Namespace: Un4seen.Bass
Assembly: Bass.Net (in Bass.Net.dll) Version: 2.4.17.5
[DllImportAttribute("bass")] public static int BASS_StreamPutData( int handle, float[] buffer, int length )
Parameters
- handle
- Type: SystemInt32
The stream handle (as created with BASS_StreamCreatePush(Int32, Int32, BASSFlag, IntPtr)). - buffer
- Type: SystemSingle
The array of float sample data to provide ( = allocate space in the queue buffer so that there is at least length bytes of free space). - length
- Type: SystemInt32
The amount of data in bytes! (buffer.Length*4), optionally using the BASS_STREAMPROC_END flag to signify the end of the stream. 0 can be used to just check how much data is queued.
Return Value
Type: Int32If successful, the amount of queued data is returned, else -1 is returned. Use BASS_ErrorGetCode to get the error code.
As much data as possible will be placed in the stream's playback buffer, and any remainder will be queued for when more space becomes available, ie. as the buffered data is played. With a decoding channel, there is no playback buffer, so all data is queued in that case. There is no limit to the amount of data that can be queued, besides available memory. The queue buffer will be automatically enlarged as required to hold the data, but it can also be enlarged in advance. The queue buffer is freed when the stream ends or is reset, eg. via BASS_ChannelPlay(Int32, Boolean) (with restart = TRUE) or BASS_ChannelSetPosition(Int32, Int64, BASSMode) (with pos = 0).
DSP/FX are applied when the data reaches the playback buffer, or the BASS_ChannelGetData(Int32, IntPtr, Int32) call in the case of a decoding channel.
Data should be provided at a rate sufficent to sustain playback. If the buffer gets exhausted, BASS will automatically stall playback of the stream, until more data is provided. BASS_ChannelGetData(Int32, IntPtr, Int32) (BASS_DATA_AVAILABLE) can be used to check the buffer level, and BASS_ChannelIsActive(Int32) can be used to check if playback has stalled. A BASS_SYNC_STALL sync can also be set via BASS_ChannelSetSync(Int32, BASSSync, Int64, SYNCPROC, IntPtr), to be triggered upon playback stalling or resuming.
ERROR CODE | Description |
---|---|
BASS_ERROR_HANDLE | handle is not valid. |
BASS_ERROR_NOTAVAIL | The stream is not using the push system. |
BASS_ERROR_ILLPARAM | length is not valid, it must equate to a whole number of samples. |
BASS_ERROR_ENDED | The stream has ended. |
BASS_ERROR_MEM | There is insufficient memory. |
private DSPPROC _dupCallback; ... // create stream on device 1 Bass.BASS_SetDevice(1); int orig = Bass.BASS_StreamCreateFile("test.mp3", 0, 0, BASSFlag.BASS_SAMPLE_LOOP); Bass.BASS_ChannelPlay(orig, false); ... // create a clone on device 2 BASS_CHANNELINFO info = Bass.BASS_ChannelGetInfo(stream); Bass.BASS_SetDevice(2); int clone = Bass.BASS_StreamCreatePush(info.freq, info.chans, info.flags, IntPtr.Zero); // pause source stream to synchonise buffer contents Bass.BASS_ChannelPause(stream); int c = Bass.BASS_ChannelGetData(stream, IntPtr.Zero, (int)BASSData.BASS_DATA_AVAILABLE); byte[] buf = new byte[c]; Bass.BASS_ChannelGetData(stream, buf, c); Bass.BASS_StreamPutData(clone, buf, c); // set DSP to copy new data from source stream _dupCallback = new DSPPROC(DupDSP); Bass.BASS_ChannelSetDSP(orig, _dupCallback, new IntPtr(clone), 0); Bass.BASS_ChannelPlay(orig, false); // resume source Bass.BASS_ChannelPlay(clone, false); // play clone ... private void DupDSP(int handle, int channel, IntPtr buffer, int length, IntPtr user) { Bass.BASS_StreamPutData(user.ToInt32(), buffer, length); }