BASS.NET API for the Un4seen BASS Audio LibraryWaveFormRenderStart Method (Boolean, BASSFlag)BASS.NET API for the Un4seen BASS Audio Library
Start the rendering process for the FileName given (peak levels will be scanned).

Namespace: Un4seen.Bass.Misc
Assembly: Bass.Net (in Bass.Net.dll) Version:

public bool RenderStart(
	bool background,
	BASSFlag flags


Type: SystemBoolean
, if rendering should be performed in an independent threadpool 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!

Return Value

Type: Boolean
, if rendering was started successfully, else .

This overload creates an internal decoding channel allowing to render the peak levels independently.

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.

See Also