Assembly: Bass.Net (in Bass.Net.dll) Version: 22.214.171.124
public bool RenderStart( bool background, BASSFlag flags, IntPtr memory, long length )
Public Function RenderStart ( background As Boolean, flags As BASSFlag, memory As IntPtr, length As Long ) As Boolean
- Type: SystemBoolean
, if rendering should be performed in an independent background thread (using a Normal priority). , if rendering should be executed synchronious.
- 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!
- Type: SystemIntPtr
Set to Zero to render from the file location given by FileName - else rendering will be performed
- Type: SystemInt64
The length of the memory block (if specified).
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 audio, 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.