/// <inheritdoc/> public override void Play(Single volume, Single pitch, Single pan) { Contract.EnsureNotDisposed(this, Disposed); var channel = 0u; if (pitch == 0) { channel = BASSNative.SampleGetChannel(sample, false); if (!BASSUtil.IsValidHandle(channel)) { throw new BASSException(); } } else { var stream = BASSNative.StreamCreate(sampleInfo.freq, sampleInfo.chans, sampleInfo.flags | BASSNative.BASS_STREAM_DECODE, BASSNative.STREAMPROC_PUSH, IntPtr.Zero); if (!BASSUtil.IsValidHandle(stream)) { throw new BASSException(); } var pushed = BASSNative.StreamPutData(stream, data, sampleInfo.length); if (!BASSUtil.IsValidValue(pushed)) { throw new BASSException(); } stream = BASSFXNative.TempoCreate(stream, BASSNative.BASS_FX_FREESOURCE | BASSNative.BASS_STREAM_AUTOFREE); if (!BASSUtil.IsValidHandle(stream)) { throw new BASSException(); } channel = stream; BASSUtil.SetPitch(channel, MathUtil.Clamp(pitch, -1f, 1f)); } BASSUtil.SetVolume(channel, MathUtil.Clamp(volume, 0f, 1f)); BASSUtil.SetPan(channel, MathUtil.Clamp(pan, -1f, 1f)); if (!BASSNative.ChannelPlay(channel, false)) { throw new BASSException(); } }
/// <summary> /// Promotes the current channel to a stream. /// This is necessary if the pitch is shifted, because BASS_FX only works on streams. /// </summary> /// <param name="volume">The stream's initial volume.</param> /// <param name="pitch">The stream's initial pitch.</param> /// <param name="pan">The stream's initial pan.</param> /// <param name="loop">A value indicating whether to loop the stream.</param> private Boolean PromoteToStream(Single volume, Single pitch, Single pan, Boolean loop) { if (BASSUtil.IsValidHandle(stream)) { return(false); } // If the channel is currently playing, pause it. var playing = (State == PlaybackState.Playing); if (playing) { if (!BASSNative.ChannelPause(channel)) { throw new BASSException(); } } // Get the current position of the playing channel so that we can advance the stream to match. var streampos = (uint)BASSNative.ChannelGetPosition(channel, 0); if (!BASSUtil.IsValidValue(streampos)) { throw new BASSException(); } // Create a process for streaming data from our sample into the new stream. sampleDataPosition = (int)streampos; sampleDataLength = (int)sampleInfo.length; sampleDataStreamProc = new StreamProc((handle, buffer, length, user) => { if (sampleDataPosition >= sampleDataLength) { sampleDataPosition = 0; } var byteCount = Math.Min(length, (uint)sampleDataLength - streampos); unsafe { byte *pBufferSrc = (byte *)(sampleData + sampleDataPosition).ToPointer(); byte *pBufferDst = (byte *)(buffer).ToPointer(); for (int i = 0; i < byteCount; i++) { *pBufferDst++ = *pBufferSrc++; } } sampleDataPosition += (int)byteCount; return(streampos >= sampleDataLength ? byteCount | BASSNative.BASS_STREAMPROC_END : byteCount); }); // Create a decoding stream based on our sample channel. stream = BASSNative.StreamCreate(sampleInfo.freq, sampleInfo.chans, sampleInfo.flags | BASSNative.BASS_STREAM_DECODE, sampleDataStreamProc, IntPtr.Zero); if (!BASSUtil.IsValidHandle(stream)) { throw new BASSException(); } // Create an FX stream to shift the sound effect's pitch. stream = BASSFXNative.TempoCreate(stream, BASSNative.BASS_FX_FREESOURCE); if (!BASSUtil.IsValidHandle(stream)) { throw new BASSException(); } // Set the new stream's attributes. BASSUtil.SetVolume(stream, volume); BASSUtil.SetPitch(stream, pitch); BASSUtil.SetPan(stream, pan); BASSUtil.SetIsLooping(stream, loop); // Stop the old channel and switch to the stream. if (!BASSNative.ChannelStop(channel)) { throw new BASSException(); } channel = stream; // If we were previously playing, play the stream. if (playing) { if (!BASSNative.ChannelPlay(channel, false)) { throw new BASSException(); } } promoted = true; return(true); }