コード例 #1
0
ファイル: InputChannelInfo.cs プロジェクト: vnmone/vvvv-sdk
        public override void Initialize(int deviceid)
        {
            //BassAsio.BASS_ASIO_ChannelEnable(true,
            this.FMyHandler = new BassAsioHandler(true, deviceid, this.index, this.count, BASSASIOFormat.BASS_ASIO_FORMAT_FLOAT, 48000);
            if (!BassAsio.BASS_ASIO_IsStarted())
            {
                BassAsio.BASS_ASIO_Start(0);
            }

            this.FMyHandler.SetFullDuplex(0, BASSFlag.BASS_STREAM_DECODE, false);

            this.BassHandle = this.FMyHandler.InputChannel;
            this.IsDecoding = true;
        }
コード例 #2
0
ファイル: MixerStream.cs プロジェクト: jgrumboe/MediaPortal-1
        /// <summary>
        /// Create a mixer using the stream attributes
        /// </summary>
        /// <param name="stream"></param>
        /// <returns></returns>
        public bool CreateMixer(MusicStream stream)
        {
            Log.Debug("BASS: ---------------------------------------------");
            Log.Debug("BASS: Creating BASS mixer stream");

            bool result = false;

            BASSFlag mixerFlags = BASSFlag.BASS_MIXER_NONSTOP | BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_MIXER_NORAMPIN;

            if (Config.MusicPlayer == AudioPlayer.Asio || Config.MusicPlayer == AudioPlayer.WasApi)
            {
                mixerFlags |= BASSFlag.BASS_STREAM_DECODE;
            }

            int outputChannels = _bassPlayer.DeviceChannels;

            _mixingMatrix = null;

            // See, if we need Upmixing
            if (outputChannels > stream.ChannelInfo.chans)
            {
                Log.Debug("BASS: Found more output channels ({0}) than input channels ({1}). Check for upmixing.", outputChannels,
                          stream.ChannelInfo.chans);
                _mixingMatrix = CreateMixingMatrix(stream.ChannelInfo.chans);
                if (_mixingMatrix != null)
                {
                    outputChannels = Math.Min(_mixingMatrix.GetLength(0), outputChannels);
                    _upmixing      = true;
                }
                else
                {
                    outputChannels = stream.ChannelInfo.chans;
                }
            }
            else if (outputChannels < stream.ChannelInfo.chans)
            {
                // Downmix to Stereo
                Log.Debug("BASS: Found more input channels ({0}) than output channels ({1}). Downmix.", stream.ChannelInfo.chans,
                          outputChannels);
                outputChannels = Math.Min(outputChannels, 2);
            }

            Log.Debug("BASS: Creating {0} channel mixer with sample rate of {1}", outputChannels, stream.ChannelInfo.freq);
            _mixer = BassMix.BASS_Mixer_StreamCreate(stream.ChannelInfo.freq, outputChannels, mixerFlags);
            if (_mixer == 0)
            {
                Log.Error("BASS: Unable to create Mixer.  Reason: {0}.",
                          Enum.GetName(typeof(BASSError), Bass.BASS_ErrorGetCode()));
                return(false);
            }

            switch (Config.MusicPlayer)
            {
            case AudioPlayer.Bass:
            case AudioPlayer.DShow:

                if (!Bass.BASS_ChannelPlay(_mixer, false))
                {
                    Log.Error("BASS: Unable to start Mixer.  Reason: {0}.", Enum.GetName(typeof(BASSError), Bass.BASS_ErrorGetCode()));
                    return(false);
                }

                result = true;

                break;

            case AudioPlayer.Asio:

                Log.Info("BASS: Initialising ASIO device");

                if (BassAsio.BASS_ASIO_IsStarted() && !BassAsio.BASS_ASIO_Stop())
                {
                    Log.Error("BASS: Error stopping Asio Device: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }

                // Disable and Unjoin all the channels
                if (!BassAsio.BASS_ASIO_ChannelReset(false, -1, BASSASIOReset.BASS_ASIO_RESET_ENABLE))
                {
                    Log.Error("BASS: Error disabling Asio Channels: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }

                if (!BassAsio.BASS_ASIO_ChannelReset(false, -1, BASSASIOReset.BASS_ASIO_RESET_JOIN))
                {
                    Log.Error("BASS: Error unjoining Asio Channels: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }

                _asioProc = new ASIOPROC(AsioCallback);

                BassAsio.BASS_ASIO_ChannelSetVolume(false, -1, (float)Config.StreamVolume / 100f);

                // enable 1st output channel...(0=first)
                Log.Debug("BASS: Joining Asio Channel #{0}", "0");
                BassAsio.BASS_ASIO_ChannelEnable(false, 0, _asioProc, new IntPtr(_mixer));

                // and join the next channels to it
                int numChannels = Math.Max(stream.ChannelInfo.chans, outputChannels);
                for (int i = 1; i < numChannels; i++)
                {
                    Log.Debug("BASS: Joining Asio Channel #{0}", i);
                    BassAsio.BASS_ASIO_ChannelJoin(false, i, 0);
                }

                // since we joined the channels, the next commands will apply to all channles joined
                // so setting the values to the first channels changes them all automatically
                // set the source format (float, as the decoding channel is)
                if (!BassAsio.BASS_ASIO_ChannelSetFormat(false, 0, BASSASIOFormat.BASS_ASIO_FORMAT_FLOAT))
                {
                    Log.Error("BASS: Error setting Asio Sample Format: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }

                // set the source rate
                Log.Debug("BASS: Set sample rate to {0}", stream.ChannelInfo.freq);
                if (!BassAsio.BASS_ASIO_ChannelSetRate(false, 0, (double)stream.ChannelInfo.freq))
                {
                    Log.Error("BASS: Error setting Asio Channel Samplerate: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }

                // try to set the device rate too (saves resampling)
                if (!BassAsio.BASS_ASIO_SetRate((double)stream.ChannelInfo.freq))
                {
                    Log.Error("BASS: Error setting Asio Samplerate: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }

                // and start playing it...start output using default buffer/latency
                if (!BassAsio.BASS_ASIO_Start(0))
                {
                    Log.Error("BASS: Error starting Asio playback: {0}", BassAsio.BASS_ASIO_ErrorGetCode());
                }
                Log.Info("BASS: Finished initialising ASIO device");
                result = true;

                break;

            case AudioPlayer.WasApi:

                Log.Info("BASS: Initialising WASAPI device");

                try
                {
                    BassWasapi.BASS_WASAPI_Free();
                    Log.Debug("BASS: Freed WASAPI device");
                }
                catch (Exception ex)
                {
                    Log.Error("BASS: Exception freeing WASAPI. {0} {1}", ex.Message, ex.StackTrace);
                }

                BASSWASAPIInit initFlags = BASSWASAPIInit.BASS_WASAPI_AUTOFORMAT;

                _wasapiProc = new WASAPIPROC(WasApiCallback);

                bool wasApiExclusiveSupported = true;

                // Check if we have an uneven number of channels
                var chkChannels = outputChannels % 2;
                if (chkChannels == 1)
                {
                    Log.Warn("BASS: Found uneven number of channels {0}. increase output channels.", outputChannels);
                    outputChannels++;                 // increase the number of output channels
                    wasApiExclusiveSupported = false; // And indicate that we need a new mixer
                }

                // Handle the special cases of 3.0, 4.0 and 5.0 files being played on a 5.1 or 6.1 device
                if (outputChannels == 3) // a 3.0 file
                {
                    Log.Info("BASS: Found a 3 channel file. Set upmixing with LFE, LR, RR set to silent");
                    _mixingMatrix            = CreateThreeDotZeroUpMixMatrix();
                    outputChannels           = _bassPlayer.DeviceChannels; // WASAPI device should be initialised with all channels active
                    wasApiExclusiveSupported = false;                      // And indicate that we need a new mixer
                }
                else if (outputChannels == 4)                              // a 4.0 file
                {
                    Log.Info("BASS: Found a 4 channel file. Set upmixing with Center and LFE set to silent");
                    _mixingMatrix            = CreateFourDotZeroUpMixMatrix();
                    outputChannels           = _bassPlayer.DeviceChannels; // WASAPI device should be initialised with all channels active
                    wasApiExclusiveSupported = false;                      // And indicate that we need a new mixer
                }
                else if (outputChannels == 5)                              // a 5.0 file
                {
                    Log.Info("BASS: Found a 5 channel file. Set upmixing with LFE set to silent");
                    _mixingMatrix            = CreateFiveDotZeroUpMixMatrix();
                    outputChannels           = _bassPlayer.DeviceChannels; // WASAPI device should be initialised with all channels active
                    wasApiExclusiveSupported = false;                      // And indicate that we need a new mixer
                }

                // If Exclusive mode is used, check, if that would be supported, otherwise init in shared mode
                if (Config.WasApiExclusiveMode)
                {
                    initFlags        |= BASSWASAPIInit.BASS_WASAPI_EXCLUSIVE;
                    _wasapiShared     = false;
                    _wasapiMixedChans = 0;
                    _wasapiMixedFreq  = 0;

                    BASSWASAPIFormat wasapiFormat = BassWasapi.BASS_WASAPI_CheckFormat(_bassPlayer.DeviceNumber,
                                                                                       stream.ChannelInfo.freq,
                                                                                       outputChannels,
                                                                                       BASSWASAPIInit.BASS_WASAPI_EXCLUSIVE);
                    if (wasapiFormat == BASSWASAPIFormat.BASS_WASAPI_FORMAT_UNKNOWN)
                    {
                        Log.Warn("BASS: WASAPI exclusive mode not directly supported. Let BASS WASAPI choose better mode.");
                        wasApiExclusiveSupported = false;
                    }
                }
                else
                {
                    Log.Debug("BASS: Init WASAPI shared mode with Event driven system enabled.");
                    initFlags |= BASSWASAPIInit.BASS_WASAPI_SHARED | BASSWASAPIInit.BASS_WASAPI_EVENT;

                    // In case of WASAPI Shared mode we need to setup the mixer to use the same sample rate as set in
                    // the Windows Mixer, otherwise we wioll have increased playback speed
                    BASS_WASAPI_DEVICEINFO devInfo = BassWasapi.BASS_WASAPI_GetDeviceInfo(_bassPlayer.DeviceNumber);
                    Log.Debug("BASS: Creating {0} channel mixer for frequency {1}", devInfo.mixchans, devInfo.mixfreq);
                    _mixer = BassMix.BASS_Mixer_StreamCreate(devInfo.mixfreq, devInfo.mixchans, mixerFlags);
                    if (_mixer == 0)
                    {
                        Log.Error("BASS: Unable to create Mixer.  Reason: {0}.",
                                  Enum.GetName(typeof(BASSError), Bass.BASS_ErrorGetCode()));
                        return(false);
                    }
                    _wasapiShared = true;
                }

                Log.Debug("BASS: Try to init WASAPI with a Frequency of {0} and {1} channels", stream.ChannelInfo.freq, outputChannels);

                if (BassWasapi.BASS_WASAPI_Init(_bassPlayer.DeviceNumber, stream.ChannelInfo.freq, outputChannels,
                                                initFlags | BASSWASAPIInit.BASS_WASAPI_BUFFER, Convert.ToSingle(Config.BufferingMs / 1000.0), 0f, _wasapiProc, IntPtr.Zero))
                {
                    BASS_WASAPI_INFO wasapiInfo = BassWasapi.BASS_WASAPI_GetInfo();

                    Log.Debug("BASS: ---------------------------------------------");
                    Log.Debug("BASS: Buffer Length: {0}", wasapiInfo.buflen);
                    Log.Debug("BASS: Channels: {0}", wasapiInfo.chans);
                    Log.Debug("BASS: Frequency: {0}", wasapiInfo.freq);
                    Log.Debug("BASS: Format: {0}", wasapiInfo.format.ToString());
                    Log.Debug("BASS: InitFlags: {0}", wasapiInfo.initflags.ToString());
                    Log.Debug("BASS: Exclusive: {0}", wasapiInfo.IsExclusive.ToString());
                    Log.Debug("BASS: ---------------------------------------------");
                    Log.Info("BASS: WASAPI Device successfully initialised");

                    // Now we need to check, if WASAPI decided to switch to a different mode
                    if (Config.WasApiExclusiveMode && !wasApiExclusiveSupported)
                    {
                        // Recreate Mixer with new value
                        Log.Debug("BASS: Creating new {0} channel mixer for frequency {1}", wasapiInfo.chans, wasapiInfo.freq);
                        _mixer = BassMix.BASS_Mixer_StreamCreate(wasapiInfo.freq, wasapiInfo.chans, mixerFlags);
                        if (_mixer == 0)
                        {
                            Log.Error("BASS: Unable to create Mixer.  Reason: {0}.",
                                      Enum.GetName(typeof(BASSError), Bass.BASS_ErrorGetCode()));
                            return(false);
                        }
                    }

                    BassWasapi.BASS_WASAPI_SetVolume(BASSWASAPIVolume.BASS_WASAPI_CURVE_DB, (float)Config.StreamVolume / 100f);
                    BassWasapi.BASS_WASAPI_Start();
                    result = true;
                }
                else
                {
                    Log.Error("BASS: Couldn't init WASAPI device. Error: {0}", Enum.GetName(typeof(BASSError), Bass.BASS_ErrorGetCode()));
                }
                break;
            }

            if (result)
            {
                Log.Debug("BASS: Successfully created BASS Mixer stream");
            }
            return(result);
        }
コード例 #3
0
        public static void SetDevice(int inputChannel, int outputChannel)
        {
            //  Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 0);
            //   Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_FLOATDSP, true);
            // BassAsio.BASS_ASIO_Init(0, BASSASIOInit.BASS_ASIO_DEFAULT);
            //   Bass.BASS_Init(0, (int)samplerate, 0, IntPtr.Zero);

            //   m_asioInputHandlers = new BassAsioHandler();
            //   m_asioOutputHandlers = new BassAsioHandler();
            devinfo              = new BASS_ASIO_DEVICEINFO();
            m_asioInputChannels  = new List <object>();
            m_asioOutputChannels = new List <object>();
            thisControl          = PlayerControl.MainFormControl;
            m_inputChannel       = inputChannel;
            m_outputChannel      = outputChannel;

            /*   for (int n = 0; BassAsio.BASS_ASIO_GetDeviceInfo(n, devinfo); n++)
             * {
             *     if (devinfo.name.Contains("ASIO4ALL"))
             *     {
             *         if (!BassAsio.BASS_ASIO_IsStarted())
             *             BassAsio.BASS_ASIO_Init(n, BASSASIOInit.BASS_ASIO_DEFAULT);
             *
             *         samplerate = BassAsio.BASS_ASIO_GetRate();
             *         m_asiodevice = n;
             *
             *         BASS_ASIO_INFO asioinfo = BassAsio.BASS_ASIO_GetInfo();
             *         if (asioinfo != null)
             *         {
             *             // assuming stereo input
             *             for (int i = 0; i < asioinfo.inputs; i += 2)
             *             {
             *                 BASS_ASIO_CHANNELINFO chanInfo = BassAsio.BASS_ASIO_ChannelGetInfo(true, i);
             *                 if (chanInfo != null)
             *                     GetAsioInputChannels.Add(chanInfo);
             *
             *                 if (chanInfo.name.Contains("VB-Audio Point 1"))
             *                     GetVlcAsioInputChannel = i;
             *             }
             *
             *             for (int o = 0; o < asioinfo.outputs; o += 2)
             *             {
             *                 BASS_ASIO_CHANNELINFO chanInfo = BassAsio.BASS_ASIO_ChannelGetInfo(false, o);
             *                 if (chanInfo != null)
             *                     GetAsioOutputChannels.Add(chanInfo);
             *             }
             *         }
             *     }
             *
             * }
             *
             * CreateInputs(m_inputChannel);
             * CreateOutput(m_outputChannel);
             * Connect();
             * int ggg = 0;*/


            for (int n = 0; BassAsio.BASS_ASIO_GetDeviceInfo(n, devinfo); n++)
            {
                if (devinfo.name.Contains("ASIO4ALL"))
                {
                    if (!BassAsio.BASS_ASIO_IsStarted())
                    {
                        BassAsio.BASS_ASIO_Init(n, BASSASIOInit.BASS_ASIO_THREAD);
                    }

                    samplerate   = BassAsio.BASS_ASIO_GetRate();
                    m_asiodevice = n;

                    BASS_ASIO_INFO asioinfo = BassAsio.BASS_ASIO_GetInfo();
                    if (asioinfo != null)
                    {
                        // assuming stereo input
                        for (int i = 0; i < asioinfo.inputs; i += 2)
                        {
                            BASS_ASIO_CHANNELINFO chanInfo = BassAsio.BASS_ASIO_ChannelGetInfo(true, i);
                            if (chanInfo != null)
                            {
                                GetAsioInputChannels.Add(chanInfo);
                            }

                            if (chanInfo.name.Contains("VB-Audio Point 1"))
                            {
                                VlcAsioInputChannel = i;
                            }
                        }

                        for (int o = 0; o < asioinfo.outputs; o += 2)
                        {
                            BASS_ASIO_CHANNELINFO chanInfo = BassAsio.BASS_ASIO_ChannelGetInfo(false, o);
                            if (chanInfo != null)
                            {
                                AsioOutputChannels.Add(chanInfo);
                            }
                        }
                    }

                    BassAsio.BASS_ASIO_ChannelSetVolume(true, m_inputChannel, PlayerControl.MicVolumeScroll.Value * 0.01f);
                    BassAsio.BASS_ASIO_ChannelSetVolume(true, m_inputChannel + 1, PlayerControl.MicVolumeScroll.Value * 0.01f);

                    _asioProc = new ASIOPROC(AsioCallback);
                }
            }

            if (!m_bassinit)
            {
                Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 0);
                Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_FLOATDSP, true);
                Bass.BASS_Init(0, 48000, 0, IntPtr.Zero);

                Player.Mixer = MixerStreamCreate((int)samplerate);

                if (Player.Mixer == 0)
                {
                    var error = Bass.BASS_ErrorGetCode();
                    MessageBox.Show(error.ToString(), "Could not create mixer!");
                    Bass.BASS_Free();
                    return;
                }

                m_mixerChannel = Player.Mixer;

                m_streamInputMic = Bass.BASS_StreamCreatePush((int)samplerate, 2, BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_SAMPLE_FLOAT, IntPtr.Zero);
                StreamInputVlc   = Bass.BASS_StreamCreatePush((int)samplerate, 2, BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_SAMPLE_FLOAT, IntPtr.Zero);

                //m_streamInputMic = Bass.BASS_StreamCreateFile(f, 0L, 0L, BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_SAMPLE_LOOP);
                //m_stream[0] = BassMix.BASS_Split_StreamCreate(m_streamInputMic, BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE, null);//_instream;
                //m_stream[1] = BassMix.BASS_Split_StreamCreate(m_streamInputMic, BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE, null);// _instream;
                //m_stream[2] = BassMix.BASS_Split_StreamCreate(m_streamInputMic, BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE, null);//_instream;
                //m_stream[3] = BassMix.BASS_Split_StreamCreate(m_streamInputMic, BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE, null);//_instream;


                //Group 1 VST Effects ============================================================
                Channel1Fx.SetEffects(m_streamInputMic);


                //Group 2 VST Effects ============================================================
                // Channel2Fx.SetEffects(m_stream[1]);


                //Group 3 VST Effects ============================================================
                // Channel3Fx.SetEffects(m_stream[2]);


                //Group 4 VST Effects ============================================================
                // Channel4Fx.SetEffects(m_stream[3]);

                BassMix.BASS_Mixer_StreamAddChannel(m_mixerChannel, StreamInputVlc, BASSFlag.BASS_MIXER_DOWNMIX | BASSFlag.BASS_STREAM_AUTOFREE);
                BassMix.BASS_Mixer_StreamAddChannel(m_mixerChannel, m_streamInputMic, BASSFlag.BASS_MIXER_DOWNMIX | BASSFlag.BASS_STREAM_AUTOFREE);
                // BassMix.BASS_Mixer_StreamAddChannel(m_mixerChannel, m_stream[1], BASSFlag.BASS_MIXER_DOWNMIX | BASSFlag.BASS_STREAM_AUTOFREE);
                //BassMix.BASS_Mixer_StreamAddChannel(m_mixerChannel, m_stream[2], BASSFlag.BASS_MIXER_DOWNMIX | BASSFlag.BASS_STREAM_AUTOFREE);
                //BassMix.BASS_Mixer_StreamAddChannel(m_mixerChannel, m_stream[3], BASSFlag.BASS_MIXER_DOWNMIX | BASSFlag.BASS_STREAM_AUTOFREE);
                BASS_CHANNELINFO info = Bass.BASS_ChannelGetInfo(m_mixerChannel);

                m_bassinit = true;
            }

            //BassAsio.BASS_ASIO_ControlPanel();
            BassAsio.BASS_ASIO_ChannelEnable(true, VlcAsioInputChannel, _asioProc, new IntPtr(StreamInputVlc));
            BassAsio.BASS_ASIO_ChannelJoin(true, VlcAsioInputChannel + 1, VlcAsioInputChannel);
            BassAsio.BASS_ASIO_ChannelSetFormat(true, VlcAsioInputChannel, BASSASIOFormat.BASS_ASIO_FORMAT_FLOAT);
            BassAsio.BASS_ASIO_ChannelSetRate(true, VlcAsioInputChannel, samplerate);
            BassAsio.BASS_ASIO_SetRate(samplerate);

            BassAsio.BASS_ASIO_ChannelEnable(true, m_inputChannel, _asioProc, new IntPtr(m_streamInputMic));
            BassAsio.BASS_ASIO_ChannelJoin(true, m_inputChannel + 1, m_inputChannel);
            BassAsio.BASS_ASIO_ChannelSetFormat(true, m_inputChannel, BASSASIOFormat.BASS_ASIO_FORMAT_FLOAT);
            BassAsio.BASS_ASIO_ChannelSetRate(true, m_inputChannel, samplerate);
            BassAsio.BASS_ASIO_SetRate(samplerate);

            BassAsio.BASS_ASIO_ChannelEnable(false, m_outputChannel, _asioProc, new IntPtr(m_mixerChannel));
            BassAsio.BASS_ASIO_ChannelJoin(false, m_outputChannel + 1, m_outputChannel);
            BassAsio.BASS_ASIO_ChannelSetFormat(false, m_outputChannel, BASSASIOFormat.BASS_ASIO_FORMAT_FLOAT);
            BassAsio.BASS_ASIO_ChannelSetRate(false, m_outputChannel, samplerate);
            BassAsio.BASS_ASIO_SetRate(samplerate);
        }