public Boolean YStop() { return(Bass.BASS_ChannelStop(y)); }
//zatrzymanie puszczanego streama oraz zwolnienie public static void Stop() { Bass.BASS_ChannelStop(Stream); Bass.BASS_StreamFree(Stream); }
private void button2_Click(object sender, EventArgs e) //下一曲 { if (radioButton2.Checked) //判断播放模式,如果是随机播放,则执行以下代码 { try { Bass.BASS_ChannelStop(stream); listBox1.SelectedIndices.Clear();//清空当前所有选中的索引 Random next = new Random(); int nextsong = next.Next(1, listBox1.Items.Count - 1); listBox1.SelectedIndex = nextsong; string songname = listpath[listBox1.SelectedIndex]; stream = Bass.BASS_StreamCreateFile(songname, 0L, 0L, BASSFlag.BASS_SAMPLE_FLOAT); Bass.BASS_ChannelPlay(stream, true); label1.Text = " " + songname; 暂停ToolStripMenuItem.Text = "暂停"; button1.Text = "暂停"; p = true; } catch { } } else if (radioButton1.Checked)//如果是按列表顺序模式 { try { int index = listBox1.SelectedIndex; //获得当前选中的索引 listBox1.SelectedIndices.Clear(); //清空当前所有选中的索引 index++; if (index == listBox1.Items.Count) { index = 0; } listBox1.SelectedIndex = index; Bass.BASS_ChannelStop(stream); string songname = listpath[listBox1.SelectedIndex]; stream = Bass.BASS_StreamCreateFile(songname, 0L, 0L, BASSFlag.BASS_SAMPLE_FLOAT); Bass.BASS_ChannelPlay(stream, true); label1.Text = " " + songname; button1.Enabled = true; 暂停ToolStripMenuItem.Text = "暂停"; button1.Text = "暂停"; p = true; } catch { } } else //单曲循环播放模式 { try { int index = listBox1.SelectedIndex; //获得当前选中的索引 listBox1.SelectedIndices.Clear(); //清空当前所有选中的索引 // index++; // if (index == listBox1.Items.Count) // { index = 0; } listBox1.SelectedIndex = index; Bass.BASS_ChannelStop(stream); string songname = listpath[listBox1.SelectedIndex]; stream = Bass.BASS_StreamCreateFile(songname, 0L, 0L, BASSFlag.BASS_SAMPLE_FLOAT); Bass.BASS_ChannelPlay(stream, true); label1.Text = " " + songname; button1.Enabled = true; 暂停ToolStripMenuItem.Text = "暂停"; button1.Text = "暂停"; p = true; } catch { } } }
private void Stop_Click(object sender, EventArgs e) { Bass.BASS_ChannelStop(chan); //останавливаем музяку Bass.BASS_Free(); // выгружаем устройства потоки итд. }
//PC版WoTの音声ファイルを指定 private async void Open_File_B_Click(object sender, RoutedEventArgs e) { if (IsClosing || IsBusy) { return; } OpenFileDialog ofd = new OpenFileDialog() { Title = "BNKファイルを選択してください。", Multiselect = false, Filter = "BNKファイル(*.bnk)|*.bnk" }; if (ofd.ShowDialog() == DialogResult.OK) { string PCK_File_Path = Path.GetDirectoryName(ofd.FileName) + "/" + Path.GetFileNameWithoutExtension(ofd.FileName) + ".pck"; if (PCK_Mode_C.IsChecked.Value && !File.Exists(PCK_File_Path)) { Message_Feed_Out(Path.GetFileNameWithoutExtension(ofd.FileName) + ".pckが見つかりませんでした。"); IsBusy = false; return; } string XML_File_Path = Path.GetDirectoryName(ofd.FileName) + "/audio_mods.xml"; if (XML_Mode_C.IsChecked.Value && !File.Exists(XML_File_Path)) { Message_Feed_Out("audio_mods.xmlが見つかりませんでした。"); IsBusy = false; return; } Bass.BASS_ChannelStop(Stream); Bass.BASS_StreamFree(Stream); try { if (Directory.Exists(Voice_Set.Special_Path + "/Wwise/BNK_WAV")) { Directory.Delete(Voice_Set.Special_Path + "/Wwise/BNK_WAV", true); } } catch (Exception e1) { Sub_Code.Error_Log_Write(e1.Message); } IsBusy = true; try { Message_T.Text = ".bnkファイルを解析しています..."; await Task.Delay(50); Wwise_Class.BNK_Parse p = new Wwise_Class.BNK_Parse(ofd.FileName); Message_T.Text = "audio_mods.xmlからイベントIDを取得しています..."; await Task.Delay(50); if (!p.IsVoiceFile()) { Message_Feed_Out("選択されたbnkファイルは音声データではありません。"); IsBusy = false; return; } Message_T.Text = "各イベント内の音声IDを取得しています..."; await Task.Delay(50); BNK_Voices_Enable.Clear(); BNK_Voices = p.Get_Voices(false); if (XML_Mode_C.IsChecked.Value) { p.Get_Event_ID_From_XML(XML_File_Path); List <List <string> > Temp = p.Get_Voices(false); for (int Number = 0; Number < Temp.Count; Number++) { if (BNK_Voices[Number].Count == 0) { BNK_Voices[Number] = Temp[Number]; } } } List <string> Need_Files = new List <string>(); foreach (List <string> Types in BNK_Voices) { BNK_Voices_Enable.Add(new List <bool>()); foreach (string File_Now in Types) { Need_Files.Add(File_Now); BNK_Voices_Enable[BNK_Voices_Enable.Count - 1].Add(true); } } if (Need_Files.Count == 0) { BNK_Voices_Enable.Clear(); Message_T.Text = "移植できるファイルが見つからなかったため、特殊な方法で解析しています..."; await Task.Delay(50); p.SpecialBNKFileMode = 1; BNK_Voices = p.Get_Voices(false); foreach (List <string> Types in BNK_Voices) { BNK_Voices_Enable.Add(new List <bool>()); foreach (string File_Now in Types) { Need_Files.Add(File_Now); BNK_Voices_Enable[BNK_Voices_Enable.Count - 1].Add(true); } } if (Need_Files.Count == 0) { p.Clear(); BNK_Voices.Clear(); BNK_Voices_Enable.Clear(); Message_Feed_Out("移植できる音声が見つかりませんでした。"); IsBusy = false; return; } } p.Clear(); Get_Available_Voice_Count(); Voices_L.Items.Clear(); Voice_Type_L.Items.Clear(); for (int Number = 0; Number < BNK_Voices.Count; Number++) { Voices_L.Items.Add(Voice_Set.Get_Voice_Type_Japanese_Name_V2(Number) + " : " + BNK_Voices[Number].Count + "個"); } BGM_Count_Change(); if (PCK_Mode_C.IsChecked.Value) { Message_T.Text = ".wemファイルに変換しています..."; await Task.Delay(50); Wwise_PCK = new Wwise_File_Extract_V1(PCK_File_Path); Max_Stream_Count = Wwise_PCK.Wwise_Get_File_Count(); await Wwise_PCK.Async_Wwise_Extract_To_WEM_Directory(Voice_Set.Special_Path + "/Wwise/BNK_WAV"); Message_T.Text = ".wemファイルを.oggに変換しています..."; await Task.Delay(50); await Wwise_PCK.Async_Wwise_Extract_To_OGG_Directory(Voice_Set.Special_Path + "/Wwise/BNK_WAV"); } else { Message_T.Text = ".wavまたは.oggに変換しています..."; await Task.Delay(50); Wwise_BNK = new Wwise_File_Extract_V2(ofd.FileName); Max_Stream_Count = Wwise_BNK.Wwise_Get_Numbers(); Wwise_BNK.Wwise_Extract_To_WEM_Directory_V2(Voice_Set.Special_Path + "/Wwise/BNK_WAV"); } string[] Files = Directory.GetFiles(Voice_Set.Special_Path + "/Wwise/BNK_WAV", "*.wem", SearchOption.TopDirectoryOnly); foreach (string File_Now in Files) { Sub_Code.File_Delete_V2(File_Now); } Message_T.Text = "不要な音声ファイルを削除しています..."; await Task.Delay(50); string[] All_Files = Directory.GetFiles(Voice_Set.Special_Path + "/Wwise/BNK_WAV", "*", SearchOption.TopDirectoryOnly); foreach (string File_Now in All_Files) { if (!Need_Files.Contains(Path.GetFileNameWithoutExtension(File_Now))) { Sub_Code.File_Delete_V2(File_Now); } } File_Name_T.Text = Path.GetFileName(ofd.FileName); Message_Feed_Out(".bnkファイルをロードしました。"); } catch (Exception e1) { Sub_Code.Error_Log_Write(e1.Message); Message_Feed_Out("解析に失敗しました。Error_Log.txtを参照してください。"); } IsBusy = false; } }
private void stopBtn_Click(object sender, EventArgs e) { Bass.BASS_ChannelStop(_stream); playBtn.Image = Properties.Resources._013_play; }
public void CloseStream() { Bass.BASS_ChannelStop(_stream); Bass.BASS_StreamFree(_stream); }
public bool stopSong() { playlist.config.currState = "stop"; Console.WriteLine(playlist.Count + "---count"); return(Bass.BASS_ChannelStop(Stream)); }
/// <summary> /// Resample to new samplerate and in mono /// </summary> public AudioSamples Resample(float[] inputAudioSamples, int inputSampleRate = 44100, int inputChannels = 2, int outputSamplerate = 5512) { //create streams for re-sampling int stream = Bass.BASS_StreamCreatePush(inputSampleRate, inputChannels, GetDefaultFlags(), IntPtr.Zero); ThrowIfStreamIsInvalid(stream); int mixerStream = BassMix.BASS_Mixer_StreamCreate(outputSamplerate, 1, GetDefaultFlags()); ThrowIfStreamIsInvalid(mixerStream); if (!bassService.CombineMixerStreams(mixerStream, stream, BASSFlag.BASS_MIXER_FILTER | BASSFlag.BASS_MIXER_DOWNMIX)) { throw new BassException(bassService.GetLastError()); } Bass.BASS_StreamPutData(stream, inputAudioSamples, inputAudioSamples.Length * 4); int bufferSize = outputSamplerate * 10 * 4; /*read 10 seconds at each iteration*/ float[] buffer = new float[bufferSize]; List <float[]> chunks = new List <float[]>(); int size = 0; int bytesRead; do { // get re-sampled/mono data bytesRead = Bass.BASS_ChannelGetData(mixerStream, buffer, bufferSize); if (bytesRead == 0) { break; } float[] chunk = new float[bytesRead / 4]; //each float contains 4 bytes Array.Copy(buffer, chunk, bytesRead / 4); chunks.Add(chunk); size += bytesRead / 4; //size of the data } while (bytesRead > 0); // Do bass cleanup Bass.BASS_ChannelStop(mixerStream); Bass.BASS_ChannelStop(stream); Bass.BASS_StreamFree(mixerStream); Bass.BASS_StreamFree(stream); float[] data = new float[size]; int index = 0; // Concatenate foreach (float[] chunk in chunks) { Array.Copy(chunk, 0, data, index, chunk.Length); index += chunk.Length; } // Create audiosamples object AudioSamples audioSamples = new AudioSamples(); audioSamples.Origin = "MEMORY"; audioSamples.Channels = 1; audioSamples.SampleRate = outputSamplerate; audioSamples.StartInMS = 0; audioSamples.DurationInMS = (int)(((float)size / (float)outputSamplerate) * 1000.0f); audioSamples.Samples = data; return(audioSamples); }
public static void FreeChannel(int handle) { Bass.BASS_ChannelStop(handle); Bass.BASS_StreamFree(handle); }
public void Stop() { Bass.BASS_ChannelStop(streamHandle); }
public static void Stop(int stream) { Bass.BASS_ChannelStop(stream); }
/// <summary> /// Stopping and freeing the stream. /// </summary> public void Stop() { Bass.BASS_ChannelStop(Stream); Bass.BASS_StreamFree(Stream); activeState = PlayerState.Stopped; }
private void PlayWindow_OnClosed(object sender, EventArgs e) { Bass.BASS_ChannelStop(stream); Bass.BASS_StreamFree(stream); }
/// <summary> /// Stop PCM play /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void btnStopPcm_Click(object sender, EventArgs e) { Bass.BASS_ChannelStop(pcmImportStreamHandle); Msg("Raw PCM playback stopped"); }
/// <summary> /// Stretches audio, keeps channels and samplerate. /// negatief value slowsdown (makes longer) the audio /// Positief value speedsup (make shorter) the audio /// </summary> public AudioSamples TimeStretch(float[] inputAudioSamples, int inputSampleRate = 44100, int inputChannels = 2, float rateFactor = 0.0f) { // calculate total milliseconds to read int totalmilliseconds = Int32.MaxValue; float[] data = null; int stream = Bass.BASS_StreamCreatePush(inputSampleRate, inputChannels, BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_SAMPLE_FLOAT, IntPtr.Zero); ThrowIfStreamIsInvalid(stream); BASS_CHANNELINFO channelInfo = Bass.BASS_ChannelGetInfo(stream); Bass.BASS_StreamPutData(stream, inputAudioSamples, inputAudioSamples.Length * 4); SoundTouch <Single, Double> soundTouch = new SoundTouch <Single, Double>(); soundTouch.SetSampleRate(channelInfo.freq); soundTouch.SetChannels(channelInfo.chans); soundTouch.SetTempoChange(0.0f); soundTouch.SetPitchSemiTones(0.0f); soundTouch.SetRateChange(rateFactor); // -1.4f = Radio 538 setting soundTouch.SetSetting(SettingId.UseQuickseek, 0); soundTouch.SetSetting(SettingId.UseAntiAliasFilter, 0); int bufferSize = 2048; float[] buffer = new float[bufferSize]; List <float[]> chunks = new List <float[]>(); int size = 0; int nSamples = 0; while ((float)(size) / channelInfo.freq * 1000 < totalmilliseconds) { // get re-sampled data int bytesRead = Bass.BASS_ChannelGetData(stream, buffer, bufferSize); if (bytesRead <= 0) { break; } nSamples = (bytesRead / 4) / channelInfo.chans; // Feed the samples into SoundTouch processor soundTouch.PutSamples(buffer, nSamples); // Read ready samples from SoundTouch processor & write them output file. // NOTES: // - 'receiveSamples' doesn't necessarily return any samples at all // during some rounds! // - On the other hand, during some round 'receiveSamples' may have more // ready samples than would fit into 'sampleBuffer', and for this reason // the 'receiveSamples' call is iterated for as many times as it // outputs samples. do { nSamples = soundTouch.ReceiveSamples(buffer, (bufferSize / channelInfo.chans)); if (nSamples > 0) { float[] chunk = new float[nSamples * channelInfo.chans]; Array.Copy(buffer, chunk, nSamples * channelInfo.chans); chunks.Add(chunk); size += nSamples * channelInfo.chans; //size of the data } } while (nSamples != 0); } //while // Now the input file is processed, yet 'flush' few last samples that are // hiding in the SoundTouch's internal processing pipeline. soundTouch.Flush(); do { nSamples = soundTouch.ReceiveSamples(buffer, (bufferSize / channelInfo.chans)); if (nSamples > 0) { float[] chunk = new float[nSamples * channelInfo.chans]; Array.Copy(buffer, chunk, nSamples * channelInfo.chans); chunks.Add(chunk); size += nSamples * channelInfo.chans; //size of the data } } while (nSamples != 0); if (size <= 0) { // not enough samples to return the requested data return(null); } // Do bass cleanup Bass.BASS_ChannelStop(stream); Bass.BASS_StreamFree(stream); int start = 0; int end = size; data = new float[size]; int index = 0; // Concatenate foreach (float[] chunk in chunks) { Array.Copy(chunk, 0, data, index, chunk.Length); index += chunk.Length; } // Select specific part of the song if (start != 0 || end != size) { float[] temp = new float[end - start]; Array.Copy(data, start, temp, 0, end - start); data = temp; } // Create audiosamples object AudioSamples audioSamples = new AudioSamples(); audioSamples.Origin = "MEMORY"; audioSamples.Channels = channelInfo.chans; audioSamples.SampleRate = channelInfo.freq; audioSamples.StartInMS = start; audioSamples.DurationInMS = end; audioSamples.Samples = data; return(audioSamples); }
//остановка воспроизведения public static void Stop() { Bass.BASS_ChannelStop(Stream); Bass.BASS_StreamFree(Stream); isStopped = true; }
/// <summary> /// Read audio file and mix it to mono, then resample it to "samplerate" /// </summary> /// <param name="filename">Name of the file</param> /// <param name="samplerate">Output sample rate, default 5512hz</param> /// <param name="toReadInMS">Milliseconds to read of or <= 0 to read everything</param> /// <param name="startmillisecond">Start position in millisecond, default 0 for begin</param> /// <returns>Array of samples</returns> /// <remarks> /// Seeking capabilities of Bass where not used because of the possible /// timing errors on different formats. /// </remarks> public AudioSamples ReadMonoFromFile(string filename, int outputSamplerate = 5512, int startPositionInMS = 0, int toReadInMS = -1) { if (!File.Exists(filename)) { throw new Exception("File '" + filename + "' doesn't exists."); } // calculate total milliseconds to read int totalmilliseconds = toReadInMS <= 0 ? Int32.MaxValue : (toReadInMS + startPositionInMS); float[] data = null; //create streams for re-sampling int stream = CreateStream(filename); int mixerStream = CreateMixerStream(outputSamplerate); if (!bassService.CombineMixerStreams(mixerStream, stream, BASSFlag.BASS_MIXER_FILTER | BASSFlag.BASS_MIXER_DOWNMIX)) { throw new BassException(bassService.GetLastError()); } int bufferSize = outputSamplerate * 10 * 4; /*read 10 seconds at each iteration*/ float[] buffer = new float[bufferSize]; List <float[]> chunks = new List <float[]>(); int size = 0; while ((float)(size) / outputSamplerate * 1000 < totalmilliseconds) { // get re-sampled/mono data int bytesRead = Bass.BASS_ChannelGetData(mixerStream, buffer, bufferSize); if (bytesRead == 0) { break; } float[] chunk = new float[bytesRead / 4]; //each float contains 4 bytes Array.Copy(buffer, chunk, bytesRead / 4); chunks.Add(chunk); size += bytesRead / 4; //size of the data } //while if ((float)(size) / outputSamplerate * 1000 < (toReadInMS + startPositionInMS)) { // not enough samples to return the requested data return(null); } // Do bass cleanup Bass.BASS_ChannelStop(mixerStream); Bass.BASS_ChannelStop(stream); Bass.BASS_StreamFree(mixerStream); Bass.BASS_StreamFree(stream); int start = (int)((float)startPositionInMS * outputSamplerate / 1000); int end = (toReadInMS <= 0) ? size : (int)((float)(startPositionInMS + toReadInMS) * outputSamplerate / 1000); data = new float[size]; int index = 0; // Concatenate foreach (float[] chunk in chunks) { Array.Copy(chunk, 0, data, index, chunk.Length); index += chunk.Length; } // Select specific part of the song if (start != 0 || end != size) { float[] temp = new float[end - start]; Array.Copy(data, start, temp, 0, end - start); data = temp; } // Create audiosamples object AudioSamples audioSamples = new AudioSamples(); audioSamples.Origin = filename; audioSamples.Channels = 1; audioSamples.SampleRate = outputSamplerate; audioSamples.StartInMS = start; audioSamples.DurationInMS = end; audioSamples.Samples = data; return(audioSamples); }
public void Stop() { Bass.BASS_ChannelStop(hStream); Bass.BASS_ChannelSetPosition(hStream, 0d); }
/// <summary> /// Останавливает текущий поток и перематывает его на начало /// </summary> public static void Stop() { Bass.BASS_ChannelStop(stream); SetPositionScroll(0); }
public void Stop() { _timer.Stop(); _isPaused = true; Bass.BASS_ChannelStop(_channel); }
/// <summary> /// Останавливает текущий поток и очищает его /// </summary> public static void ClearStream() { Bass.BASS_ChannelStop(stream); Bass.BASS_StreamFree(stream); }
/// <summary> /// Implemented member, disposed /// </summary> public void Dispose() { Bass.BASS_ChannelStop(Handle); }
/// <summary> /// Выполнение функции Stop библиотеки BASS /// </summary> /// <returns></returns> protected override bool ChannelStop(int Channel) { return(Bass.BASS_ChannelStop(Channel)); }
public virtual void Stop() { Bass.BASS_ChannelStop(audioHandle); }
private void btnStop_Click(object sender, EventArgs e) { Bass.BASS_ChannelStop(stream); ifFirst = true; }
private void timer1_Tick(object sender, EventArgs e) //自动播放下一曲 { double c = Bass.BASS_ChannelBytes2Seconds(stream, Bass.BASS_ChannelGetLength(stream)); //获取歌曲总长度 double a = Bass.BASS_ChannelBytes2Seconds(stream, Bass.BASS_ChannelGetPosition(stream)); //获取当前正播放歌曲的进度 label1.Text = label1.Text.Substring(1) + label1.Text.Substring(0, 1); if (c == a && c >= 0) //判断歌曲是否播放完了 { if (radioButton1.Checked) //判断歌曲的播放模式是否为“顺序播放” { try { int index = listBox1.SelectedIndex; //获得当前选中的索引 listBox1.SelectedIndices.Clear(); //清空当前所有选中的索引 index++; if (index == listBox1.Items.Count)//如果歌曲为最后一曲 { index = 0; } //索引从头开始 listBox1.SelectedIndex = index; Bass.BASS_ChannelStop(stream); //停止上一曲 string songname = listpath[listBox1.SelectedIndex]; //获得当前的歌曲路径 stream = Bass.BASS_StreamCreateFile(songname, 0L, 0L, BASSFlag.BASS_SAMPLE_FLOAT); //播放当前选中的歌曲 Bass.BASS_ChannelPlay(stream, true); label1.Text = " " + songname; button1.Enabled = true; 暂停ToolStripMenuItem.Text = "暂停"; button1.Text = "暂停"; p = true; } catch { } } else if (radioButton2.Checked)//当播放模式为随机播放 { try { Bass.BASS_ChannelStop(stream); listBox1.SelectedIndices.Clear();//清空当前所有选中的索引 Random next = new Random(); int nextsong = next.Next(1, listBox1.Items.Count - 1); listBox1.SelectedIndex = nextsong; string songname = listpath[listBox1.SelectedIndex]; stream = Bass.BASS_StreamCreateFile(songname, 0L, 0L, BASSFlag.BASS_SAMPLE_FLOAT); Bass.BASS_ChannelPlay(stream, true); label1.Text = " " + songname; 暂停ToolStripMenuItem.Text = "暂停"; button1.Text = "暂停"; p = true; } catch { } } else //单曲循环播放模式 { try { int index = listBox1.SelectedIndex; //获得当前选中的索引 listBox1.SelectedIndices.Clear(); //清空当前所有选中的索引 // index++; // if (index == listBox1.Items.Count) // { index = 0; } listBox1.SelectedIndex = index; Bass.BASS_ChannelStop(stream); string songname = listpath[listBox1.SelectedIndex]; stream = Bass.BASS_StreamCreateFile(songname, 0L, 0L, BASSFlag.BASS_SAMPLE_FLOAT); Bass.BASS_ChannelPlay(stream, true); label1.Text = " " + songname; button1.Enabled = true; 暂停ToolStripMenuItem.Text = "暂停"; button1.Text = "暂停"; p = true; } catch { } } } }
private void btnStopLame_Click(object sender, EventArgs e) { Bass.BASS_ChannelStop(_blogStreamHandle); Msg("Lame MP3 playback stopped"); }
public void Stop() { Bass.BASS_ChannelStop(streamID); Bass.BASS_ChannelSetPosition(streamID, 0, BASSMode.BASS_POS_BYTES); }
void BNK_FSB_Clear(bool IsMessageShow = true) { if (IsClosing || IsBusy) { return; } if (IsMessageShow) { MessageBoxResult result = System.Windows.MessageBox.Show("内容をクリアしますか?", "確認", MessageBoxButton.YesNo, MessageBoxImage.Exclamation, MessageBoxResult.No); if (result == MessageBoxResult.Yes) { Bass.BASS_ChannelStop(Stream); Bass.BASS_StreamFree(Stream); Voices_L.Items.Clear(); Content_L.Items.Clear(); BNK_FSB_Enable.Clear(); BNK_FSB_Voices.Clear(); Voices_L.Items.Add("音声ファイルが選択されていません。"); BNK_FSB_Voices.Clear(); File_Name_T.Text = ""; Location_S.Value = 0; Location_S.Maximum = 0; Max_Stream_Count = 0; Now_Stream_Count = 0; Location_T.Text = "00:00"; try { if (Directory.Exists(Voice_Set.Special_Path + "/Wwise/BNK_WAV_WoT")) { Directory.Delete(Voice_Set.Special_Path + "/Wwise/BNK_WAV_WoT", true); } } catch (Exception e1) { Sub_Code.Error_Log_Write(e1.Message); } Message_Feed_Out("内容をクリアしました。"); } } else { Bass.BASS_ChannelStop(Stream); Bass.BASS_StreamFree(Stream); Voices_L.Items.Clear(); Content_L.Items.Clear(); BNK_FSB_Enable.Clear(); BNK_FSB_Voices.Clear(); Voices_L.Items.Add("音声ファイルが選択されていません。"); BNK_FSB_Voices.Clear(); File_Name_T.Text = ""; Location_S.Value = 0; Location_S.Maximum = 0; Max_Stream_Count = 0; Now_Stream_Count = 0; Location_T.Text = "00:00"; try { if (Directory.Exists(Voice_Set.Special_Path + "/Wwise/BNK_WAV_WoT")) { Directory.Delete(Voice_Set.Special_Path + "/Wwise/BNK_WAV_WoT", true); } } catch (Exception e1) { Sub_Code.Error_Log_Write(e1.Message); } } }