordGetInput)
   GetFunctionProto(dll, BASS_RecordStart)
   
   GetFunctionProto(dll, BASS_ChannelBytes2Seconds)
   GetFunctionProto(dll, BASS_ChannelSeconds2Bytes)
   GetFunctionProto(dll, BASS_ChannelGetDevice)
   GetFunctionProto(dll, BASS_ChannelSetDevice)
   GetFunctionProto(dll, BASS_ChannelIsActive)
   GetFunctionProto(dll, BASS_ChannelGetInfo)
   GetFunctionProto(dll, BASS_ChannelGetTags)
   GetFunctionProto(dll, BASS_ChannelFlags)
   GetFunctionProto(dll, BASS_ChannelUpdate)
   GetFunctionProto(dll, BASS_ChannelLock)
   GetFunctionProto(dll, BASS_ChannelPlay)
   GetFunctionProto(dll, BASS_ChannelStop)
   GetFunctionProto(dll, BASS_ChannelPause)
   GetFunctionProto(dll, BASS_ChannelSetAttribute)
   GetFunctionProto(dll, BASS_ChannelSetAttributeEx)
   GetFunctionProto(dll, BASS_ChannelGetAttribute)
   GetFunctionProto(dll, BASS_ChannelGetAttributeEx)
   GetFunctionProto(dll, BASS_ChannelSlideAttribute)
   GetFunctionProto(dll, BASS_ChannelIsSliding)
   GetFunctionProto(dll, BASS_ChannelSet3DAttributes)
   GetFunctionProto(dll, BASS_ChannelGet3DAttributes)
   GetFunctionProto(dll, BASS_ChannelSet3DPosition)
   GetFunctionProto(dll, BASS_ChannelGet3DPosition)
   GetFunctionProto(dll, BASS_ChannelGetLength)
   GetFunctionProto(dll, BASS_ChannelSetPosition)
   GetFunctionProto(dll, BASS_ChannelGetPosition)
   GetFunctionProto(dll, BASS_ChannelGetLevel)
   GetFunctionProto(dll, BASS_ChannelGetLevelEx)
   GetFunctionProto(dll, BASS_ChannelGetData)
   GetFunctionProto(dll, BASS_ChannelSetSync)
   GetFunctionProto(dll, BASS_ChannelRemoveSync)
   GetFunctionProto(dll, BASS_ChannelSetDSP)
   GetFunctionProto(dll, BASS_ChannelRemoveDSP)
   GetFunctionProto(dll, BASS_ChannelSetLink)
   GetFunctionProto(dll, BASS_ChannelRemoveLink)
   GetFunctionProto(dll, BASS_ChannelSetFX)
   GetFunctionProto(dll, BASS_ChannelRemoveFX)
   
   GetFunctionProto(dll, BASS_FXSetParameters)
   GetFunctionProto(dll, BASS_FXGetParameters)
   GetFunctionProto(dll, BASS_FXReset)
   ProcedureReturn #True
EndProcedure

;Example:
;If BASS_Load_Library("bass.dll") = #False
If BASS_Load_Library("./libbass.so") = #False
   Debug "Failed to load bass.so"
   End
EndIf

Global Handle, Karaoke


Enumeration
   ;PLAY GADGETS
   #MP3Play
   #MP3Pause
   #MP3Stop
   #MP3Load
   ;EFFECTS GADGETS
   #FX_KARAOKE
EndEnumeration


Procedure MyDSP(Handle,Channel,Buffer,Lenght,User)   
   If Karaoke = 1
      For i = 0 To Lenght-1 Step 4
         Channel1.w = PeekW(Buffer+i)
         Channel2.w = PeekW(Buffer+i+2)
         nChannel1.w = Channel1 * -1
         nChannel2.w = Channel2 * -1
         Channel1 + nChannel2
         Channel2 + nChannel1
         PokeW(Buffer+i,Channel1)
         PokeW(Buffer+i+2,Channel2)
      Next
   EndIf
EndProcedure

If OpenWindow(0,100,150,450,200,"Test",#PB_Window_SystemMenu)
   ButtonGadget(#MP3Load,150,50,50,25,"Load")
   ButtonGadget(#MP3Stop,200,50,50,25,"Stop")
   ButtonGadget(#MP3Play,250,50,75,25,"Play")
   ButtonGadget(#MP3Pause,325,50,50,25,"Pause")
   
 
   CheckBoxGadget(#FX_KARAOKE,10,100,120,25,"Karaoke")
   SetGadgetState(#FX_KARAOKE,1)
   
   
   
   ;- INICIA BASS
   BASS_Init(-1,#WAVE_FORMAT_4S16,0,WindowID(0),#Null)
   FileName.s = OpenFileRequester("","","*.*",0)
   BASS_SetVolume(100)
   Handle=BASS_StreamCreateFile(#False, @FileName, 0, 0, #BASS_SAMPLE_3D)
   MyDSPHandle = BASS_ChannelSetDSP(Handle,@MyDSP(),0,0)
   BASS_ChannelPlay(Handle,0)
   
   Dim FFT.f(512)
   Karaoke = 1
   Repeat
      EventID=WindowEvent()
      Delay(10)
      Select EventID
         Case 0
            If Handle And BASS_ChannelIsActive(Handle) = #BASS_ACTIVE_PLAYING
               BASS_ChannelGetData(Handle,@FFT(),#BASS_DATA_FFT1024);Here we get the FFT info to make later a metter
               uPos = BASS_StreamGetFilePosition(Handle,#BASS_FILEPOS_CURRENT)
               SetWindowTitle(0,StrF(FFT(1)) + "  " + Str(uPos))
            EndIf
         Case #PB_Event_Gadget
            Select EventGadget()
               ;- PLAY
               Case #MP3Load
                  BASS_StreamFree(Handle)
                  FileName.s = OpenFileRequester("huhu","","*.*",0)
                  BASS_SetVolume(100)
                  Handle=BASS_StreamCreateFile(#False, @FileName, 0, 0, 0)
                  ;MyDSPHandle = BASS_ChannelSetDSP(Handle,@MyDSP(),0,0)
               Case #MP3Play
                  BASS_ChannelPlay(Handle,0)
               Case #MP3Pause
                  BASS_ChannelPause(Handle)
                  BASS_Start()
               Case #MP3Stop
                  BASS_ChannelStop(Handle)
                  ;BASS_ChannelSetPosition(Handle,0)
                  ;- EFFECTS
               Case #FX_KARAOKE
                  If GetGadgetState(#FX_KARAOKE) = 1
                     Karaoke = 1
                  Else
                     Karaoke = 0
                  EndIf
            EndSelect
      EndSelect
   Until EventID=#PB_Event_CloseWindow
EndIf
BASS_ChannelRemoveDSP(Handle,MyDSPHandle)
BASS_Free()
End


...ich bekomme keinen Sound zu hören und der Fehler liegt irgendwo hier:
Code:
 ;- INICIA BASS
   BASS_Init(-1,#WAVE_FORMAT_4S16,0,WindowID(0),#Null)
   FileName.s = OpenFileRequester("","","*.*",0)
   BASS_SetVolume(100)
   Handle=BASS_StreamCreateFile(#False, @FileName, 0, 0, #BASS_SAMPLE_3D)
   MyDSPHandle = BASS_ChannelSetDSP(Handle,@MyDSP(),0,0)
   BASS_ChannelPlay(Handle,0)

...lasse ich das @ beim FileName weg kommt eine Error (Zahl erwartet)

Ich bitte um Hilfe.


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 Betreff des Beitrags: Re: Suche externe Soundlösung
BeitragVerfasst: 29.12.2017 00:56 
Offline

Registriert: 27.11.2016 18:13
Wohnort: Erzgebirge
Ok, mit diesem Beispiel funktioniert die Soundwiedergabe.
Ich werde mal noch ein bisschen experimentieren.

Code:
EnableExplicit
IncludeFile "bass.pbi"

;- Prototype Macros
Macro GetFunctionProtoQuote
   "
EndMacro
Macro GetFunctionProto(dll, name)
   Global name.name
   name = GetFunction(dll, GetFunctionProtoQuote#name#GetFunctionProtoQuote)
   CompilerIf #PB_Compiler_Debugger  ; Only enable assert in debug mode
      If name = #Null
         Debug "Assert on line " + #PB_Compiler_Line + ", GetFunction(" + GetFunctionProtoQuote#dll#GetFunctionProtoQuote + ", " + GetFunctionProtoQuote#name#GetFunctionProtoQuote + ")"
      EndIf
   CompilerEndIf
EndMacro

; BASS_Load_Library
Threaded _BASS_Load_Library_DLL_.i

Procedure BASS_Free_Library()
   If IsLibrary(_BASS_Load_Library_DLL_)
      CloseLibrary(_BASS_Load_Library_DLL_)
   EndIf
EndProcedure


Procedure.i BASS_Load_Library(dllpath$)
   Protected dll.i, result.i
   
   If IsLibrary(_BASS_Load_Library_DLL_)
      ProcedureReturn #False
   EndIf
   
   _BASS_Load_Library_DLL_ = OpenLibrary(#PB_Any, dllpath$)
   dll = _BASS_Load_Library_DLL_
   If IsLibrary(dll) = #False
    
      ProcedureReturn #False
   EndIf
   
   GetFunctionProto(dll, BASS_GetVersion)
   If BASS_GetVersion = #Null
      ;BASS_GetVersion() not found, is this really bass.dll ?
     BASS_Free_Library()
    
      ProcedureReturn #False
   EndIf
   
   ;Make sure BASS API and bass.dll are compatible.
   result = BASS_GetVersion()
   If (result & $FFFF0000) <> (#BASSVERSION & $FFFF0000) Or (result < #BASSVERSION)
     BASS_Free_Library()
    
      ProcedureReturn #False
   EndIf
   
   ;You should only use the GetFunctionProto() for the BASS functions you actually need/use,
   ;these are macros thus you will save some memory/exe size by removing the functions you don't use,
   ;during debugging the GetFunctionProto() macro will also check if the BASS function exists in the loaded library to catch wrong library versions.
   GetFunctionProto(dll, BASS_SetConfig)
   GetFunctionProto(dll, BASS_GetConfig)
   GetFunctionProto(dll, BASS_SetConfigPtr)
   GetFunctionProto(dll, BASS_GetConfigPtr)
   GetFunctionProto(dll, BASS_ErrorGetCode)
   GetFunctionProto(dll, BASS_GetDeviceInfo)
   GetFunctionProto(dll, BASS_Init)
   GetFunctionProto(dll, BASS_SetDevice)
   GetFunctionProto(dll, BASS_GetDevice)
   GetFunctionProto(dll, BASS_Free)
   ;GetFunctionProto(dll, BASS_GetDSoundObject)
   GetFunctionProto(dll, BASS_GetInfo)
   GetFunctionProto(dll, BASS_Update)
   GetFunctionProto(dll, BASS_GetCPU)
   GetFunctionProto(dll, BASS_Start)
   GetFunctionProto(dll, BASS_Stop)
   GetFunctionProto(dll, BASS_Pause)
   GetFunctionProto(dll, BASS_SetVolume)
   GetFunctionProto(dll, BASS_GetVolume)
   
   GetFunctionProto(dll, BASS_PluginLoad)
   GetFunctionProto(dll, BASS_PluginFree)
   GetFunctionProto(dll, BASS_PluginGetInfo)
   
   GetFunctionProto(dll, BASS_Set3DFactors)
   GetFunctionProto(dll, BASS_Get3DFactors)
   GetFunctionProto(dll, BASS_Set3DPosition)
   GetFunctionProto(dll, BASS_Get3DPosition)
   GetFunctionProto(dll, BASS_Apply3D)
   CompilerIf #PB_Compiler_OS = #PB_OS_Windows
      GetFunctionProto(dll, BASS_SetEAXParameters)
      GetFunctionProto(dll, BASS_GetEAXParameters)
   CompilerEndIf
   
   GetFunctionProto(dll, BASS_MusicLoad)
   GetFunctionProto(dll, BASS_MusicFree)
   
   GetFunctionProto(dll, BASS_SampleLoad)
   GetFunctionProto(dll, BASS_SampleCreate)
   GetFunctionProto(dll, BASS_SampleFree)
   GetFunctionProto(dll, BASS_SampleSetData)
   GetFunctionProto(dll, BASS_SampleGetData)
   GetFunctionProto(dll, BASS_SampleGetInfo)
   GetFunctionProto(dll, BASS_SampleSetInfo)
   GetFunctionProto(dll, BASS_SampleGetChannel)
   GetFunctionProto(dll, BASS_SampleGetChannels)
   GetFunctionProto(dll, BASS_SampleStop)
   
   GetFunctionProto(dll, BASS_StreamCreate)
   GetFunctionProto(dll, BASS_StreamCreateFile)
   GetFunctionProto(dll, BASS_StreamCreateURL)
   GetFunctionProto(dll, BASS_StreamCreateFileUser)
   GetFunctionProto(dll, BASS_StreamFree)
   GetFunctionProto(dll, BASS_StreamGetFilePosition)
   GetFunctionProto(dll, BASS_StreamPutData)
   GetFunctionProto(dll, BASS_StreamPutFileData)
   
   GetFunctionProto(dll, BASS_RecordGetDeviceInfo)
   GetFunctionProto(dll, BASS_RecordInit)
   GetFunctionProto(dll, BASS_RecordSetDevice)
   GetFunctionProto(dll, BASS_RecordGetDevice)
   GetFunctionProto(dll, BASS_RecordFree)
   GetFunctionProto(dll, BASS_RecordGetInfo)
   GetFunctionProto(dll, BASS_RecordGetInputName)
   GetFunctionProto(dll, BASS_RecordSetInput)
   GetFunctionProto(dll, BASS_RecordGetInput)
   GetFunctionProto(dll, BASS_RecordStart)
   
   GetFunctionProto(dll, BASS_ChannelBytes2Seconds)
   GetFunctionProto(dll, BASS_ChannelSeconds2Bytes)
   GetFunctionProto(dll, BASS_ChannelGetDevice)
   GetFunctionProto(dll, BASS_ChannelSetDevice)
   GetFunctionProto(dll, BASS_ChannelIsActive)
   GetFunctionProto(dll, BASS_ChannelGetInfo)
   GetFunctionProto(dll, BASS_ChannelGetTags)
   GetFunctionProto(dll, BASS_ChannelFlags)
   GetFunctionProto(dll, BASS_ChannelUpdate)
   GetFunctionProto(dll, BASS_ChannelLock)
   GetFunctionProto(dll, BASS_ChannelPlay)
   GetFunctionProto(dll, BASS_ChannelStop)
   GetFunctionProto(dll, BASS_ChannelPause)
   GetFunctionProto(dll, BASS_ChannelSetAttribute)
   GetFunctionProto(dll, BASS_ChannelSetAttributeEx)
   GetFunctionProto(dll, BASS_ChannelGetAttribute)
   GetFunctionProto(dll, BASS_ChannelGetAttributeEx)
   GetFunctionProto(dll, BASS_ChannelSlideAttribute)
   GetFunctionProto(dll, BASS_ChannelIsSliding)
   GetFunctionProto(dll, BASS_ChannelSet3DAttributes)
   GetFunctionProto(dll, BASS_ChannelGet3DAttributes)
   GetFunctionProto(dll, BASS_ChannelSet3DPosition)
   GetFunctionProto(dll, BASS_ChannelGet3DPosition)
   GetFunctionProto(dll, BASS_ChannelGetLength)
   GetFunctionProto(dll, BASS_ChannelSetPosition)
   GetFunctionProto(dll, BASS_ChannelGetPosition)
   GetFunctionProto(dll, BASS_ChannelGetLevel)
   GetFunctionProto(dll, BASS_ChannelGetLevelEx)
   GetFunctionProto(dll, BASS_ChannelGetData)
   GetFunctionProto(dll, BASS_ChannelSetSync)
   GetFunctionProto(dll, BASS_ChannelRemoveSync)
   GetFunctionProto(dll, BASS_ChannelSetDSP)
   GetFunctionProto(dll, BASS_ChannelRemoveDSP)
   GetFunctionProto(dll, BASS_ChannelSetLink)
   GetFunctionProto(dll, BASS_ChannelRemoveLink)
   GetFunctionProto(dll, BASS_ChannelSetFX)
   GetFunctionProto(dll, BASS_ChannelRemoveFX)
   
   GetFunctionProto(dll, BASS_FXSetParameters)
   GetFunctionProto(dll, BASS_FXGetParameters)
   GetFunctionProto(dll, BASS_FXReset)
   ProcedureReturn #True
EndProcedure

;Example:
;If BASS_Load_Library("bass.dll") = #False
If BASS_Load_Library("./libbass.so") = #False
   Debug "Failed to load bass.so"
   End
EndIf

Global *BASS_Filename
Procedure SetBASSFilename(filename.s)
  If *BASS_Filename
    FreeMemory(*BASS_Filename)
  EndIf
  *BASS_FILENAME = AllocateMemory(Len(filename) + 1)
  PokeS(*BASS_FILENAME, filename, -1, #PB_Ascii)
EndProcedure


If OpenWindow(0, 0, 0, 210, 220, "TEST", #PB_Window_SystemMenu | #PB_Window_ScreenCentered | #PB_Window_SizeGadget)

BASS_Init(-1, 44100, 0, WindowID(0), #Null)

Define Handle, songname.s, tLen.d, tPos.d, i.i


BASS_StreamFree(Handle)

; CHANGE THIS TO POINT TO AN EXISTING FILE
songname = "Testsound.mp3"

SetBASSFilename(songname)

Handle = BASS_StreamCreateFile(0, *BASS_Filename, 0, 0, 0)
Debug Handle ; returns a valid result

; If i seperate the BASS_ChannelGetLength, it does return a valid amount.
tLen = BASS_ChannelBytes2Seconds(Handle, BASS_ChannelGetLength(Handle, #BASS_POS_BYTE))
Debug tLen ; this is where problem is - -1.#IND

BASS_ChannelPlay(Handle, 0)

;just to see if there's variation
For i = 1 To 50
  tPos = BASS_ChannelBytes2Seconds(Handle, BASS_ChannelGetPosition(Handle, #BASS_POS_BYTE))
  Debug tPos ; should alter with time but returns -1.#IND
  Delay(1000)
Next

EndIf

BASS_PluginFree(0)
BASS_StreamFree(Handle)
BASS_Free()


(Es muss hier eine Testsound.mp3 Datei und die libbass.so im selben Ordner sein.)

Das hier scheint sehr wichtig zu sein:
Code:
Global *BASS_Filename
Procedure SetBASSFilename(filename.s)
  If *BASS_Filename
    FreeMemory(*BASS_Filename)
  EndIf
  *BASS_FILENAME = AllocateMemory(Len(filename) + 1)
  PokeS(*BASS_FILENAME, filename, -1, #PB_Ascii)
EndProcedure


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 Betreff des Beitrags: Re: Suche externe Soundlösung
BeitragVerfasst: 29.12.2017 02:22 
Offline

Registriert: 27.11.2016 18:13
Wohnort: Erzgebirge
Ach die bass.dll oder libbass funktioniert ganz gut unter Windows und Linux und beinhaltet sehr viele tolle Funktionen.
Die 3D-Sound-Funktionen von PureBasic laufen ja nicht mal unter Linux und die normalen Sound-Funktionen nur mit Einschränkungen.

Auch fmod oder OpenAl scheint ganz gut zu sein.

Kann hier mal jemand ein lauffähiges Beispiel (unter Linux) zur Verwendung von fmod oder OpenAl posten.

Danke.


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