コード例 #1
0
ファイル: dsptest.c プロジェクト: AntonGerasimov/Converter
void RotateToggled(GtkToggleButton *obj, gpointer data)
{ // toggle "rotate"
	if (obj->active) {
		rotpos=0.7853981f;
		rotdsp=BASS_ChannelSetDSP(chan,&Rotate,0,2);
	} else
		BASS_ChannelRemoveDSP(chan,rotdsp);
}
コード例 #2
0
ファイル: dsptest.c プロジェクト: AntonGerasimov/Converter
void EchoToggled(GtkToggleButton *obj, gpointer data)
{ // toggle "echo"
	if (obj->active) {
		memset(echbuf,0,sizeof(echbuf));
		echpos=0;
		echdsp=BASS_ChannelSetDSP(chan,&Echo,0,1);
	} else
		BASS_ChannelRemoveDSP(chan,echdsp);
}
コード例 #3
0
ファイル: dsptest.c プロジェクト: AntonGerasimov/Converter
void FlangerToggled(GtkToggleButton *obj, gpointer data)
{ // toggle "flanger"
	if (obj->active) {
		memset(flabuf,0,sizeof(flabuf));
		flapos=0;
		flas=FLABUFLEN/2;
		flasinc=0.002f;
		fladsp=BASS_ChannelSetDSP(chan,&Flange,0,0);
	} else
		BASS_ChannelRemoveDSP(chan,fladsp);
}
コード例 #4
0
ファイル: dsptest.c プロジェクト: mavlee/FYDP
BOOL CALLBACK dialogproc(HWND h,UINT m,WPARAM w,LPARAM l)
{
	switch (m) {
		case WM_COMMAND:
			switch (LOWORD(w)) {
				case IDCANCEL:
					DestroyWindow(h);
					break;
				case 10:
					{
						BASS_CHANNELINFO info;
						char file[MAX_PATH]="";
						ofn.lpstrFilter="playable files\0*.mo3;*.xm;*.mod;*.s3m;*.it;*.mtm;*.umx;*.mp3;*.mp2;*.mp1;*.ogg;*.wav;*.aif\0All files\0*.*\0\0";
						ofn.lpstrFile=file;
						if (GetOpenFileName(&ofn)) {
							// free both MOD and stream, it must be one of them! :)
							BASS_MusicFree(chan);
							BASS_StreamFree(chan);
							if (!(chan=BASS_StreamCreateFile(FALSE,file,0,0,BASS_SAMPLE_LOOP|floatable))
								&& !(chan=BASS_MusicLoad(FALSE,file,0,0,BASS_SAMPLE_LOOP|BASS_MUSIC_RAMPS|floatable,1))) {
								// whatever it is, it ain't playable
								MESS(10,WM_SETTEXT,0,"click here to open a file...");
								Error("Can't play the file");
								break;
							}
							BASS_ChannelGetInfo(chan,&info);
							if (info.chans!=2) { // only stereo is allowed
								MESS(10,WM_SETTEXT,0,"click here to open a file...");
								BASS_MusicFree(chan);
								BASS_StreamFree(chan);
								Error("only stereo sources are supported");
								break;
							}
							MESS(10,WM_SETTEXT,0,file);
							// setup DSPs on new channel and play it
							SendMessage(win,WM_COMMAND,11,0);
							SendMessage(win,WM_COMMAND,12,0);
							SendMessage(win,WM_COMMAND,13,0);
							BASS_ChannelPlay(chan,FALSE);
						}
					}
					break;
				case 11: // toggle "rotate"
					if (MESS(11,BM_GETCHECK,0,0)) {
						rotpos=0.7853981f;
						rotdsp=BASS_ChannelSetDSP(chan,&Rotate,0,2);
					} else
						BASS_ChannelRemoveDSP(chan,rotdsp);
					break;
				case 12: // toggle "echo"
					if (MESS(12,BM_GETCHECK,0,0)) {
						memset(echbuf,0,sizeof(echbuf));
						echpos=0;
						echdsp=BASS_ChannelSetDSP(chan,&Echo,0,1);
					} else
						BASS_ChannelRemoveDSP(chan,echdsp);
					break;
				case 13: // toggle "flanger"
					if (MESS(13,BM_GETCHECK,0,0)) {
						memset(flabuf,0,sizeof(flabuf));
						flapos=0;
					    flas=FLABUFLEN/2;
					    flasinc=0.002f;
						fladsp=BASS_ChannelSetDSP(chan,&Flange,0,0);
					} else
						BASS_ChannelRemoveDSP(chan,fladsp);
					break;
			}
			break;

		case WM_INITDIALOG:
			win=h;
			memset(&ofn,0,sizeof(ofn));
			ofn.lStructSize=sizeof(ofn);
			ofn.hwndOwner=h;
			ofn.nMaxFile=MAX_PATH;
			ofn.Flags=OFN_HIDEREADONLY|OFN_EXPLORER;
			// enable floating-point DSP
			BASS_SetConfig(BASS_CONFIG_FLOATDSP,TRUE);
			// initialize - default device
			if (!BASS_Init(-1,44100,0,win,NULL)) {
				Error("Can't initialize device");
				DestroyWindow(win);
				break;
			}
			// check for floating-point capability
			floatable=BASS_StreamCreate(44100,2,BASS_SAMPLE_FLOAT,NULL,0);
			if (floatable) { // woohoo!
				BASS_StreamFree(floatable);
				floatable=BASS_SAMPLE_FLOAT;
			}
			return 1;

		case WM_DESTROY:
			BASS_Free();
			break;
	}
	return 0;
}
コード例 #5
0
HRESULT CBSoundBuffer::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4)
{
	switch(Type)
	{
	case SFX_ECHO:
#ifdef USE_BASS_FX
		if (m_EffectHandle != 0)
		{
			BASS_ChannelRemoveFX(m_Stream, m_EffectHandle);
		}
		m_EffectHandle = BASS_ChannelSetFX(
			m_Stream,
			BASS_FX_BFX_ECHO4,
			0);

		if (m_EffectHandle != 0) 
		{
			BASS_BFX_ECHO4 params;
			/*
			 * try to be as close as possible to the DSFX echo, it will never be perfect though
			 * 
			 * fDryMix = reverse of fWetDryMix (scaled from 0..100 into 0..1)
			 * fWetMix = fWetDryMix (converted from logarithmic to linear) 
			 * fDelay  = mean of fLeftDelay and fRightDelay (converted from milliseconds to seconds)
			 * ignored = fFeedback (the BASS feedback parameter is used to create reverb)
			 */
			params.fDryMix = ((100.0f - Param1) / 100.0f);
			params.fWetMix = (Param1 / 100.0f);
			params.fFeedback = 0;
			params.fDelay = (Param3 + Param4) / 2.0f / 1000.0f;
			params.bStereo = false;
			params.lChannel = BASS_BFX_CHANALL;

			Game->LOG(0, "Echo params: Dry=%.2f Wet=%.2f Fedback=%.2f Delay=%.2f", params.fDryMix, params.fWetMix, params.fFeedback, params.fDelay);

			BOOL status = BASS_FXSetParameters(
				m_EffectHandle,
				(void *) &params);

			Game->LOG(0, "Echo status=%s", (status == TRUE) ? "OK" : "ERROR");
			if (status == FALSE)
			{
				Game->LOG(0, "Echo error=%d", BASS_ErrorGetCode());
			}
		}
#endif
		break;

	case SFX_REVERB:
#ifdef USE_BASS_FX
		if (m_EffectHandle != 0)
		{
			BASS_ChannelRemoveFX(m_Stream, m_EffectHandle);
		}	
		m_EffectHandle = BASS_ChannelSetFX(
			m_Stream,
			BASS_FX_BFX_ECHO4,
			0);
		if (m_EffectHandle != 0) 
		{
			BASS_BFX_ECHO4 params;
			/*
			 * try to be as close as possible to the DSFX reverb, it will never be perfect though
			 * 
			 * fDryMix = fInGain (converted from logarithmic to linear)
			 * fWetMix = fReverbMix (converted from logarithmic to linear) multiplied ("attenuated") with fDryMix
			 * fDelay  = fReverbTime (converted from milliseconds to seconds)
			 * ignored = fHighFreqRTRatio (no equivalent in BASS)
			 */
			params.fDryMix = pow(10.0f, (Param1 / 10.0f));
			params.fWetMix = pow(10.0f, (Param2 / 10.0f)) * params.fDryMix;
			params.fFeedback = 0.7f;
			params.fDelay = ((Param3 / 1000.0f) / 10.0f);

			// test a different approach, where only the feedback parameter is affected by the fReverbTime
			params.fDryMix = 0.999f;
			params.fWetMix = 0.7f;
			params.fFeedback = 0.5f + ((Param3 / 3000.0f) * 0.2f);
			params.fDelay = 0.005f;

			params.bStereo = false;
			params.lChannel = BASS_BFX_CHANALL;

			Game->LOG(0, "Reverb params: Dry=%.2f Wet=%.2f Fedback=%.2f Delay=%.2f", params.fDryMix, params.fWetMix, params.fFeedback, params.fDelay);

			BOOL status = BASS_FXSetParameters(
				m_EffectHandle,
				(void *) &params);

			Game->LOG(0, "Reverb status=%s", (status == TRUE) ? "OK" : "ERROR");
			if (status == FALSE)
			{
				Game->LOG(0, "Reverb error=%d", BASS_ErrorGetCode());
			}
		}
#endif
		break;

	case SFX_REVERB_PRESET:
		// TODO need to check whether context is already in use
#ifdef USE_LIBEFFECTS_REVERB
		int status;
		uint32_t replyCount;
		char replydata[8];

		m_context.hInstance  = NULL;
		m_context.boolAuxiliary  = 0;

	    m_context.boolPreset     = 1;
	    m_context.curPreset  = REVERB_PRESET_LAST + 1;

	    switch (int (Param1))
	    {
	    case 0:
	    	m_context.nextPreset = REVERB_PRESET_NONE;
	    	break;
	    case 1:
	    	m_context.nextPreset = REVERB_PRESET_SMALLROOM;
	    	break;
	    case 2:
	    	m_context.nextPreset = REVERB_PRESET_MEDIUMROOM;
	    	break;
	    case 3:
	    	m_context.nextPreset = REVERB_PRESET_LARGEROOM;
	    	break;
	    case 4:
	    	m_context.nextPreset = REVERB_PRESET_MEDIUMHALL;
	    	break;
	    case 5:
	    	m_context.nextPreset = REVERB_PRESET_LARGEHALL;
	    	break;
	    case 6:
	    	m_context.nextPreset = REVERB_PRESET_PLATE;
	    	break;
	    default:
	    	m_context.nextPreset = REVERB_PRESET_NONE;
	    	break;
	    }

		Game->LOG(0, "====> Next preset=%d.\n", m_context.nextPreset);

		status = Reverb_init(&m_context);

		if (status != 0)
		{
			Game->LOG(0, "Reverb init error=%d", status);
			return S_FALSE;
		}

		m_context.config.outputCfg.accessMode = EFFECT_BUFFER_ACCESS_WRITE;

	    m_context.InFrames32  = (LVM_INT32 *)malloc(LVREV_MAX_FRAME_SIZE * sizeof(LVM_INT32) * 2);

		if (m_context.InFrames32 == NULL)
		{
			Game->LOG(0, "Reverb malloc failed (1)!");
			Reverb_free(&m_context);
			m_context.hInstance = NULL;
			return S_FALSE;
		}
		else
		{
			// Game->LOG(0, "Malloc inframes addr 0x%08X!", (uint32_t*) m_context.InFrames32);
		}

	    m_context.OutFrames32 = (LVM_INT32 *)malloc(LVREV_MAX_FRAME_SIZE * sizeof(LVM_INT32) * 2);

		if (m_context.OutFrames32 == NULL)
		{
			Game->LOG(0, "Reverb malloc failed (2)!");
			free(m_context.InFrames32);
			Reverb_free(&m_context);
			m_context.hInstance = NULL;
			return S_FALSE;
		}
		else
		{
			// Game->LOG(0, "Malloc outframes addr 0x%08X!", (uint32_t*) m_context.OutFrames32);
		}

	    replyCount = sizeof(int);

	    status = Reverb_command(&m_context, EFFECT_CMD_ENABLE, 0, NULL, &replyCount, replydata);

		if (status != 0)
		{
			Game->LOG(0, "Reverb command error=%d", status);
			free(m_context.OutFrames32);
			free(m_context.InFrames32);
			Reverb_free(&m_context);
			m_context.hInstance = NULL;
			return S_FALSE;
		}

		m_BASS_DSP_handle = BASS_ChannelSetDSP(m_Stream, DSPProc, (void *) this, 0);

		if (m_BASS_DSP_handle == 0)
		{
			Game->LOG(0, "BASS error: %d while adding DSP effect", BASS_ErrorGetCode());
			free(m_context.OutFrames32);
			free(m_context.InFrames32);
			Reverb_free(&m_context);
			m_context.hInstance = NULL;
			return S_FALSE;
		}

	//	Game->LOG(0, "Preset reverb active, ptr=0x%08X.", (uint32_t) m_pContext);
		Game->LOG(0, "Preset reverb active.");

#endif
		break;

	default:
#ifdef USE_BASS_FX
		if (m_EffectHandle != 0)
		{
			BASS_ChannelRemoveFX(m_Stream, m_EffectHandle);
			m_EffectHandle = 0;
		}
#endif

#ifdef USE_LIBEFFECTS_REVERB
	if (m_BASS_DSP_handle != 0)
	{
		if (BASS_ChannelRemoveDSP(m_Stream, m_BASS_DSP_handle) == FALSE)
		{
			Game->LOG(0, "BASS error: %d while removing old DSP effect", BASS_ErrorGetCode());
		}
		m_BASS_DSP_handle = 0;
	}
	if (m_context.hInstance != NULL)
	{
		free(m_context.InFrames32);
		free(m_context.OutFrames32);
		Reverb_free(&m_context);
		m_context.hInstance = NULL;
	}
#endif
		break;
	}

	return S_OK;
}
コード例 #6
0
HRESULT CBSoundBuffer::LoadFromFile(const char* Filename, bool ForceReload)
{
	if (m_Stream)
	{
		BASS_StreamFree(m_Stream);
		m_Stream = NULL;
	}

	if (m_File) Game->m_FileManager->CloseFile(m_File);
	
	m_File = Game->m_FileManager->OpenFile(Filename);
	if (!m_File)
	{
		Game->LOG(0, "Error opening sound file '%s'", Filename);
		return E_FAIL;
	}
	
	BASS_FILEPROCS fileProc;
	fileProc.close = CBSoundBuffer::FileCloseProc;
	fileProc.read = CBSoundBuffer::FileReadProc;
	fileProc.seek = CBSoundBuffer::FileSeekProc;
	fileProc.length = CBSoundBuffer::FileLenProc;

	m_Stream = BASS_StreamCreateFileUser(STREAMFILE_NOBUFFER, 0, &fileProc, (void*)m_File);
	if (!m_Stream)
	{
		Game->LOG(0, "BASS error: %d while loading '%s'", BASS_ErrorGetCode(), Filename);
		return E_FAIL;
	}

	CBUtils::SetString(&m_Filename, Filename);

#ifdef USE_BASS_FX
	if (m_EffectHandle != 0)
	{
		BASS_ChannelRemoveFX(m_Stream, m_EffectHandle);
		m_EffectHandle = 0;
	}
#endif

#ifdef USE_LIBEFFECTS_REVERB
	if (m_BASS_DSP_handle != 0)
	{
		if (BASS_ChannelRemoveDSP(m_Stream, m_BASS_DSP_handle) == FALSE)
		{
			Game->LOG(0, "BASS error: %d while removing ond DSP effect from '%s'", BASS_ErrorGetCode(), Filename);
		}
		m_BASS_DSP_handle = 0;
	}
	if (m_context.hInstance != NULL)
	{
		free(m_context.InFrames32);
		free(m_context.OutFrames32);
		Reverb_free(&m_context);
		m_context.hInstance = NULL;
	}
#endif

	/*
	HRESULT res;
	bool NewlyCreated = false;

	if(!m_SoundBuffer || ForceReload || m_Streamed){
		if(!m_File) m_File = Game->m_FileManager->OpenFile(Filename);
		if(!m_File){
			Game->LOG(0, "Error opening sound file '%s'", Filename);
			return E_FAIL;
		}
		// switch to streamed for big files
		if(!m_Streamed && (m_File->GetSize() > MAX_NONSTREAMED_FILE_SIZE && !Game->m_ForceNonStreamedSounds)) SetStreaming(true);
	}

	// create buffer
	if(!m_SoundBuffer){
		NewlyCreated = true;
		
		res = InitializeBuffer(m_File);
		if(FAILED(res)){
			Game->LOG(res, "Error creating sound buffer for file '%s'", Filename);
			return res;
		}
	}



	// store filename
	if(!m_Filename){
		m_Filename = new char[strlen(Filename)+1];
		strcpy(m_Filename, Filename);
	}

	// close file (if not streaming)
	if(!m_Streamed && m_File){
		Game->m_FileManager->CloseFile(m_File);
		m_File = NULL;
	}
	*/

	return S_OK;
}
コード例 #7
0
ファイル: Dsptest.c プロジェクト: ddionisio/TaTaMahatta
BOOL CALLBACK dialogproc(HWND h,UINT m,WPARAM w,LPARAM l)
{
	switch (m) {
		case WM_COMMAND:
			switch (LOWORD(w)) {
				case IDCANCEL:
					DestroyWindow(h);
					return 1;
				case 10:
					{
						char file[MAX_PATH]="";
						ofn.lpstrFilter="playable files\0*.mo3;*.xm;*.mod;*.s3m;*.it;*.mtm;*.mp3;*.mp2;*.mp1;*.ogg;*.wav\0All files\0*.*\0\0";
						ofn.lpstrFile=file;
						if (GetOpenFileName(&ofn)) {
							memcpy(path,file,ofn.nFileOffset);
							path[ofn.nFileOffset-1]=0;
							// free both MOD and stream, it must be one of them! :)
							BASS_MusicFree(chan);
							BASS_StreamFree(chan);
							if (!(chan=BASS_StreamCreateFile(FALSE,file,0,0,floatable?BASS_SAMPLE_FLOAT:0))
								&& !(chan=BASS_MusicLoad(FALSE,file,0,0,BASS_MUSIC_LOOP|BASS_MUSIC_RAMP|(floatable?BASS_MUSIC_FLOAT:0)))) {
								// whatever it is, it ain't playable
								MESS(10,WM_SETTEXT,0,"click here to open a file...");
								Error("Can't play the file");
								break;
							}
							if (BASS_ChannelGetFlags(chan)&BASS_SAMPLE_MONO) {
								// mono = not allowed
								MESS(10,WM_SETTEXT,0,"click here to open a file...");
								BASS_MusicFree(chan);
								BASS_StreamFree(chan);
								Error("mono sources are not supported");
								break;
							}
							MESS(10,WM_SETTEXT,0,file);
							// setup DSPs on new channel
							SendMessage(win,WM_COMMAND,11,0);
							SendMessage(win,WM_COMMAND,12,0);
							SendMessage(win,WM_COMMAND,13,0);
							// play both MOD and stream, it must be one of them!
							BASS_MusicPlay(chan);
							BASS_StreamPlay(chan,0,BASS_SAMPLE_LOOP);
						}
					}
					return 1;
				case 11: // toggle "rotate"
					if (MESS(11,BM_GETCHECK,0,0)) {
						rotpos=0.7853981f;
						rotdsp=BASS_ChannelSetDSP(chan,&Rotate,0);
					} else
						BASS_ChannelRemoveDSP(chan,rotdsp);
					break;
				case 12: // toggle "echo"
					if (MESS(12,BM_GETCHECK,0,0)) {
						memset(echbuf,0,sizeof(echbuf));
						echpos=0;
						echdsp=BASS_ChannelSetDSP(chan,&Echo,0);
					} else
						BASS_ChannelRemoveDSP(chan,echdsp);
					break;
				case 13: // toggle "flanger"
					if (MESS(13,BM_GETCHECK,0,0)) {
						memset(flabuf,0,sizeof(flabuf));
						flapos=0;
					    flas=FLABUFLEN/2;
					    flasinc=0.002f;
						fladsp=BASS_ChannelSetDSP(chan,&Flange,0);
					} else
						BASS_ChannelRemoveDSP(chan,fladsp);
					break;
			}
			break;

		case WM_INITDIALOG:
			win=h;
			GetCurrentDirectory(MAX_PATH,path);
			memset(&ofn,0,sizeof(ofn));
			ofn.lStructSize=sizeof(ofn);
			ofn.hwndOwner=h;
			ofn.hInstance=inst;
			ofn.nMaxFile=MAX_PATH;
			ofn.lpstrInitialDir=path;
			ofn.Flags=OFN_HIDEREADONLY|OFN_EXPLORER;
			// initialize - default device, 44100hz, stereo, 16 bits, floating-point DSP
			if (!BASS_Init(-1,44100,BASS_DEVICE_FLOATDSP,win)) {
				Error("Can't initialize device");
				DestroyWindow(win);
				return 1;
			}
			BASS_Start();
			// check for floating-point capability
			floatable=BASS_StreamCreate(44100,BASS_SAMPLE_FLOAT,NULL,0);
			if (floatable) BASS_StreamFree(floatable); // woohoo!
			return 1;
	}
	return 0;
}