Exemple #1
0
        /// <summary>
        /// Sets the equalizer value according to frequency.
        /// </summary>
        /// <param name="frequency"></param>
        /// <param name="value"></param>
        public void SetEqualizerFrequency(Int32 frequency, Double value)
        {
            EqualizerValue   equalizerValue = new EqualizerValue(frequency, value);
            BASS_DX8_PARAMEQ parameqDX8     = new BASS_DX8_PARAMEQ();

            if (values.ContainsKey(frequency))
            {
                Handle eqValueHandle = values[frequency]?.Handle;

                if (eqValueHandle != null)
                {
                    Bass.BASS_ChannelRemoveFX(handle, eqValueHandle);
                }
            }

            Int32 fxHandle = Bass.BASS_ChannelSetFX(handle, BASSFXType.BASS_FX_DX8_PARAMEQ, frequency);

            equalizerValue.Handle = new Handle(fxHandle);

            parameqDX8.fCenter    = frequency;
            parameqDX8.fGain      = (Single)value;
            parameqDX8.fBandwidth = 8f;

            Bass.BASS_FXSetParameters(equalizerValue.Handle, parameqDX8);

            values[frequency] = equalizerValue;
        }
Exemple #2
0
        public void SetEqualizerPosition(int freq, float position)
        {
            var par = new BASS_DX8_PARAMEQ(freq, 5, position);

            Bass.BASS_FXSetParameters(GetFXHandle(freq), par);
            _lastEqualizerValues[freq] = position;
        }
Exemple #3
0
        private void UpdateEQ(int band, float gain)
        {
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();

            if (Bass.BASS_FXGetParameters(_fxEQ[band], eq))
            {
                eq.fGain = gain;
                Bass.BASS_FXSetParameters(_fxEQ[band], eq);
            }
        }
Exemple #4
0
        public float GetEqualizerPosition(int freq)
        {
            var par = new BASS_DX8_PARAMEQ();

            if (Bass.BASS_FXGetParameters(GetFXHandle(freq), par))
            {
                return(par.fGain);
            }
            return(0);
        }
 private void SetBassEq(decimal gain)
 {
     // 3-band EQ
     var eq = new BASS_DX8_PARAMEQ
     {
         fBandwidth = 18f,
         fCenter = 100f,
         fGain = (float) gain
     };
     Bass.BASS_FXSetParameters(_eqChannel, eq);
 }
        public static void UpdateEq(int band, double gain)
        {
            Eq[band] = gain;
            var eq = new BASS_DX8_PARAMEQ();

            if (Bass.BASS_FXGetParameters(FxEq[band], eq))
            {
                eq.fGain = (float)gain;
                Bass.BASS_FXSetParameters(FxEq[band], eq);
            }
        }
Exemple #7
0
        //public void SetReverb(int progress)
        //{
        //    BASS_DX8_REVERB p = new BASS_DX8_REVERB();
        //    Bass.BASS_FXGetParameters(fxReverb, p);
        //    p.fReverbMix = (float)(progress > 15 ? Math.Log((double)progress / 20.0) * 20.0 : -96.0);
        //    Bass.BASS_FXSetParameters(fxReverb, p);
        //}

        public void UpdateEQ(int band, float gain)
        {
            BASS_DX8_PARAMEQ p = new BASS_DX8_PARAMEQ();

            if (Bass.BASS_FXGetParameters(fxBands[band], p))
            {
                gains[band] = gain;
                p.fGain     = gain;
                Bass.BASS_FXSetParameters(fxBands[band], p);
            }
        }
Exemple #8
0
        private void SetBassEq(decimal gain)
        {
            // 3-band EQ
            var eq = new BASS_DX8_PARAMEQ
            {
                fBandwidth = 18f,
                fCenter    = 100f,
                fGain      = (float)gain
            };

            Bass.BASS_FXSetParameters(_eqChannel, eq);
        }
 private void UpdateEQ(int band, float gain)
 {
     try
     {
         BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
         if (Bass.BASS_FXGetParameters(Player.PlayController.bassEng._fxEQ[band], eq))
         {
             eq.fGain = gain;
             Bass.BASS_FXSetParameters(Player.PlayController.bassEng._fxEQ[band], eq);
         }
     }
     catch { }
 }
        public void SetEQ(int index, float gain)
        {
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();

            if (fxEQ.Length > 0)
            {
                if (Bass.BASS_FXGetParameters(fxEQ[index], eq))
                {
                    eq.fGain = gain;
                    Bass.BASS_FXSetParameters(fxEQ[index], eq);
                }
            }
        }
        public void InitEQ(float[] eqItems)
        {
            fxEQ = new int[eqItems.Length];

            for (int i = 0; i < eqItems.Length; i++)
            {
                fxEQ[i] = Bass.BASS_ChannelSetFX(this.Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);

                BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
                eq.fCenter = eqItems[i];

                Bass.BASS_FXSetParameters(fxEQ[i], eq);
            }
        }
Exemple #12
0
        /// <summary>
        ///初始化EQ
        /// </summary>
        private void InitializeEQ()
        {
            // 10段 EQ
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();

            fxEQ[0]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[1]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[2]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[3]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[4]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[5]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[6]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[7]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[8]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[9]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            eq.fBandwidth = 18f;

            eq.fCenter = 80f;//80Hz
            eq.fGain   = MyEQ[0];
            Bass.BASS_FXSetParameters(fxEQ[0], eq);
            eq.fCenter = 170f;//170Hz
            eq.fGain   = MyEQ[1];
            Bass.BASS_FXSetParameters(fxEQ[1], eq);
            eq.fCenter = 370f;//370Hz
            eq.fGain   = MyEQ[2];
            Bass.BASS_FXSetParameters(fxEQ[2], eq);
            eq.fCenter = 600f;//600Hz
            eq.fGain   = MyEQ[3];
            Bass.BASS_FXSetParameters(fxEQ[3], eq);
            eq.fCenter = 1000f;//1000Hz
            eq.fGain   = MyEQ[4];
            Bass.BASS_FXSetParameters(fxEQ[4], eq);
            eq.fCenter = 3000f;//3000Hz
            eq.fGain   = MyEQ[5];
            Bass.BASS_FXSetParameters(fxEQ[5], eq);
            eq.fCenter = 6000f;//6000Hz
            eq.fGain   = MyEQ[6];
            Bass.BASS_FXSetParameters(fxEQ[6], eq);
            eq.fCenter = 12000f;//12000Hz
            eq.fGain   = MyEQ[7];
            Bass.BASS_FXSetParameters(fxEQ[7], eq);
            eq.fCenter = 14000f;//14000Hz
            eq.fGain   = MyEQ[8];
            Bass.BASS_FXSetParameters(fxEQ[8], eq);
            eq.fCenter = 15000f;//15000Hz
            eq.fGain   = MyEQ[9];
            Bass.BASS_FXSetParameters(fxEQ[9], eq);
        }
Exemple #13
0
        /// <summary>
        /// Установка эффектов
        /// </summary>
        /// <param name="echo"></param>
        /// <param name="chorus"></param>
        /// <param name="eq"></param>
        /// <param name="save"></param>
        public static void SetEffects(float echo = 0f, float chorus = 0f, float volume = 1f, float[] eq = null, bool save = true)
        {
            Echo.fWetDryMix = echo;
            Bass.BASS_FXSetParameters(FXEchoHandle, Echo);
            Chorus.fWetDryMix = chorus;
            Bass.BASS_FXSetParameters(FXChorusHandle, Chorus);
            VolumeFX.fTarget = volume;
            VolumeFX.lCurve  = 1;
            Bass.BASS_FXSetParameters(FXVolumeHandle, VolumeFX);
            BASS_DX8_PARAMEQ parameter = new BASS_DX8_PARAMEQ();

            parameter.fBandwidth = 2.5f;
            if (eq == null)
            {
                eq = new float[18];
            }
            for (int i = 0; i < FX.Length; i++)
            {
                parameter.fGain   = eq[i];
                parameter.fCenter = Frequencies[i];
                Bass.BASS_FXSetParameters(FX[i], parameter);
            }
            if (save)
            {
                Properties.Settings.Default.Chorus   = chorus;
                Properties.Settings.Default.Echo     = echo;
                Properties.Settings.Default.VolumeFX = volume;
                Properties.Settings.Default.EQ0      = eq[0];
                Properties.Settings.Default.EQ1      = eq[1];
                Properties.Settings.Default.EQ2      = eq[2];
                Properties.Settings.Default.EQ3      = eq[3];
                Properties.Settings.Default.EQ4      = eq[4];
                Properties.Settings.Default.EQ5      = eq[5];
                Properties.Settings.Default.EQ6      = eq[6];
                Properties.Settings.Default.EQ7      = eq[7];
                Properties.Settings.Default.EQ8      = eq[8];
                Properties.Settings.Default.EQ9      = eq[9];
                Properties.Settings.Default.EQ10     = eq[10];
                Properties.Settings.Default.EQ11     = eq[11];
                Properties.Settings.Default.EQ12     = eq[12];
                Properties.Settings.Default.EQ13     = eq[13];
                Properties.Settings.Default.EQ14     = eq[14];
                Properties.Settings.Default.EQ15     = eq[15];
                Properties.Settings.Default.EQ16     = eq[16];
                Properties.Settings.Default.EQ17     = eq[17];
                Properties.Settings.Default.Save();
            }
        }
Exemple #14
0
        /// <summary>
        ///初始化EQ
        /// </summary>
        private void InitializeEQ()
        {
            // 10段 EQ
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();

            fxEQ[0]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[1]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[2]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[3]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[4]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[5]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[6]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[7]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[8]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            fxEQ[9]       = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            eq.fBandwidth = 18f;

            eq.fCenter = 32f;//32Hz
            eq.fGain   = MyEQ[0];
            Bass.BASS_FXSetParameters(fxEQ[0], eq);
            eq.fCenter = 64f;//64Hz
            eq.fGain   = MyEQ[1];
            Bass.BASS_FXSetParameters(fxEQ[1], eq);
            eq.fCenter = 125f;//125Hz
            eq.fGain   = MyEQ[2];
            Bass.BASS_FXSetParameters(fxEQ[2], eq);
            eq.fCenter = 250f;//250Hz
            eq.fGain   = MyEQ[3];
            Bass.BASS_FXSetParameters(fxEQ[3], eq);
            eq.fCenter = 500f;//500Hz
            eq.fGain   = MyEQ[4];
            Bass.BASS_FXSetParameters(fxEQ[4], eq);
            eq.fCenter = 1000f;//1000Hz
            eq.fGain   = MyEQ[5];
            Bass.BASS_FXSetParameters(fxEQ[5], eq);
            eq.fCenter = 2000f;//2000Hz
            eq.fGain   = MyEQ[6];
            Bass.BASS_FXSetParameters(fxEQ[6], eq);
            eq.fCenter = 4000f;//4000Hz
            eq.fGain   = MyEQ[7];
            Bass.BASS_FXSetParameters(fxEQ[7], eq);
            eq.fCenter = 8000f;//8000Hz
            eq.fGain   = MyEQ[8];
            Bass.BASS_FXSetParameters(fxEQ[8], eq);
            eq.fCenter = 16000f;//16000Hz
            eq.fGain   = MyEQ[9];
            Bass.BASS_FXSetParameters(fxEQ[9], eq);
        }
Exemple #15
0
        private void buttonPlay_Click(object sender, System.EventArgs e)
        {
            Bass.BASS_StreamFree(_Stream);
            // test BASS_ChannelSetFX
            if (_FileName != String.Empty)
            {
                // create the stream
                _Stream = Bass.BASS_StreamCreateFile(_FileName, 0, 0, BASSFlag.BASS_DEFAULT);

                // create some FX...
                _fxChorusHandle      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_CHORUS, 1);
                _chorus.fWetDryMix   = 0f;
                trackBarChorus.Value = 0;
                Bass.BASS_FXSetParameters(_fxChorusHandle, _chorus);

                _fxEchoHandle      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_ECHO, 2);
                _echo.fWetDryMix   = 0f;
                trackBarEcho.Value = 0;
                Bass.BASS_FXSetParameters(_fxEchoHandle, _echo);

                // 3-band EQ
                BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
                _fxEQ[0]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
                _fxEQ[1]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
                _fxEQ[2]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
                eq.fBandwidth = 18f;

                eq.fCenter = 100f;
                eq.fGain   = this.trackBarLowEQ.Value / 10f;
                Bass.BASS_FXSetParameters(_fxEQ[0], eq);
                eq.fCenter = 1000f;
                eq.fGain   = this.trackBarMidEQ.Value / 10f;
                Bass.BASS_FXSetParameters(_fxEQ[1], eq);
                eq.fCenter = 8000f;
                eq.fGain   = this.trackBarHighEQ.Value / 10f;
                Bass.BASS_FXSetParameters(_fxEQ[2], eq);

                // play the stream
                if (_Stream != 0 && Bass.BASS_ChannelPlay(_Stream, false))
                {
                    //playing...
                }
                else
                {
                    MessageBox.Show(this, "Error: " + Enum.GetName(typeof(BASSError), Bass.BASS_ErrorGetCode()));
                }
            }
        }
Exemple #16
0
 public void Equalize()
 {
     // 3-band EQ
     BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
     _fxEQ[0] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
     _fxEQ[1] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
     _fxEQ[2] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
     eq.fBandwidth = 18f;
     eq.fCenter = 100f;
     eq.fGain = 0f;
     Bass.BASS_FXSetParameters(_fxEQ[0], eq);
     eq.fCenter = 1000f;
     Bass.BASS_FXSetParameters(_fxEQ[1], eq);
     eq.fCenter = 8000f;
     Bass.BASS_FXSetParameters(_fxEQ[2], eq);
 }
Exemple #17
0
        private void openfile_FileOk(object sender, CancelEventArgs e)
        {
            if (openfile.FileName != String.Empty)
            {
                audioPath     = openfile.FileName;
                fileName.Text = audioPath;

                playButton.Enabled = true;
                saveButton.Enabled = true;

                Bass.BASS_StreamFree(audioStream);
                Bass.BASS_StreamFree(fxStream);

                audioStream = Bass.BASS_StreamCreateFile(audioPath, 0, 0, BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_STREAM_PRESCAN);
                if (audioStream != 0)
                {
                    fxStream = BassFx.BASS_FX_TempoCreate(audioStream, BASSFlag.BASS_FX_FREESOURCE);
                    if (fxStream != 0)
                    {
                        // Вешаем эффекты до воиспроизведения, чтобы не было задержки
                        distortion = Bass.BASS_ChannelSetFX(fxStream, BASSFXType.BASS_FX_BFX_DISTORTION, -4);

                        BASS_BFX_DISTORTION dist = new BASS_BFX_DISTORTION();
                        dist.fDrive    = distAmount.Value;
                        dist.fDryMix   = 5.0f;
                        dist.fWetMix   = distAmount.Value / 3.0f;
                        dist.fFeedback = -0.5f;
                        dist.fVolume   = 0.1f;

                        Bass.BASS_FXSetParameters(distortion, dist);
                        // --
                        bassboost = Bass.BASS_ChannelSetFX(fxStream, BASSFXType.BASS_FX_DX8_PARAMEQ, -4);

                        BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
                        eq.fBandwidth = 24;
                        eq.fCenter    = 80;
                        eq.fGain      = bassAmount.Value;

                        Bass.BASS_FXSetParameters(bassboost, eq);

                        bassboost2 = Bass.BASS_ChannelSetFX(fxStream, BASSFXType.BASS_FX_DX8_PARAMEQ, -4);
                        Bass.BASS_FXSetParameters(bassboost2, eq); return;
                    }
                }
                MessageBox.Show(this, "Чот нихуя");
            }
        }
Exemple #18
0
        private void bassAmount_Scroll(object sender, EventArgs e)
        {
            if (fxStream != 0)
            {
                // Изменения гейна эквалайзеров
                BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
                Bass.BASS_FXGetParameters(bassboost, eq);

                eq.fGain = bassAmount.Value;
                Bass.BASS_FXSetParameters(bassboost, eq);
                Bass.BASS_FXSetParameters(bassboost2, eq);

                // Делаем кол-во Ы в лейбле равным бусту
                bassAmountLabel.Text = "БасЫ";
                for (int i = 1; i <= bassAmount.Value; i++)
                {
                    bassAmountLabel.Text += "ы";
                }
            }
        }
Exemple #19
0
        /// <summary>
        /// 更新EQ,使EQ设置生效
        /// </summary>
        /// <returns></returns>
        public bool UpdateEQ()
        {
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();


            for (int i = 0; i < 10; i++)
            {
                if (Bass.BASS_FXGetParameters(fxEQ[i], eq))
                {
                    eq.fGain = MyEQ[i];
                    if (!Bass.BASS_FXSetParameters(fxEQ[i], eq))
                    {
                        return(false);
                    }
                }
                else
                {
                    return(false);
                }
            }

            return(true);
        }
        public static void SetBFX_EQ()
        {
            var eq = new BASS_DX8_PARAMEQ();

            FxEq[0]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[1]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[2]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[3]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[4]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[5]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[6]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[7]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[8]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[9]       = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[10]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[11]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[12]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[13]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[14]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[15]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[16]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            FxEq[17]      = Bass.BASS_ChannelSetFX(Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            eq.fBandwidth = 18f;
            eq.fGain      = 0f;
            eq.fCenter    = 31f;
            Bass.BASS_FXSetParameters(FxEq[0], eq);
            eq.fCenter = 63f;
            Bass.BASS_FXSetParameters(FxEq[1], eq);
            eq.fCenter = 87f;
            Bass.BASS_FXSetParameters(FxEq[2], eq);
            eq.fCenter = 125f;
            Bass.BASS_FXSetParameters(FxEq[3], eq);
            eq.fCenter = 175f;
            Bass.BASS_FXSetParameters(FxEq[4], eq);
            eq.fCenter = 250f;
            Bass.BASS_FXSetParameters(FxEq[5], eq);
            eq.fCenter = 350f;
            Bass.BASS_FXSetParameters(FxEq[6], eq);
            eq.fCenter = 500f;
            Bass.BASS_FXSetParameters(FxEq[7], eq);
            eq.fCenter = 700f;
            Bass.BASS_FXSetParameters(FxEq[8], eq);
            eq.fCenter = 1000f;
            Bass.BASS_FXSetParameters(FxEq[9], eq);
            eq.fCenter = 1400f;
            Bass.BASS_FXSetParameters(FxEq[10], eq);
            eq.fCenter = 2000f;
            Bass.BASS_FXSetParameters(FxEq[11], eq);
            eq.fCenter = 2800f;
            Bass.BASS_FXSetParameters(FxEq[12], eq);
            eq.fCenter = 4000f;
            Bass.BASS_FXSetParameters(FxEq[13], eq);
            eq.fCenter = 5600f;
            Bass.BASS_FXSetParameters(FxEq[14], eq);
            eq.fCenter = 8000f;
            Bass.BASS_FXSetParameters(FxEq[15], eq);
            eq.fCenter = 11200f;
            Bass.BASS_FXSetParameters(FxEq[16], eq);
            eq.fCenter = 16000f;
            Bass.BASS_FXSetParameters(FxEq[17], eq);
        }
Exemple #21
0
        private int SetEQ(int _Stream)
        {
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();

            _fxEQ[0]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[1]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[2]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[3]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[4]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[5]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[6]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[7]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[8]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[9]      = Bass.BASS_ChannelSetFX(_Stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            eq.fBandwidth = 18f;

            float[] fCenters = { 31f, 62f, 125f, 250f, 500f, 1000f, 2000f, 4000f, 8000f, 16000f };

            for (int i = 0; i < 10; i++)
            {
                eq.fCenter = fCenters[i];
                eq.fGain   = 0;
                Bass.BASS_FXSetParameters(_fxEQ[i], eq);
            }
            #region  老的方法
            //eq.fCenter = 31f;
            //eq.fGain = (float)Player.PlayController.EQS.silder0.Value/ 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[0], eq);

            //eq.fCenter = 62f;
            //eq.fGain = (float)Player.PlayController.EQS.silder1.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[1], eq);

            //eq.fCenter = 125f;
            //eq.fGain = (float)Player.PlayController.EQS.silder2.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[2], eq);

            //eq.fCenter = 250f;
            //eq.fGain = (float)Player.PlayController.EQS.silder3.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[3], eq);

            //eq.fCenter = 500f;
            //eq.fGain = (float)Player.PlayController.EQS.silder4.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[4], eq);

            //eq.fCenter = 1000f;
            //eq.fGain = (float)Player.PlayController.EQS.silder5.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[5], eq);

            //eq.fCenter = 2000f;
            //eq.fGain = (float)Player.PlayController.EQS.silder6.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[6], eq);

            //eq.fCenter = 4000f;
            //eq.fGain = (float)Player.PlayController.EQS.silder7.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[7], eq);

            //eq.fCenter = 8000f;
            //eq.fGain = (float)Player.PlayController.EQS.silder8.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[8], eq);

            //eq.fCenter = 16000f;
            //eq.fGain = (float)Player.PlayController.EQS.silder9.Value / 10f;
            //Bass.BASS_FXSetParameters(_fxEQ[9], eq);
            #endregion
            return(_Stream);
        }
        private void UpdateGain(int band, float gain)
        {
            var eq = new BASS_DX8_PARAMEQ();
            BandValue bandVal = _bands[band];
            bandVal.Gain = gain;

            if (!_enabled) return;

            int handle = bandVal.Handle;

            if (!Bass.BASS_FXGetParameters(handle, eq)) return;

            eq.fGain = gain;
            Bass.BASS_FXSetParameters(handle, eq);
        }
        private void Activate()
        {
            if (_handle == -1) return;

            var eq = new BASS_DX8_PARAMEQ();

            for (int i = 0; i < _bands.Length; i++)
            {
                _bands[i].Handle = Bass.BASS_ChannelSetFX(_handle, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);

                eq.fCenter = _cenders[i];

                Bass.BASS_FXSetParameters(_bands[i].Handle, eq);
            }

            OnPropertyChangedExplicit("Band0");
            OnPropertyChangedExplicit("Band1");
            OnPropertyChangedExplicit("Band2");
            OnPropertyChangedExplicit("Band3");
            OnPropertyChangedExplicit("Band4");
            OnPropertyChangedExplicit("Band5");
            OnPropertyChangedExplicit("Band6");
            OnPropertyChangedExplicit("Band7");
            OnPropertyChangedExplicit("Band8");
            OnPropertyChangedExplicit("Band9");
        }
        private float GetGain(int band)
        {
            BandValue bandValue = _bands[band];

            if (!_enabled) return bandValue.Gain;

            var eq = new BASS_DX8_PARAMEQ();

            int handle = bandValue.Handle;
            return Bass.BASS_FXGetParameters(handle, eq) ? eq.fGain : bandValue.Gain;
        }
Exemple #25
0
 public void UpdateEQ(int band, float gain)
 {
     BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
     if (Bass.BASS_FXGetParameters(_fxEQ[band], eq))
     {
         eq.fGain = gain;
         Bass.BASS_FXSetParameters(_fxEQ[band], eq);
     }
 }
Exemple #26
0
        public void EqualizerApplyForNewTrack()
        {
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
            for (int i = 0; i < 12; i++)
            {
                eqalizer._fxEQ[i] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            }
            eq.fBandwidth = 2.5f;

            for (int i = 0; i < 12; i++)
            {
                eq.fCenter = eqalizer.GetFraquencyByIndex(0);
                eq.fGain = eqalizer.GetValueByIndex(0);
                Bass.BASS_FXSetParameters(eqalizer._fxEQ[0], eq);
            }
        }
Exemple #27
0
        /// <summary>
        /// Reads the FX parameters from the current equalizer profile and updates
        /// the sound accordingly.
        /// </summary>
        public static void UpdateFXParameters()
        {
            echo.fWetDryMix = SettingsManager.CurrentEqualizerProfile.EchoLevel;
            Bass.BASS_FXSetParameters(fxEchoHandle, echo);

            for (int band = 0; band < SettingsManager.CurrentEqualizerProfile.Levels.Count(); band++)
            {
                float gain = SettingsManager.CurrentEqualizerProfile.Levels[band];
                BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
                if (Bass.BASS_FXGetParameters(eqBands[band], eq))
                {
                    eq.fGain = gain;
                    Bass.BASS_FXSetParameters(eqBands[band], eq);
                }
            }
        }
Exemple #28
0
 private void UpdateEQ(int band)
 {
     BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
     if (Bass.BASS_FXGetParameters(eqalizer._fxEQ[band], eq))
     {
         eq.fGain = eqalizer.GetValueByIndex(band);
         Bass.BASS_FXSetParameters(eqalizer._fxEQ[band], eq);
     }
 }
Exemple #29
0
        /// <summary>
        /// Sets the effects (volume, equalizer, echo, etc) on the audio channels.
        /// </summary>
        private static void SetFX()
        {
            Bass.BASS_ChannelSetAttribute(stream, BASSAttribute.BASS_ATTRIB_VOL, (float)SettingsManager.Volume / 100);

            fxEchoHandle = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_ECHO, 2);
            echo.fWetDryMix = SettingsManager.CurrentEqualizerProfile.EchoLevel;
            Bass.BASS_FXSetParameters(fxEchoHandle, echo);

            float[] bands = new float[8] { 125f, 256f, 512f, 1024f, 2048f, 4096f, 8192f, 16384f };
            for (int i = 0; i < 8; i++)
            {
                int channel = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
                BASS_DX8_PARAMEQ param = new BASS_DX8_PARAMEQ();
                param.fCenter = bands[i];
                param.fGain = SettingsManager.CurrentEqualizerProfile.Levels[i];
                Bass.BASS_FXSetParameters(channel, param);
            }
        }
Exemple #30
0
        private void SetFXParameters()
        {
            _fxChorusHandle = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_CHORUS, 1);
            _chorus.fWetDryMix = 0f;
            //trackBarChorus.Value = 0;
            Bass.BASS_FXSetParameters(_fxChorusHandle, _chorus);

            _fxEchoHandle = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_ECHO, 2);
            _echo.fWetDryMix = 0f;
            //trackBarEcho.Value = 0;
            Bass.BASS_FXSetParameters(_fxEchoHandle, _echo);
            // tu gdzies jest blad :P
            // 3-band EQ
            BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
            _fxEQ[0] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[1] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[2] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[3] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[4] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[5] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[6] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[7] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[8] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
            _fxEQ[9] = Bass.BASS_ChannelSetFX(stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);

            eq.fBandwidth = 18f;

            eq.fCenter = 50f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[0], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 100f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[1], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 200f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[2], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 400f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[3], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 700f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[4], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 1000f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[5], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 2000f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[6], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 4000f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[7], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 6000f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[8], eq);
            eq.fBandwidth = 18f;
            eq.fCenter = 8000f;
            eq.fGain = 0 / 10f;
            Bass.BASS_FXSetParameters(_fxEQ[9], eq);
            fxChanged = true;
        }