这篇教程C++ BASS_ChannelSetAttribute函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中BASS_ChannelSetAttribute函数的典型用法代码示例。如果您正苦于以下问题:C++ BASS_ChannelSetAttribute函数的具体用法?C++ BASS_ChannelSetAttribute怎么用?C++ BASS_ChannelSetAttribute使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了BASS_ChannelSetAttribute函数的25个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: BASS_ChannelSetAttributevoid CBassAudio::SetTempoValues ( float fSampleRate, float fTempo, float fPitch, bool bReverse ){ if ( fTempo != m_fTempo ) { m_fTempo = fTempo; } if ( fPitch != m_fPitch ) { m_fPitch = fPitch; } if ( fSampleRate != m_fSampleRate ) { m_fSampleRate = fSampleRate; } m_bReversed = bReverse; // Update our attributes if ( m_pSound ) { // TODO: These are lost when the sound is not streamed in BASS_ChannelSetAttribute ( m_pSound, BASS_ATTRIB_TEMPO, m_fTempo ); BASS_ChannelSetAttribute ( m_pSound, BASS_ATTRIB_TEMPO_PITCH, m_fPitch ); BASS_ChannelSetAttribute ( m_pSound, BASS_ATTRIB_TEMPO_FREQ, m_fSampleRate ); BASS_ChannelSetAttribute ( BASS_FX_TempoGetSource ( m_pSound ), BASS_ATTRIB_REVERSE_DIR, (float)(bReverse == false ? BASS_FX_RVS_FORWARD : BASS_FX_RVS_REVERSE) ); }}
开发者ID:Bargas,项目名称:mtasa-blue,代码行数:26,
示例2: RecordingCallbackBOOL CALLBACK RecordingCallback(HRECORD handle, const void *buffer, DWORD length, void *user){ DWORD bl; BASS_StreamPutData(chan,buffer,length); // feed recorded data to output stream bl=BASS_ChannelGetData(chan,NULL,BASS_DATA_AVAILABLE); // get output buffer level if (prebuf) { // prebuffering if (bl>=prebuf+length) { // gone 1 block past the prebuffering target#ifdef ADJUSTRATE targbuf=bl; // target the current level prevbuf=0;#endif prebuf=0; // finished prebuffering BASS_ChannelPlay(chan,FALSE); // start the output } } else { // playing#ifdef ADJUSTRATE if (bl<targbuf) { // buffer level is below target, slow down... rate--; BASS_ChannelSetAttribute(chan,BASS_ATTRIB_FREQ,rate); prevbuf=0; } else if (bl>targbuf && bl>=prevbuf) { // buffer level is high and not falling, speed up... rate++; BASS_ChannelSetAttribute(chan,BASS_ATTRIB_FREQ,rate); prevbuf=bl; }#endif } return TRUE; // continue recording}
开发者ID:jaideng123,项目名称:ConsoleMusicPlayer,代码行数:29,
示例3: MovingObjectPlane::Plane(std::string meshdir, std::string texturedir, Vector3 position): MovingObject(meshdir, texturedir, position, false){ this->speed = 0; this->acceleration = 50; this->deceleration = 5; this->max_speed = 200; this->min_speed = 50; this->std_speed = 5; this->roll = 3; this->v_roll = 2; this->h_roll = 1; this->friction = 0.01; numBullets = 10000; bulletsShoot = 0; cadencia = 0.25; name_ = "Plane " + id; motor = BASS_SampleLoad(false,"..//..//data//sound//motor.mp3",0,0,3,BASS_SAMPLE_LOOP); motorSampleChannel = BASS_SampleGetChannel(motor,false); BASS_ChannelPlay(motorSampleChannel,true); BASS_ChannelSetAttribute(motorSampleChannel,BASS_ATTRIB_VOL,0.5); BASS_ChannelSet3DAttributes(motorSampleChannel,BASS_3DMODE_NORMAL,1,500,360,360,0.1); bullet = BASS_SampleLoad(false,"..//..//data//sound//shot.mp3",0,0,3,0); bulletSampleChannel = BASS_SampleGetChannel(bullet,false); BASS_ChannelSetAttribute(bulletSampleChannel,BASS_ATTRIB_VOL,0.7); BASS_ChannelSet3DAttributes(bulletSampleChannel,BASS_3DMODE_NORMAL,0,500,360,360,0.1);}
开发者ID:DaniBarca,项目名称:PlaneGame,代码行数:31,
示例4: BASS_SampleGetChannelbool cSoundEffect::play(unsigned int index){ if( index < m_vecSamples.size() ) { HCHANNEL hChannel = BASS_SampleGetChannel(m_vecSamples[index], FALSE); BASS_ChannelSetAttribute(hChannel, BASS_ATTRIB_VOL, 1.0f); BASS_ChannelSetAttribute(hChannel, BASS_ATTRIB_PAN, 0.0f); return BASS_ChannelPlay(hChannel, TRUE) == TRUE; } return false;}
开发者ID:cpylua,项目名称:Quidditch,代码行数:14,
示例5: GetNewChannelHCHANNEL BassSoundEngine::PlayMusic(string filename, CHANNEL Ichannel, bool loop, float volume){ if(Ichannel<0||Ichannel>=maxChannel) { Ichannel = GetNewChannel(); if(Ichannel<0) return NULL; }else FreeChannel(Ichannel); HSTREAM sound = ReadMusic(filename); DWORD hr; // start play hr = BASS_ChannelPlay(sound, TRUE); // set volume volumeDes[Ichannel] = volume*defaultVolume; hr = BASS_ChannelSetAttribute(sound, BASS_ATTRIB_VOL, volumeDes[Ichannel]); // set loop if(loop) hr = BASS_ChannelFlags(sound, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP); channel[Ichannel] = sound; return sound;}
开发者ID:xuancong84,项目名称:ProjectDIVA,代码行数:29,
示例6: ReadSoundvoid BassSoundEngine::PlaySound(string filename, float volume){ HSAMPLE sound = ReadSound(filename); HSTREAM channel = BASS_SampleGetChannel(sound, FALSE); BASS_ChannelSetAttribute(channel, BASS_ATTRIB_VOL, volume*defaultVolume); BASS_ChannelPlay(channel, TRUE);}
开发者ID:xuancong84,项目名称:ProjectDIVA,代码行数:7,
示例7: BASS_SampleGetChannel // play void BassSound3D::Play() { m_channel = BASS_SampleGetChannel(m_handle, FALSE); if (m_looping) { BASS_ChannelFlags(m_channel, BASS_SAMPLE_LOOP, BASS_SAMPLE_LOOP); } else { BASS_ChannelFlags(m_channel, 0, BASS_SAMPLE_LOOP); } BASS_ChannelSetAttribute(m_channel, BASS_ATTRIB_VOL, m_volume); BASS_ChannelSet3DAttributes(m_channel, -1, m_minDistance, m_maxDistance, -1, -1, -1); BASS_3DVECTOR pos(m_Position.x, m_Position.y, m_Position.z); BASS_3DVECTOR vel(m_velocity.x, m_velocity.y, m_velocity.z); BASS_ChannelSet3DPosition(m_channel, &pos, NULL, &vel); BASS_Apply3D(); BASS_ChannelPlay(m_channel, FALSE); }
开发者ID:183amir,项目名称:kge,代码行数:26,
示例8: BASS_SampleLoad/// <summary>/// Reproduce un sonido a efecto de realizar pruebas (LShift + H)./// </summary>void CSoundManager::TestSound (){ DWORD TestSoundId = BASS_SampleLoad(false, "Data/Sounds/Sample/Muerte/swordSwing.wav", 0, 0, 1, BASS_SAMPLE_MONO); // Inicializa el canal BASS_SampleGetChannel(TestSoundId, FALSE); // A C++ BASS_Free函数代码示例 C++ BASS_ChannelPlay函数代码示例
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