BASS.NET API for the Un4seen BASS Audio Library

BASS_BFX_VOLUME_ENV Class

BASS.NET API for the Un4seen BASS Audio Library
Used with BASS_ChannelSetFX(Int32, BASSFXType, Int32), BASS_FXSetParameters(Int32, IntPtr) and BASS_FXGetParameters(Int32, IntPtr) to retrieve and set the parameters of the DSP effect Volume Envelope.
Inheritance Hierarchy

SystemObject
  Un4seen.Bass.AddOn.FxBASS_BFX_VOLUME_ENV

Namespace:  Un4seen.Bass.AddOn.Fx
Assembly:  Bass.Net (in Bass.Net.dll) Version: 2.4.17.5
Syntax

[SerializableAttribute]
[StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public sealed class BASS_BFX_VOLUME_ENV

The BASS_BFX_VOLUME_ENV type exposes the following members.

Constructors

  NameDescription
Public methodBASS_BFX_VOLUME_ENV
Default constructor.
Public methodBASS_BFX_VOLUME_ENV(Int32)
Constructor assigning the number of volume envelope nodes to use.
Public methodBASS_BFX_VOLUME_ENV(BASS_BFX_ENV_NODE)
Constructor assigning the volume envelope nodes to use.
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Methods

  NameDescription
Public methodDispose
Implements the IDisposable interface.
Protected methodFinalize
Default Finilizer.
(Overrides ObjectFinalize.)
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Fields

  NameDescription
Public fieldbFollow
Follow the source position (default is )?
Public fieldlChannel
A BASSFXChan flag to define on which channels to apply the effect.

Default: -1 (BASS_BFX_CHANALL) - all channels.

Public fieldlNodeCount
The number of nodes contained in the pNodes array.
Public fieldpNodes
The array of envelope nodes (the first node must be at position 0.0).
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Remarks

Make sure that the first node is at position 0.0.

Envelopes are applied on top of the channel's attributes, as set via BASS_ChannelSetAttribute(Int32, BASSAttribute, Single). The final volume is a product of the channel attribute and the envelope.

Examples

Setting a volume envelope on a source channel:
int fx = Bass.BASS_ChannelSetFX(source, BASSFXType.BASS_FX_BFX_VOLUME_ENV, 0);
BASS_BFX_VOLUME_ENV ve = new BASS_BFX_VOLUME_ENV(
                                new BASS_BFX_ENV_NODE(0.0, 1f), 
                                new BASS_BFX_ENV_NODE(5.0, 1f), 
                                new BASS_BFX_ENV_NODE(7.0, 0.5f), 
                                new BASS_BFX_ENV_NODE(12.0, 0.5f), 
                                new BASS_BFX_ENV_NODE(14.0, 1f));
// which is the same as:
BASS_BFX_ENV_NODE[] en = new BASS_BFX_ENV_NODE[5];
en[0].pos = 0.0;
en[0].val = 1f;
en[1].pos = 5.0;
en[2].val = 1f;
en[3].pos = 7.0;
en[3].val = 0.5f;
en[4].pos = 12.0;
en[4].val = 0.5f;
en[5].pos = 14.0;
en[5].val = 1f;
ve = new BASS_BFX_VOLUME_ENV(en);

Bass.BASS_FXSetParameters(fx, ve);
Getting a volume envelope from a source channel:
BASS_BFX_VOLUME_ENV ve = new BASS_BFX_VOLUME_ENV();
if (Bass.BASS_FXGetParameters(fx, ve))
{
    foreach (BASS_BFX_ENV_NODE node in ve.pNodes)
        Console.WriteLine(node);
}
See Also

Reference