Assembly: Bass.Net (in Bass.Net.dll) Version: 18.104.22.168
public bool RenderStart( bool background, ThreadPriority prio, BASSFlag flags )
Public Function RenderStart ( background As Boolean, prio As ThreadPriority, flags As BASSFlag ) As Boolean
- Type: SystemBoolean
, if rendering should be performed in an independent background thread. , if rendering should be executed synchronious.
- Type: System.ThreadingThreadPriority
The thread priority to be used with the background thread (note, that when using a Normal priority a ThreadPool thread will be used).
- Type: Un4seen.BassBASSFlag
A combination of the BASSFlag flags on how to create the decoding stream. The BASS_STREAM_DECODE and BASS_STREAM_PRESCAN flags will be added automatically here, if not already set!
Return ValueType: Boolean
, if rendering was started successfully, else .
If you intend to use this overload to render the wave form in parallel while already playing out the file, it is recommended to specify the same flags as for your playing stream. This is because BASS_ChannelGetLength(Int32, BASSMode), BASS_ChannelGetPosition(Int32, BASSMode), BASS_ChannelSetPosition(Int32, Int64, BASSMode), BASS_ChannelBytes2Seconds(Int32, Int64) etc. would return different values if you specified different resolutions for your playing stream and your rendering stream (eg. a stream with BASS_SAMPLE_FLOAT would return twice as much bytes as a stream created with the default 16-bit resolution).
If your playing stream and this call uses different flags, you might use the SyncPlayback(Int32) method, so that the members Position2Frames(Int64), Frame2Bytes(Int32) or GetBytePositionFromX(Int32, Int32, Int32, Int32) will return converted values according to your playing stream.