public static EffectSet CreateLoopEffectSet(StreamHandle streamHandle, Form form) { EffectSet set = new EffectSet(); foreach (EffectDescription desc in s_effectMap.Values) { set.Add(desc.ConstructionFunc(streamHandle, form)); } return set; }
public BassStream(int idUniqueWithinPool, Form baseForm) { m_idUniqueWithinPool = idUniqueWithinPool; m_streamHandle = (StreamHandle)Bass.BASS_StreamCreatePush( Clock.TimepointRateHz, HolofunkBassAsio.InputChannelCount, BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE, new IntPtr(m_idUniqueWithinPool)); m_effects = AllEffects.CreateLoopEffectSet(m_streamHandle, baseForm); }
internal HolofunkBassAsioInput(HolofunkBassAsio bassAsio, int asioChannel, BufferAllocator<float> audioAllocator) { m_bassAsio = bassAsio; m_asioChannel = asioChannel; // buffer one second's worth of audio; that will always be more than we need to look at m_recentPastStream = new DenseSampleFloatStream( default(Time<Sample>), audioAllocator, 1, // input channels are mono maxBufferedDuration: Clock.TimepointRateHz); m_inputToInputPushStreamAsioProc = new ASIOPROC(InputToInputPushStreamAsioProc); // create input push stream; this receives data pushed from ASIO's input, and feeds the mixer m_inputPushStream = (StreamHandle)Bass.BASS_StreamCreatePush( Clock.TimepointRateHz, HolofunkBassAsio.InputChannelCount, BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_SAMPLE_FLOAT, new IntPtr(m_asioChannel)); // connect to ASIO input channel CheckError(BassAsio.BASS_ASIO_ChannelEnable( HolofunkBassAsio.IsInputChannel, m_asioChannel, m_inputToInputPushStreamAsioProc, new IntPtr(m_asioChannel))); // join right channel if we have more than one input channel // (this is not generalized for >stereo) if (HolofunkBassAsio.InputChannelCount == 2) { CheckError(BassAsio.BASS_ASIO_ChannelJoin(HolofunkBassAsio.IsInputChannel, 1, m_asioChannel)); } // set format and rate of input channel CheckError(BassAsio.BASS_ASIO_ChannelSetFormat(HolofunkBassAsio.IsInputChannel, m_asioChannel, BASSASIOFormat.BASS_ASIO_FORMAT_FLOAT)); CheckError(BassAsio.BASS_ASIO_ChannelSetRate(HolofunkBassAsio.IsInputChannel, m_asioChannel, Clock.TimepointRateHz)); // add input push stream to mixer CheckError(BassMix.BASS_Mixer_StreamAddChannel( (int)m_bassAsio.MixerHStream, (int)m_inputPushStream, BASSFlag.BASS_MIXER_DOWNMIX | BASSFlag.BASS_MIXER_NORAMPIN)); // set up the input effects (aka microphone effects) m_inputPushEffects = AllEffects.CreateLoopEffectSet(m_inputPushStream, m_bassAsio.BaseForm); // connect peak level meter to input push stream m_plmRec = new DSP_PeakLevelMeter((int)m_inputPushStream, 0); m_plmRec.Notification += new EventHandler(Plm_Rec_Notification); // Register DSPPROC handler for input channel. Make sure to hold the DSPPROC itself. // See documentation for BassAsioHandler.InputChannel m_inputDspProc = new DSPPROC(InputDspProc); // set up our recording DSP -- priority 10 hopefully means "run first first first!" CheckError(Bass.BASS_ChannelSetDSP((int)m_inputPushStream, m_inputDspProc, new IntPtr(0), 10) != 0); }