Assembly: Bass.Net (in Bass.Net.dll) Version: 184.108.40.206
[SerializableAttribute] [StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Ansi)] public sealed class BASS_SAMPLE
<SerializableAttribute> <StructLayoutAttribute(LayoutKind.Sequential, CharSet := CharSet.Ansi)> Public NotInheritable Class BASS_SAMPLE
Thetype exposes the following members.
|BASS_SAMPLE(Int32, Single, Single, BASSFlag, Int32, Int32, Int32, Int32, Int32, BASS3DMode, Single, Single, Int32, Int32, Single, BASSVam, Int32)|
Constructor to initialize the members.
Is the original resolution floating point?
The original resolution value in bits per samples.
A description of the record decive info object (driver file name, inputs etc.).(Overrides ObjectToString.)
Number of channels... 1=mono, 2=stereo (default), etc.
A combination of these flags (BASSFlag):
Default playback rate (set to 44100 by default).
The angle of the inside projection cone in degrees... 0 (no cone, default) - 360 (sphere).
The length in bytes.
Maximum number of simultaneous playbacks (defaulted to 1).
The maximum distance (default 0). The sample's volume stops decreasing when the listener is beyond this distance.
The minimum distance (default 0). The sample's volume is at maximum when the listener is within this distance.
Minimum time gap in milliseconds between creating channels using BASS_SampleGetChannel(Int32, Boolean). This can be used to prevent flanging effects caused by playing a sample multiple times very close to eachother. The default setting, when loading/creating a sample, is 0 (disabled).
The 3D processing mode... one of these flags (see BASS3DMode):
The angle of the outside projection cone in degrees... 0 (no cone, default) - 360 (sphere).
The original resolution (bits per sample)... 0 = undefined (default).
The delta-volume outside the outer projection cone... 0 (silent) to 1 (full, default) - same as inside the cone.
Default panning position -1 (full left) to +1 (full right) - defaulted to 0 = centre.
Priority, used with the BASS_VAM_TERM_PRIO flag... 0 (min, default) - 0xFFFFFFFF (max)
The following are the sample's DX7 voice allocation/management settings (if VAM is enabled)...a combination of these (BASSVam):
The following flags enable hardware resource stealing... if the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer. Only samples with VAM enabled are considered for termination:
Default volume... 0 (silent) to 1 (full, default).
When a sample has 3D functionality, the iangle and oangle angles decide how wide the sound is projected around the orientation angle (as set via BASS_ChannelSet3DPosition(Int32, BASS_3DVECTOR, BASS_3DVECTOR, BASS_3DVECTOR)). Within the inside angle the volume level is the level set in the volume member (or the BASS_ATTRIB_VOL attribute when the sample is playing). Outside the outer angle, the volume changes according to the outvol value. Between the inner and outer angles, the volume gradually changes between the inner and outer volume levels. If the inner and outer angles are 360 degrees, then the sound is transmitted equally in all directions.
When VAM is enabled, and neither the BASS_VAM_HARDWARE or BASS_VAM_SOFTWARE flags are specified, then the sample will be played in hardware if resources are available, and in software if no hardware resources are available.