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> эквалайзер на delphi, Как сделать эквалайзер на delphi 
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Гость_Phoenix
Дата 27.4.2004, 07:45 (ссылка)    |    (голосов: 0) Загрузка ... Загрузка ... Быстрая цитата Цитата


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Как сделать эквалайзер на delphi
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-Сергей-
Дата 29.4.2004, 04:56 (ссылка) | (нет голосов) Загрузка ... Загрузка ... Быстрая цитата Цитата


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Чтобы сделать эквалайзер подключай к проге Bass.dll.
--------------------
Для утвердительного ответа достаточно лишь одного слова - "да". Все прочие слова придуманы, чтобы сказать "нет".
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Akella
Дата 30.4.2004, 08:10 (ссылка) | (нет голосов) Загрузка ... Загрузка ... Быстрая цитата Цитата


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А где взять описание экспортируемых функций этой библиотеки, может у кого есть. Не жадничайте и выкладывайте его сюда.
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Дата 8.5.2004, 15:46 (ссылка) | (нет голосов) Загрузка ... Загрузка ... Быстрая цитата Цитата


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У тебя разве не полная версия? Только одну dll-ку нашел что-ли? Поищи полную версию. Там и RTFM есть.
Код

unit RT_bass;

interface

uses
 Windows;

const
 // Use these to test for error from functions that return a DWORD or QWORD
 DW_ERROR = Cardinal(-1); // -1 (DWORD)
 QW_ERROR = Int64(-1);    // -1 (QWORD)

 // Error codes returned by BASS_GetErrorCode()
 BASS_OK                 = 0;    // all is OK
 BASS_ERROR_MEM          = 1;    // memory error
 BASS_ERROR_FILEOPEN     = 2;    // can't open the file
 BASS_ERROR_DRIVER       = 3;    // can't find a free sound driver
 BASS_ERROR_BUFLOST      = 4;    // the sample buffer was lost - please report this!
 BASS_ERROR_HANDLE       = 5;    // invalid handle
 BASS_ERROR_FORMAT       = 6;    // unsupported sample format
 BASS_ERROR_POSITION     = 7;    // invalid playback position
 BASS_ERROR_INIT         = 8;    // BASS_Init has not been successfully called
 BASS_ERROR_START        = 9;    // BASS_Start has not been successfully called
 BASS_ERROR_INITCD       = 10;   // can't initialize CD
 BASS_ERROR_CDINIT       = 11;   // BASS_CDInit has not been successfully called
 BASS_ERROR_NOCD         = 12;   // no CD in drive
 BASS_ERROR_CDTRACK      = 13;   // can't play the selected CD track
 BASS_ERROR_ALREADY      = 14;   // already initialized
 BASS_ERROR_CDVOL        = 15;   // CD has no volume control
 BASS_ERROR_NOPAUSE      = 16;   // not paused
 BASS_ERROR_NOTAUDIO     = 17;   // not an audio track
 BASS_ERROR_NOCHAN       = 18;   // can't get a free channel
 BASS_ERROR_ILLTYPE      = 19;   // an illegal type was specified
 BASS_ERROR_ILLPARAM     = 20;   // an illegal parameter was specified
 BASS_ERROR_NO3D         = 21;   // no 3D support
 BASS_ERROR_NOEAX        = 22;   // no EAX support
 BASS_ERROR_DEVICE       = 23;   // illegal device number
 BASS_ERROR_NOPLAY       = 24;   // not playing
 BASS_ERROR_FREQ         = 25;   // illegal sample rate
 BASS_ERROR_NOTFILE      = 27;   // the stream is not a file stream
 BASS_ERROR_NOHW         = 29;   // no hardware voices available
 BASS_ERROR_EMPTY        = 31;   // the MOD music has no sequence data
 BASS_ERROR_NONET        = 32;   // no internet connection could be opened
 BASS_ERROR_CREATE       = 33;   // couldn't create the file
 BASS_ERROR_NOFX         = 34;   // effects are not enabled
 BASS_ERROR_PLAYING      = 35;   // the channel is playing
 BASS_ERROR_NOTAVAIL     = 37;   // requested data is not available
 BASS_ERROR_DECODE       = 38;   // the channel is a "decoding channel"
 BASS_ERROR_DX           = 39;   // a sufficient DirectX version is not installed
 BASS_ERROR_TIMEOUT      = 40;   // connection timedout
 BASS_ERROR_FILEFORM     = 41;   // unsupported file format
 BASS_ERROR_SPEAKER      = 42;   // unavailable speaker
 BASS_ERROR_UNKNOWN      = -1;   // some other mystery error

 // Initialization flags
 BASS_DEVICE_8BITS       = 1;    // use 8 bit resolution, else 16 bit
 BASS_DEVICE_MONO        = 2;    // use mono, else stereo
 BASS_DEVICE_3D          = 4;    // enable 3D functionality
 {
   If the BASS_DEVICE_3D flag is not specified when
   initilizing BASS, then the 3D flags (BASS_SAMPLE_3D
   and BASS_MUSIC_3D) are ignored when loading/creating
   a sample/stream/music.
 }
 BASS_DEVICE_LEAVEVOL   = 32;   // leave the volume as it is
 BASS_DEVICE_NOTHREAD    = 128;  // update buffers manually (using BASS_Update)
 BASS_DEVICE_LATENCY     = 256;  // calculate device latency (BASS_INFO struct)
 BASS_DEVICE_VOL1000     = 512;  // 0-1000 volume range (else 0-100)
 BASS_DEVICE_FLOATDSP    = 1024; // all DSP uses 32-bit floating-point data
 BASS_DEVICE_SPEAKERS    = 2048; // force enabling of speaker assignment

 // DirectSound interfaces (for use with BASS_GetDSoundObject)
 BASS_OBJECT_DS          = 1;   // IDirectSound
 BASS_OBJECT_DS3DL       = 2;   // IDirectSound3DListener

 // BASS_INFO flags (from DSOUND.H)
 DSCAPS_CONTINUOUSRATE   = $00000010;
 { supports all sample rates between min/maxrate }
 DSCAPS_EMULDRIVER       = $00000020;
 { device does NOT have hardware DirectSound support }
 DSCAPS_CERTIFIED        = $00000040;
 { device driver has been certified by Microsoft }
 {
   The following flags tell what type of samples are
   supported by HARDWARE mixing, all these formats are
   supported by SOFTWARE mixing
 }
 DSCAPS_SECONDARYMONO    = $00000100;     // mono
 DSCAPS_SECONDARYSTEREO  = $00000200;     // stereo
 DSCAPS_SECONDARY8BIT    = $00000400;     // 8 bit
 DSCAPS_SECONDARY16BIT   = $00000800;     // 16 bit

 // BASS_RECORDINFO flags (from DSOUND.H)
 DSCCAPS_EMULDRIVER = DSCAPS_EMULDRIVER;
 { device does NOT have hardware DirectSound recording support }
 DSCCAPS_CERTIFIED = DSCAPS_CERTIFIED;
 { device driver has been certified by Microsoft }

 // defines for formats field of BASS_RECORDINFO (from MMSYSTEM.H)
 WAVE_FORMAT_1M08       = $00000001;      // 11.025 kHz, Mono,   8-bit
 WAVE_FORMAT_1S08       = $00000002;      // 11.025 kHz, Stereo, 8-bit
 WAVE_FORMAT_1M16       = $00000004;      // 11.025 kHz, Mono,   16-bit
 WAVE_FORMAT_1S16       = $00000008;      // 11.025 kHz, Stereo, 16-bit
 WAVE_FORMAT_2M08       = $00000010;      // 22.05  kHz, Mono,   8-bit
 WAVE_FORMAT_2S08       = $00000020;      // 22.05  kHz, Stereo, 8-bit
 WAVE_FORMAT_2M16       = $00000040;      // 22.05  kHz, Mono,   16-bit
 WAVE_FORMAT_2S16       = $00000080;      // 22.05  kHz, Stereo, 16-bit
 WAVE_FORMAT_4M08       = $00000100;      // 44.1   kHz, Mono,   8-bit
 WAVE_FORMAT_4S08       = $00000200;      // 44.1   kHz, Stereo, 8-bit
 WAVE_FORMAT_4M16       = $00000400;      // 44.1   kHz, Mono,   16-bit
 WAVE_FORMAT_4S16       = $00000800;      // 44.1   kHz, Stereo, 16-bit

 // Music flags
 BASS_MUSIC_RAMP         = 1;   // normal ramping
 BASS_MUSIC_RAMPS        = 2;   // sensitive ramping
 {
   Ramping doesn't take a lot of extra processing and
   improves the sound quality by removing "clicks".
   Sensitive ramping will leave sharp attacked samples,
   unlike normal ramping.
 }
 BASS_MUSIC_LOOP         = 4;      // loop music
 BASS_MUSIC_FT2MOD       = 16;     // play .MOD as FastTracker 2 does
 BASS_MUSIC_PT1MOD       = 32;     // play .MOD as ProTracker 1 does
 BASS_MUSIC_MONO         = 64;     // force mono mixing (less CPU usage)
 BASS_MUSIC_3D           = 128;    // enable 3D functionality
 BASS_MUSIC_POSRESET     = 256;    // stop all notes when moving position
 BASS_MUSIC_SURROUND   = 512;    // surround sound
 BASS_MUSIC_SURROUND2   = 1024;   // surround sound (mode 2)
 BASS_MUSIC_STOPBACK   = 2048;   // stop the music on a backwards jump effect
 BASS_MUSIC_FX           = 4096;   // enable old implementation of DX8 effects
 BASS_MUSIC_CALCLEN      = 8192;   // calculate playback length
 BASS_MUSIC_NONINTER     = 16384;  // non-interpolated mixing
 BASS_MUSIC_FLOAT        = $10000; // 32-bit floating-point
 BASS_MUSIC_DECODE       = $200000;// don't play the music, only decode (BASS_ChannelGetData)
 BASS_MUSIC_NOSAMPLE     = $400000;// don't load the samples

 // Sample info flags
 BASS_SAMPLE_8BITS       = 1;   // 8 bit
 BASS_SAMPLE_FLOAT       = 256; // 32-bit floating-point
 BASS_SAMPLE_MONO        = 2;   // mono, else stereo
 BASS_SAMPLE_LOOP        = 4;   // looped
 BASS_SAMPLE_3D          = 8;   // 3D functionality enabled
 BASS_SAMPLE_SOFTWARE    = 16;  // it's NOT using hardware mixing
 BASS_SAMPLE_MUTEMAX     = 32;  // muted at max distance (3D only)
 BASS_SAMPLE_VAM         = 64;  // uses the DX7 voice allocation & management
 BASS_SAMPLE_FX          = 128;     // old implementation of DX8 effects are enabled
 BASS_SAMPLE_OVER_VOL    = $10000; // override lowest volume
 BASS_SAMPLE_OVER_POS    = $20000; // override longest playing
 BASS_SAMPLE_OVER_DIST   = $30000; // override furthest from listener (3D only)

 BASS_MP3_SETPOS         = $20000; // enable pin-point seeking on the MP3/MP2/MP1

 BASS_STREAM_AUTOFREE   = $40000;// automatically free the stream when it stop/ends
 BASS_STREAM_RESTRATE   = $80000;// restrict the download rate of internet file streams
 BASS_STREAM_BLOCK       = $100000;// download & play internet
                                   // file stream (MPx/OGG) in small blocks
 BASS_STREAM_DECODE      = $200000;// don't play the stream, only decode (BASS_ChannelGetData)
 BASS_STREAM_META        = $400000;// request metadata from a Shoutcast stream
 BASS_STREAM_FILEPROC    = $800000;// use a STREAMFILEPROC callback

 // Speaker assignment flags
 BASS_SPEAKER_FRONT      = $1000000; // front speakers
 BASS_SPEAKER_REAR       = $2000000; // rear/side speakers
 BASS_SPEAKER_CENLFE     = $3000000; // center & LFE speakers (5.1)
 BASS_SPEAKER_REAR2      = $4000000; // rear center speakers (7.1)
 BASS_SPEAKER_LEFT       = $10000000; // modifier: left
 BASS_SPEAKER_RIGHT      = $20000000; // modifier: right
 BASS_SPEAKER_FRONTLEFT  = BASS_SPEAKER_FRONT or BASS_SPEAKER_LEFT;
 BASS_SPEAKER_FRONTRIGHT = BASS_SPEAKER_FRONT or BASS_SPEAKER_RIGHT;
 BASS_SPEAKER_REARLEFT   = BASS_SPEAKER_REAR or BASS_SPEAKER_LEFT;
 BASS_SPEAKER_REARRIGHT  = BASS_SPEAKER_REAR or BASS_SPEAKER_RIGHT;
 BASS_SPEAKER_CENTER     = BASS_SPEAKER_CENLFE or BASS_SPEAKER_LEFT;
 BASS_SPEAKER_LFE        = BASS_SPEAKER_CENLFE or BASS_SPEAKER_RIGHT;
 BASS_SPEAKER_REAR2LEFT  = BASS_SPEAKER_REAR2 or BASS_SPEAKER_LEFT;
 BASS_SPEAKER_REAR2RIGHT = BASS_SPEAKER_REAR2 or BASS_SPEAKER_RIGHT;

 // DX7 voice allocation flags
 BASS_VAM_HARDWARE       = 1;
 {
   Play the sample in hardware. If no hardware voices are available then
   the "play" call will fail
 }
 BASS_VAM_SOFTWARE       = 2;
 {
   Play the sample in software (ie. non-accelerated). No other VAM flags
   may be used together with this flag.
 }

 // DX7 voice management flags
 {
   These 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. NOTE: only samples loaded/created with the
   BASS_SAMPLE_VAM flag are considered for termination by the DX7 voice
   management.
 }
 BASS_VAM_TERM_TIME      = 4;
 {
   If there are no free hardware voices, the buffer to be terminated will be
   the one with the least time left to play.
 }
 BASS_VAM_TERM_DIST      = 8;
 {
   If there are no free hardware voices, the buffer to be terminated will be
   one that was loaded/created with the BASS_SAMPLE_MUTEMAX flag and is
   beyond
   it's max distance. If there are no buffers that match this criteria, then
   the "play" call will fail.
 }
 BASS_VAM_TERM_PRIO      = 16;
 {
   If there are no free hardware voices, the buffer to be terminated will be
   the one with the lowest priority.
 }

 // 3D channel modes
 BASS_3DMODE_NORMAL      = 0;
 { normal 3D processing }
 BASS_3DMODE_RELATIVE    = 1;
 {
   The channel's 3D position (position/velocity/
   orientation) are relative to the listener. When the
   listener's position/velocity/orientation is changed
   with BASS_Set3DPosition, the channel's position
   relative to the listener does not change.
 }
 BASS_3DMODE_OFF         = 2;
 {
   Turn off 3D processing on the channel, the sound will
   be played in the center.
 }

 // EAX environments, use with BASS_SetEAXParameters
 EAX_ENVIRONMENT_OFF               = -1;
 EAX_ENVIRONMENT_GENERIC           = 0;
 EAX_ENVIRONMENT_PADDEDCELL        = 1;
 EAX_ENVIRONMENT_ROOM              = 2;
 EAX_ENVIRONMENT_BATHROOM          = 3;
 EAX_ENVIRONMENT_LIVINGROOM        = 4;
 EAX_ENVIRONMENT_STONEROOM         = 5;
 EAX_ENVIRONMENT_AUDITORIUM        = 6;
 EAX_ENVIRONMENT_CONCERTHALL       = 7;
 EAX_ENVIRONMENT_CAVE              = 8;
 EAX_ENVIRONMENT_ARENA             = 9;
 EAX_ENVIRONMENT_HANGAR            = 10;
 EAX_ENVIRONMENT_CARPETEDHALLWAY   = 11;
 EAX_ENVIRONMENT_HALLWAY           = 12;
 EAX_ENVIRONMENT_STONECORRIDOR     = 13;
 EAX_ENVIRONMENT_ALLEY             = 14;
 EAX_ENVIRONMENT_FOREST            = 15;
 EAX_ENVIRONMENT_CITY              = 16;
 EAX_ENVIRONMENT_MOUNTAINS         = 17;
 EAX_ENVIRONMENT_QUARRY            = 18;
 EAX_ENVIRONMENT_PLAIN             = 19;
 EAX_ENVIRONMENT_PARKINGLOT        = 20;
 EAX_ENVIRONMENT_SEWERPIPE         = 21;
 EAX_ENVIRONMENT_UNDERWATER        = 22;
 EAX_ENVIRONMENT_DRUGGED           = 23;
 EAX_ENVIRONMENT_DIZZY             = 24;
 EAX_ENVIRONMENT_PSYCHOTIC         = 25;
 // total number of environments
 EAX_ENVIRONMENT_COUNT             = 26;

 // software 3D mixing algorithm modes (used with BASS_Set3DAlgorithm)
 BASS_3DALG_DEFAULT                = 0;
 {
   default algorithm (currently translates to BASS_3DALG_OFF)
 }
 BASS_3DALG_OFF                    = 1;
 {
   Uses normal left and right panning. The vertical axis is ignored except
   for scaling of volume due to distance. Doppler shift and volume scaling
   are still applied, but the 3D filtering is not performed. This is the
   most CPU efficient software implementation, but provides no virtual 3D
   audio effect. Head Related Transfer Function processing will not be done.
   Since only normal stereo panning is used, a channel using this algorithm
   may be accelerated by a 2D hardware voice if no free 3D hardware voices
   are available.
 }
 BASS_3DALG_FULL                   = 2;
 {
   This algorithm gives the highest quality 3D audio effect, but uses more
   CPU. Requires Windows 98 2nd Edition or Windows 2000 that uses WDM
   drivers, if this mode is not available then BASS_3DALG_OFF will be used
   instead.
 }
 BASS_3DALG_LIGHT                  = 3;
 {
   This algorithm gives a good 3D audio effect, and uses less CPU than the
   FULL mode. Requires Windows 98 2nd Edition or Windows 2000 that uses WDM
   drivers, if this mode is not available then BASS_3DALG_OFF will be used
   instead.
 }

 {
   Sync types (with BASS_ChannelSetSync() "param" and
   SYNCPROC "data" definitions) & flags.
 }
 BASS_SYNC_POS                     = 0;
 BASS_SYNC_MUSICPOS                = 0;
 {
   Sync when a music or stream reaches a position.
   if HMUSIC...
   param: LOWORD=order (0=first, -1=all) HIWORD=row (0=first, -1=all)
   data : LOWORD=order HIWORD=row
   if HSTREAM...
   param: position in bytes
   data : not used
 }
 BASS_SYNC_MUSICINST               = 1;
 {
   Sync when an instrument (sample for the non-instrument
   based formats) is played in a music (not including
   retrigs).
   param: LOWORD=instrument (1=first) HIWORD=note (0=c0...119=b9, -1=all)
   data : LOWORD=note HIWORD=volume (0-64)
 }
 BASS_SYNC_END                     = 2;
 {
   Sync when a music or file stream reaches the end.
   param: not used
   data : not used
 }
 BASS_SYNC_MUSICFX                 = 3;
 {
   Sync when the "sync" effect (XM/MTM/MOD: E8x/Wxx, IT/S3M: S2x) is used.
   param: 0:data=pos, 1:data="x" value
   data : param=0: LOWORD=order HIWORD=row, param=1: "x" value
 }
 BASS_SYNC_META                    = 4;
 {
   Sync when metadata is received in a Shoutcast stream.
   param: not used
   data : pointer to the metadata
 }
 BASS_SYNC_SLIDE                   = 5;
 {
   Sync when an attribute slide is completed.
   param: not used
   data : the type of slide completed (one of the BASS_SLIDE_xxx values)
 }
 BASS_SYNC_MESSAGE                 = $20000000;
 { FLAG: post a Windows message (instead of callback)
   When using a window message "callback", the message to post is given in the "proc"
   parameter of BASS_ChannelSetSync, and is posted to the window specified in the BASS_Init
   call. The message parameters are: WPARAM = data, LPARAM = user.
 }
 BASS_SYNC_MIXTIME                 = $40000000;
 { FLAG: sync at mixtime, else at playtime }
 BASS_SYNC_ONETIME                 = $80000000;
 { FLAG: sync only once, else continuously }

 CDCHANNEL           = 0; // CD channel, for use with BASS_Channel functions
 RECORDCHAN          = 1; // Recording channel, for use with BASS_Channel functions

 // BASS_ChannelIsActive return values
 BASS_ACTIVE_STOPPED = 0;
 BASS_ACTIVE_PLAYING = 1;
 BASS_ACTIVE_STALLED = 2;
 BASS_ACTIVE_PAUSED  = 3;

 // BASS_ChannelIsSliding return flags
 BASS_SLIDE_FREQ     = 1;
 BASS_SLIDE_VOL      = 2;
 BASS_SLIDE_PAN      = 4;

 // CD ID flags, use with BASS_CDGetID
 BASS_CDID_IDENTITY  = 0;
 BASS_CDID_UPC       = 1;
 BASS_CDID_CDDB      = 2;
 BASS_CDID_CDDB2     = 3;

 // BASS_ChannelGetData flags
 BASS_DATA_AVAILABLE = 0;        // query how much data is buffered
 BASS_DATA_FFT512   = $80000000; // 512 sample FFT
 BASS_DATA_FFT1024  = $80000001; // 1024 FFT
 BASS_DATA_FFT2048  = $80000002; // 2048 FFT
 BASS_DATA_FFT512S  = $80000010; // stereo 512 sample FFT
 BASS_DATA_FFT1024S = $80000011; // stereo 1024 FFT
 BASS_DATA_FFT2048S = $80000012; // stereo 2048 FFT
 BASS_DATA_FFT_NOWINDOW = $20;   // FFT flag: no Hanning window

 // BASS_StreamGetTags flags : what's returned
 BASS_TAG_ID3   = 0; // ID3v1 tags : 128 byte block
 BASS_TAG_ID3V2 = 1; // ID3v2 tags : variable length block
 BASS_TAG_OGG   = 2; // OGG comments : array of null-terminated strings
 BASS_TAG_HTTP  = 3; // HTTP headers : array of null-terminated strings
 BASS_TAG_ICY   = 4; // ICY headers : array of null-terminated strings
 BASS_TAG_META  = 5; // ICY metadata : null-terminated string

 BASS_FX_CHORUS      = 0;      // GUID_DSFX_STANDARD_CHORUS
 BASS_FX_COMPRESSOR  = 1;      // GUID_DSFX_STANDARD_COMPRESSOR
 BASS_FX_DISTORTION  = 2;      // GUID_DSFX_STANDARD_DISTORTION
 BASS_FX_ECHO        = 3;      // GUID_DSFX_STANDARD_ECHO
 BASS_FX_FLANGER     = 4;      // GUID_DSFX_STANDARD_FLANGER
 BASS_FX_GARGLE      = 5;      // GUID_DSFX_STANDARD_GARGLE
 BASS_FX_I3DL2REVERB = 6;      // GUID_DSFX_STANDARD_I3DL2REVERB
 BASS_FX_PARAMEQ     = 7;      // GUID_DSFX_STANDARD_PARAMEQ
 BASS_FX_REVERB      = 8;      // GUID_DSFX_WAVES_REVERB

 BASS_FX_PHASE_NEG_180 = 0;
 BASS_FX_PHASE_NEG_90  = 1;
 BASS_FX_PHASE_ZERO    = 2;
 BASS_FX_PHASE_90      = 3;
 BASS_FX_PHASE_180     = 4;

 // BASS_RecordSetInput flags
 BASS_INPUT_OFF    = $10000;
 BASS_INPUT_ON     = $20000;
 BASS_INPUT_LEVEL  = $40000;

 BASS_INPUT_TYPE_MASK    = $ff000000;
 BASS_INPUT_TYPE_UNDEF   = $00000000;
 BASS_INPUT_TYPE_DIGITAL = $01000000;
 BASS_INPUT_TYPE_LINE    = $02000000;
 BASS_INPUT_TYPE_MIC     = $03000000;
 BASS_INPUT_TYPE_SYNTH   = $04000000;
 BASS_INPUT_TYPE_CD      = $05000000;
 BASS_INPUT_TYPE_PHONE   = $06000000;
 BASS_INPUT_TYPE_SPEAKER = $07000000;
 BASS_INPUT_TYPE_WAVE    = $08000000;
 BASS_INPUT_TYPE_AUX     = $09000000;
 BASS_INPUT_TYPE_ANALOG  = $0a000000;

 // BASS_SetNetConfig flags
 BASS_NET_TIMEOUT  = 0;
 BASS_NET_BUFFER   = 1;

 // BASS_StreamGetFilePosition modes
 BASS_FILEPOS_DECODE     = 0;
 BASS_FILEPOS_DOWNLOAD   = 1;
 BASS_FILEPOS_END        = 2;

 // STREAMFILEPROC actions
 BASS_FILE_CLOSE   = 0;
 BASS_FILE_READ    = 1;
 BASS_FILE_QUERY   = 2;
 BASS_FILE_LEN     = 3;

type
 DWORD = cardinal;
 BOOL = LongBool;
 FLOAT = Single;
 QWORD = int64;        // 64-bit (replace "int64" with "comp" if using Delphi 3)

 HMUSIC = DWORD;       // MOD music handle
 HSAMPLE = DWORD;      // sample handle
 HCHANNEL = DWORD;     // playing sample's channel handle
 HSTREAM = DWORD;      // sample stream handle
 HSYNC = DWORD;        // synchronizer handle
 HDSP = DWORD;         // DSP handle
 HFX = DWORD;          // DX8 effect handle

 BASS_INFO = record
   size: DWORD;        // size of this struct (set this before calling the function)
   flags: DWORD;       // device capabilities (DSCAPS_xxx flags)
   hwsize: DWORD;      // size of total device hardware memory
   hwfree: DWORD;      // size of free device hardware memory
   freesam: DWORD;     // number of free sample slots in the hardware
   free3d: DWORD;      // number of free 3D sample slots in the hardware
   minrate: DWORD;     // min sample rate supported by the hardware
   maxrate: DWORD;     // max sample rate supported by the hardware
   eax: BOOL;          // device supports EAX? (always FALSE if BASS_DEVICE_3D was not used)
   minbuf: DWORD;      // recommended minimum buffer length in ms (requires BASS_DEVICE_LATENCY)
   dsver: DWORD;       // DirectSound version
   latency: DWORD;     // delay (in ms) before start of playback (requires BASS_DEVICE_LATENCY)
   initflags: DWORD;   // "flags" parameter of BASS_Init call
   speakers: DWORD;    // number of speakers available
 end;

 BASS_RECORDINFO = record
   size: DWORD;        // size of this struct (set this before calling the function)
   flags: DWORD;       // device capabilities (DSCCAPS_xxx flags)
   formats: DWORD;     // supported standard formats (WAVE_FORMAT_xxx flags)
   inputs: DWORD;      // number of inputs
   singlein: BOOL;     // only 1 input can be set at a time
 end;

 // Sample info structure
 BASS_SAMPLE = record
   freq: DWORD;        // default playback rate
   volume: DWORD;      // default volume (0-100)
   pan: Integer;       // default pan (-100=left, 0=middle, 100=right)
   flags: DWORD;       // BASS_SAMPLE_xxx flags
   length: DWORD;      // length (in samples, not bytes)
   max: DWORD;         // maximum simultaneous playbacks
   {
     The following are the sample's default 3D attributes
     (if the sample is 3D, BASS_SAMPLE_3D is in flags)
     see BASS_ChannelSet3DAttributes
   }
   mode3d: DWORD;      // BASS_3DMODE_xxx mode
   mindist: FLOAT;     // minimum distance
   maxdist: FLOAT;     // maximum distance
   iangle: DWORD;      // angle of inside projection cone
   oangle: DWORD;      // angle of outside projection cone
   outvol: DWORD;      // delta-volume outside the projection cone
   {
     The following are the defaults used if the sample uses the DirectX 7
     voice allocation/management features.
   }
   vam: DWORD;         // voice allocation/management flags (BASS_VAM_xxx)
   priority: DWORD;    // priority (0=lowest, $ffffffff=highest)
 end;

 // 3D vector (for 3D positions/velocities/orientations)
 BASS_3DVECTOR = record
   x: FLOAT;           // +=right, -=left
   y: FLOAT;           // +=up, -=down
   z: FLOAT;           // +=front, -=behind
 end;

 BASS_FXCHORUS = record
   fWetDryMix: FLOAT;
   fDepth: FLOAT;
   fFeedback: FLOAT;
   fFrequency: FLOAT;
   lWaveform: DWORD;   // 0=triangle, 1=sine
   fDelay: FLOAT;
   lPhase: DWORD;      // BASS_FX_PHASE_xxx
 end;

 BASS_FXCOMPRESSOR = record
   fGain: FLOAT;
   fAttack: FLOAT;
   fRelease: FLOAT;
   fThreshold: FLOAT;
   fRatio: FLOAT;
   fPredelay: FLOAT;
 end;

 BASS_FXDISTORTION = record
   fGain: FLOAT;
   fEdge: FLOAT;
   fPostEQCenterFrequency: FLOAT;
   fPostEQBandwidth: FLOAT;
   fPreLowpassCutoff: FLOAT;
 end;

 BASS_FXECHO = record
   fWetDryMix: FLOAT;
   fFeedback: FLOAT;
   fLeftDelay: FLOAT;
   fRightDelay: FLOAT;
   lPanDelay: BOOL;
 end;

 BASS_FXFLANGER = record
   fWetDryMix: FLOAT;
   fDepth: FLOAT;
   fFeedback: FLOAT;
   fFrequency: FLOAT;
   lWaveform: DWORD;   // 0=triangle, 1=sine
   fDelay: FLOAT;
   lPhase: DWORD;      // BASS_FX_PHASE_xxx
 end;

 BASS_FXGARGLE = record
   dwRateHz: DWORD;               // Rate of modulation in hz
   dwWaveShape: DWORD;            // 0=triangle, 1=square
 end;

 BASS_FXI3DL2REVERB = record
   lRoom: Longint;                // [-10000, 0]      default: -1000 mB
   lRoomHF: Longint;              // [-10000, 0]      default: 0 mB
   flRoomRolloffFactor: FLOAT;    // [0.0, 10.0]      default: 0.0
   flDecayTime: FLOAT;            // [0.1, 20.0]      default: 1.49s
   flDecayHFRatio: FLOAT;         // [0.1, 2.0]       default: 0.83
   lReflections: Longint;         // [-10000, 1000]   default: -2602 mB
   flReflectionsDelay: FLOAT;     // [0.0, 0.3]       default: 0.007 s
   lReverb: Longint;              // [-10000, 2000]   default: 200 mB
   flReverbDelay: FLOAT;          // [0.0, 0.1]       default: 0.011 s
   flDiffusion: FLOAT;            // [0.0, 100.0]     default: 100.0 %
   flDensity: FLOAT;              // [0.0, 100.0]     default: 100.0 %
   flHFReference: FLOAT;          // [20.0, 20000.0]  default: 5000.0 Hz
 end;

 BASS_FXPARAMEQ = record
   fCenter: FLOAT;
   fBandwidth: FLOAT;
   fGain: FLOAT;
 end;

 BASS_FXREVERB = record
   fInGain: FLOAT;                // [-96.0,0.0]            default: 0.0 dB
   fReverbMix: FLOAT;             // [-96.0,0.0]            default: 0.0 db
   fReverbTime: FLOAT;            // [0.001,3000.0]         default: 1000.0 ms
   fHighFreqRTRatio: FLOAT;       // [0.001,0.999]          default: 0.001
 end;

 // callback function types
 STREAMPROC = function(handle: HSTREAM; buffer: Pointer; length: DWORD; user: DWORD): DWORD; stdcall;
 {
   User stream callback function. NOTE: A stream function should obviously be as
   quick as possible, other streams (and MOD musics) can't be mixed until
   it's finished.
   handle : The stream that needs writing
   buffer : Buffer to write the samples in
   length : Number of bytes to write
   user   : The 'user' parameter value given when calling BASS_StreamCreate
   RETURN : Number of bytes written. If less than "length" then the
            stream is assumed to be at the end, and is stopped.
 }

 STREAMFILEPROC = function(action, param1, param2, user: DWORD): DWORD; stdcall;
 {  
    User file stream callback function.
    action : The action to perform, one of BASS_FILE_xxx values.
    param1 : Depends on "action"
    param2 : Depends on "action"
    user   : The 'user' parameter value given when calling BASS_StreamCreate
    RETURN : Depends on "action"
 }

 SYNCPROC = procedure(handle: HSYNC; channel, data: DWORD; user: DWORD); stdcall;
 {
   Sync callback function. NOTE: a sync callback function should be very
   quick as other syncs cannot be processed until it has finished. If the
   sync is a "mixtime" sync, then other streams and MOD musics can not be
   mixed until it's finished either.
   handle : The sync that has occured
   channel: Channel that the sync occured in
   data   : Additional data associated with the sync's occurance
   user   : The 'user' parameter given when calling BASS_ChannelSetSync
 }

 DSPPROC = procedure(handle: HDSP; channel: DWORD; buffer: Pointer; length: DWORD; user: DWORD); stdcall;
 {
   DSP callback function. NOTE: A DSP function should obviously be as quick
   as possible... other DSP functions, streams and MOD musics can not be
   processed until it's finished.
   handle : The DSP handle
   channel: Channel that the DSP is being applied to
   buffer : Buffer to apply the DSP to
   length : Number of bytes in the buffer
   user   : The 'user' parameter given when calling BASS_ChannelSetDSP
 }

 RECORDPROC = function(buffer: Pointer; length: DWORD; user: DWORD): BOOL; stdcall;
 {
   Recording callback function.
   buffer : Buffer containing the recorded sample data
   length : Number of bytes
   user   : The 'user' parameter value given when calling BASS_RecordStart
   RETURN : TRUE = continue recording, FALSE = stop
 }


// Vars that will hold our dynamically loaded functions...hopefully I didn't miss one of them...if I did miss one (stupid, I know !-; ) please let me know which one it was !

var BASS_GetVersion: Function : DWORD; stdcall;
var BASS_GetDeviceDescription : Function(devnum: Integer; var desc: PChar): BOOL; stdcall;
var BASS_SetBufferLength: Function(length: FLOAT): FLOAT; stdcall;
var BASS_SetGlobalVolumes : procedure (musvol, samvol, strvol: Integer); stdcall;
var BASS_GetGlobalVolumes: procedure (var musvol, samvol, strvol: DWORD); stdcall;
var BASS_SetLogCurves : procedure (volume, pan: BOOL); stdcall;
var BASS_Set3DAlgorithm : procedure (algo: DWORD); stdcall;
var BASS_ErrorGetCode : Function: DWORD; stdcall;
var BASS_Init: Function (device: Integer; freq, flags: DWORD; win: HWND): BOOL; stdcall;
var BASS_Free:procedure; stdcall;
var BASS_GetDSoundObject: Function(obj: DWORD): Pointer; stdcall;
var BASS_GetInfo: procedure (var info: BASS_INFO); stdcall;
var BASS_GetCPU:Function : FLOAT; stdcall;
var BASS_Start: Function : BOOL; stdcall;
var BASS_Stop: Function : BOOL; stdcall;
var BASS_Pause: Function : BOOL; stdcall;
var BASS_SetVolume: Function(volume: DWORD): BOOL; stdcall;
var BASS_GetVolume: Function : Integer; stdcall;
var BASS_Set3DFactors: Function (distf, rollf, doppf: FLOAT): BOOL; stdcall;
var BASS_Get3DFactors: Function (var distf, rollf, doppf: FLOAT): BOOL; stdcall;
var BASS_Set3DPosition : Function (var pos, vel, front, top: BASS_3DVECTOR): BOOL; stdcall;
var BASS_Get3DPosition : Function (var pos, vel, front, top: BASS_3DVECTOR): BOOL; stdcall;
var BASS_Apply3D: Function : BOOL; stdcall;
var BASS_SetEAXParameters: Function (env: Integer; vol, decay, damp: FLOAT): BOOL; stdcall;
var BASS_GetEAXParameters: Function (var env: DWORD; var vol, decay, damp: FLOAT): BOOL; stdcall;
var BASS_MusicLoad: Function (mem: BOOL; f: Pointer; offset, length, flags: DWORD): HMUSIC; stdcall;
var BASS_MusicFree: procedure (handle: HMUSIC); stdcall;
var BASS_MusicGetName: Function (handle: HMUSIC): PChar; stdcall;
var BASS_MusicGetLength: Function (handle: HMUSIC; playlen: BOOL): DWORD; stdcall;
var BASS_MusicPlay: Function (handle: HMUSIC): BOOL; stdcall;
var BASS_MusicPlayEx: Function (handle: HMUSIC; pos: DWORD; flags: Integer; reset: BOOL): BOOL; stdcall;
var BASS_MusicSetAmplify: Function (handle: HMUSIC; amp: DWORD): BOOL; stdcall;
var BASS_MusicSetPanSep:function (handle: HMUSIC; pan: DWORD): BOOL; stdcall;
var BASS_MusicSetPositionScaler:Function (handle: HMUSIC; scale: DWORD): BOOL; stdcall;
var BASS_SampleLoad: Function(mem: BOOL; f: Pointer; offset, length, max, flags: DWORD): HSAMPLE; stdcall;
var BASS_SampleCreate: Function (length, freq, max, flags: DWORD): Pointer; stdcall;
var BASS_SampleCreateDone:Function : HSAMPLE; stdcall;
var BASS_SampleFree: procedure (handle: HSAMPLE); stdcall;
var BASS_SampleGetInfo:Function (handle: HSAMPLE; var info: BASS_SAMPLE): BOOL;stdcall;
var BASS_SampleSetInfo: Function (handle: HSAMPLE; var info: BASS_SAMPLE): BOOL; stdcall;
var BASS_SamplePlay: Function (handle: HSAMPLE): HCHANNEL; stdcall;
var BASS_SamplePlayEx: function (handle: HSAMPLE; start: DWORD; freq, volume, pan: Integer; loop: BOOL): HCHANNEL; stdcall;
var BASS_SamplePlay3D: function (handle: HSAMPLE; var pos, orient, vel: BASS_3DVECTOR): HCHANNEL; stdcall;
var BASS_SamplePlay3DEx: function (handle: HSAMPLE; var pos, orient, vel: BASS_3DVECTOR; start: DWORD; freq, volume: Integer; loop: BOOL): HCHANNEL; stdcall;
var BASS_SampleStop:Function (handle: HSAMPLE): BOOL; stdcall;
var BASS_StreamCreate :Function (freq, flags: DWORD; proc: Pointer; user: DWORD): HSTREAM; stdcall;
var BASS_StreamCreateFile: Function (mem: BOOL; f: Pointer; offset, length, flags: DWORD): HSTREAM; stdcall;
var BASS_StreamFree: procedure (handle: HSTREAM); stdcall;
var BASS_StreamGetLength: Function(handle: HSTREAM): QWORD; stdcall;
var BASS_StreamPlay : function (handle: HSTREAM; flush: BOOL; flags: DWORD): BOOL; stdcall;
var BASS_CDInit:Function (drive: PChar; flags: DWORD): BOOL; stdcall;
var BASS_CDFree:procedure; stdcall;
var BASS_CDInDrive:function : BOOL; stdcall;
var BASS_CDPlay:function (track: DWORD; loop: BOOL; wait: BOOL): BOOL; stdcall;
var BASS_ChannelGetFlags:function (handle: DWORD): DWORD; stdcall;
var BASS_ChannelStop:function (handle: DWORD): BOOL; stdcall;
var BASS_ChannelPause:function (handle: DWORD): BOOL; stdcall;
var BASS_ChannelResume:function (handle: DWORD): BOOL; stdcall;
var BASS_ChannelSetAttributes:function (handle: DWORD; freq, volume, pan: Integer): BOOL; stdcall;
var BASS_ChannelGetAttributes:function (handle: DWORD; var freq, volume: DWORD; var pan: Integer): BOOL; stdcall;
var BASS_ChannelSet3DAttributes:function (handle: DWORD; mode: Integer; min, max: FLOAT; iangle, oangle, outvol: Integer): BOOL; stdcall;
var BASS_ChannelGet3DAttributes:function (handle: DWORD; var mode: DWORD; var min, max: FLOAT; var iangle, oangle, outvol: DWORD): BOOL; stdcall;
var BASS_ChannelSet3DPosition:function (handle: DWORD; var pos, orient, vel: BASS_3DVECTOR): BOOL; stdcall;
var BASS_ChannelGet3DPosition:function (handle: DWORD; var pos, orient, vel: BASS_3DVECTOR): BOOL; stdcall;
var BASS_ChannelSetPosition:function (handle: DWORD; pos: QWORD): BOOL; stdcall;
var BASS_ChannelGetPosition:function (handle: DWORD): QWORD; stdcall;
var BASS_ChannelGetLevel:function (handle: DWORD): DWORD; stdcall;
var BASS_ChannelGetData:function (handle: DWORD; buffer: Pointer; length: DWORD): DWORD; stdcall;
var BASS_ChannelSetSync:function (handle: DWORD; atype: DWORD; param: QWORD; proc: SYNCPROC; user: DWORD): HSYNC; stdcall;
var BASS_ChannelRemoveSync:function (handle: DWORD; sync: HSYNC): BOOL; stdcall;
var BASS_ChannelSetDSP:function (handle: DWORD; proc: DSPPROC; user: DWORD): HDSP; stdcall;
var BASS_ChannelRemoveDSP:function (handle: DWORD; dsp: HDSP): BOOL; stdcall;
var BASS_ChannelSetEAXMix:function (handle: DWORD; mix: FLOAT): BOOL; stdcall;
var BASS_ChannelGetEAXMix:function (handle: DWORD; var mix: FLOAT): BOOL; stdcall;

// these were added/changed in v0.9
var BASS_StreamGetFilePosition : Function(handle:HSTREAM; mode:DWORD) : DWORD;stdcall;
var BASS_CDGetTracks:Function:DWORD;stdcall;
var BASS_CDGetTrackLength:Function(track:DWORD):DWORD;stdcall;
var BASS_ChannelIsActive: function (handle: DWORD): DWORD; stdcall;

// v1.1
var BASS_CDGetID:Function(id: DWORD):PChar; stdcall;
var BASS_ChannelSetFX:Function(handle, etype: DWORD): HFX; stdcall;
var BASS_ChannelRemoveFX:Function(handle: DWORD; fx: HFX): BOOL; stdcall;
var BASS_FXSetParameters:Function(handle: HFX; par: Pointer): BOOL; stdcall;
var BASS_FXGetParameters:Function(handle: HFX; par: Pointer): BOOL; stdcall;

// v1.2
var BASS_ChannelSetLink:Function(handle, chan: DWORD): BOOL; stdcall;
var BASS_ChannelRemoveLink:Function(handle, chan: DWORD): BOOL; stdcall;
var BASS_MusicPreBuf:Function(handle: HMUSIC): BOOL; stdcall;
var BASS_StreamPreBuf:Function(handle: HMUSIC): BOOL; stdcall;

// v1.3
var BASS_Update:Function: BOOL; stdcall;
var BASS_StreamGetTags:Function(handle: HSTREAM; tags : DWORD): PChar; stdcall;
var BASS_StreamCreateURL:Function(URL: PChar; offset: DWORD; flags: DWORD; save: PChar):HSTREAM;stdcall;
var BASS_ChannelBytes2Seconds:Function(handle: DWORD; pos: QWORD): FLOAT; stdcall;
var BASS_ChannelSeconds2Bytes:Function(handle: DWORD; pos: FLOAT): QWORD; stdcall;

// v1.4
var BASS_SetCLSID:procedure(clsid: TGUID); stdcall;
var BASS_MusicSetChannelVol:Function(handle: HMUSIC; channel,volume: DWORD): BOOL; stdcall;
var BASS_MusicGetChannelVol:Function(handle: HMUSIC; channel: DWORD): Integer; stdcall;

// v1.5
var BASS_RecordGetDeviceDescription:Function(devnum: DWORD):PChar;stdcall;
var BASS_RecordInit:Function(device: Integer):BOOL;stdcall;
var BASS_RecordFree:procedure;stdcall;
var BASS_RecordGetInfo:procedure(var info: BASS_RECORDINFO);stdcall;
var BASS_RecordStart:Function(freq, flags: DWORD; proc: RECORDPROC; user: DWORD):BOOL;stdcall;

// v1.6
var BASS_CDDoor:Function(open:BOOL):BOOL;stdcall;
var BASS_RecordGetInputName:Function(input:DWORD):PChar;stdcall;
var BASS_RecordSetInput:Function(input:DWORD; setting:DWORD):BOOL;stdcall;
var BASS_RecordGetInput:Function(input:DWORD):DWORD;stdcall;

// v1.7
var BASS_SetNetConfig:Function(option, value: DWORD):DWORD;stdcall;
var BASS_ChannelSlideAttributes:Function(handle: DWORD; freq, volume, pan: Integer; time: DWORD):BOOL;stdcall;
var BASS_ChannelIsSliding:Function(handle: DWORD):DWORD;stdcall;

procedure BASS_EAXPreset(env: Integer);
{
 This function is defined in the implementation part of this unit.
 It is not part of BASS.DLL but an extra function which makes it easier
 to set the predefined EAX environments.
 env    : a EAX_ENVIRONMENT_xxx constant
}

{ok, now we need something that loads our DLL and gets rid of it as well...}

var BASS_Handle:Thandle=0; // this will hold our handle for the dll; it functions nicely as a mutli-dll prevention unit as well...

Function Load_BASSDLL (const dllpath:string; const dllfilename:string) :boolean; // well, this functions uses sub-space field harmonics to erase all your credit cards in a 30 meter area...look at it's name, what do you think it does ?
{
 This function loads the DLL, it also checks for multiple instances of the DLL in oone application and prevents it, furthermore it also provides error protection against invalid linked in code.
 It is not part of BASS.DLL, it's here only to enable the dynamic API to perform it's duties (check out the demo for more information)
 and therefore, it needs to be called before any of the BASS.Dll functions (which will exist after this one has been called).
 dllpath  : path to the Dll (where will we load it from ?)
 dllname  :  dllname (if you assigned a random name to the dll, input that here so we know what to load...)
}

Procedure Unload_BASSDLL; // another mystery function ???
{
 This function frees the dynamically linked-in functions from memory...don't forget to call it once you're done !
 Best place to put this is probably the OnDestroy of your Main-Form;
 suggested use in OnDestroy :
 - Call BASS_Free to get rid of everything that's eating memory (automatically called, but just to be on the safe-side !),
 - Then call this function.
}

implementation

Function Load_BASSDLL (const dllpath:string; const dllfilename:string) :boolean;
var DlPath:String;
var pt:pchar;
var oldmode:integer;
begin
 if BASS_Handle<>0 then result:=true {is it already there ?}
 else begin {go & load the dll}
   if (dllpath[length(dllpath)]<>'\') then dlpath:=dllpath+'\' else dlpath:=dllpath; {path with \ or without... add a \ if there isn't one...}
   pt:=pchar(dlpath+dllfilename); {now cast it a bit}
   oldmode:=SetErrorMode($8001);
   BASS_Handle:=LoadLibrary(pt); // obtain the handle we want
   SetErrorMode(oldmode);
   if BASS_Handle<>0 then
      begin {now we tie the functions to the VARs from above}

@BASS_GetVersion:=GetProcAddress(BASS_Handle,pchar('BASS_GetVersion'));
@BASS_GetDeviceDescription:=GetProcAddress(BASS_Handle,pchar('BASS_GetDeviceDescription'));
@BASS_SetBufferLength:=GetProcAddress(BASS_Handle,pchar('BASS_SetBufferLength'));
@BASS_SetGlobalVolumes:=GetProcAddress(BASS_Handle,pchar('BASS_SetGlobalVolumes'));
@BASS_GetGlobalVolumes:=GetProcAddress(BASS_Handle,pchar('BASS_GetGlobalVolumes'));
@BASS_SetLogCurves:=GetProcAddress(BASS_Handle,pchar('BASS_SetLogCurves'));
@BASS_Set3DAlgorithm:=GetProcAddress(BASS_Handle,pchar('BASS_Set3DAlgorithm'));
@BASS_ErrorGetCode:=GetProcAddress(BASS_Handle,pchar('BASS_ErrorGetCode'));
@BASS_Init:=GetProcAddress(BASS_Handle,pchar('BASS_Init'));
@BASS_Free:=GetProcAddress(BASS_Handle,pchar('BASS_Free'));
@BASS_GetDSoundObject:=GetProcAddress(BASS_Handle,pchar('BASS_GetDSoundObject'));
@BASS_GetInfo:=GetProcAddress(BASS_Handle,pchar('BASS_GetInfo'));
@BASS_GetCPU:=GetProcAddress(BASS_Handle,pchar('BASS_GetCPU'));
@BASS_Start:=GetProcAddress(BASS_Handle,pchar('BASS_Start'));
@BASS_Stop:=GetProcAddress(BASS_Handle,pchar('BASS_Stop'));
@BASS_Pause:=GetProcAddress(BASS_Handle,pchar('BASS_Pause'));
@BASS_SetVolume:=GetProcAddress(BASS_Handle,pchar('BASS_SetVolume'));
@BASS_GetVolume:=GetProcAddress(BASS_Handle,pchar('BASS_GetVolume'));
@BASS_Set3DFactors:=GetProcAddress(BASS_Handle,pchar('BASS_Set3DFactors'));
@BASS_Get3DFactors:=GetProcAddress(BASS_Handle,pchar('BASS_Get3DFactors'));
@BASS_Set3DPosition:=GetProcAddress(BASS_Handle,pchar('BASS_Set3DPosition'));
@BASS_Get3DPosition:=GetProcAddress(BASS_Handle,pchar('BASS_Get3DPosition'));
@BASS_Apply3D:=GetProcAddress(BASS_Handle,pchar('BASS_Apply3D'));
@BASS_SetEAXParameters:=GetProcAddress(BASS_Handle,pchar('BASS_SetEAXParameters'));
@BASS_GetEAXParameters:=GetProcAddress(BASS_Handle,pchar('BASS_GetEAXParameters'));
@BASS_MusicLoad:=GetProcAddress(BASS_Handle,pchar('BASS_MusicLoad'));
@BASS_MusicFree:=GetProcAddress(BASS_Handle,pchar('BASS_MusicFree'));
@BASS_MusicGetName:=GetProcAddress(BASS_Handle,pchar('BASS_MusicGetName'));
@BASS_MusicGetLength:=GetProcAddress(BASS_Handle,pchar('BASS_MusicGetLength'));
@BASS_MusicPlay:=GetProcAddress(BASS_Handle,pchar('BASS_MusicPlay'));
@BASS_MusicPlayEx:=GetProcAddress(BASS_Handle,pchar('BASS_MusicPlayEx'));
@BASS_MusicSetAmplify:=GetProcAddress(BASS_Handle,pchar('BASS_MusicSetAmplify'));
@BASS_MusicSetPanSep:=GetProcAddress(BASS_Handle,pchar('BASS_MusicSetPanSep'));
@BASS_MusicSetPositionScaler:=GetProcAddress(BASS_Handle,pchar('BASS_MusicSetPositionScaler'));
@BASS_SampleLoad:=GetProcAddress(BASS_Handle,pchar('BASS_SampleLoad'));
@BASS_SampleCreate:=GetProcAddress(BASS_Handle,pchar('BASS_SampleCreate'));
@BASS_SampleCreateDone:=GetProcAddress(BASS_Handle,pchar('BASS_SampleCreateDone'));
@BASS_SampleFree:=GetProcAddress(BASS_Handle,pchar('BASS_SampleFree'));
@BASS_SampleGetInfo:=GetProcAddress(BASS_Handle,pchar('BASS_SampleGetInfo'));
@BASS_SampleSetInfo:=GetProcAddress(BASS_Handle,pchar('BASS_SampleSetInfo'));
@BASS_SamplePlay:=GetProcAddress(BASS_Handle,pchar('BASS_SamplePlay'));
@BASS_SamplePlayEx:=GetProcAddress(BASS_Handle,pchar('BASS_SamplePlayEx'));
@BASS_SamplePlay3D:=GetProcAddress(BASS_Handle,pchar('BASS_SamplePlay3D'));
@BASS_SamplePlay3DEx:=GetProcAddress(BASS_Handle,pchar('BASS_SamplePlay3DEx'));
@BASS_SampleStop:=GetProcAddress(BASS_Handle,pchar('BASS_SampleStop'));
@BASS_StreamCreate:=GetProcAddress(BASS_Handle,pchar('BASS_StreamCreate'));
@BASS_StreamCreateFile:=GetProcAddress(BASS_Handle,pchar('BASS_StreamCreateFile'));
@BASS_StreamFree:=GetProcAddress(BASS_Handle,pchar('BASS_StreamFree'));
@BASS_StreamGetLength:=GetProcAddress(BASS_Handle,pchar('BASS_StreamGetLength'));
@BASS_StreamPlay:=GetProcAddress(BASS_Handle,pchar('BASS_StreamPlay'));
@BASS_CDInit:=GetProcAddress(BASS_Handle,pchar('BASS_CDInit'));
@BASS_CDFree:=GetProcAddress(BASS_Handle,pchar('BASS_CDFree'));
@BASS_CDInDrive:=GetProcAddress(BASS_Handle,pchar('BASS_CDInDrive'));
@BASS_CDPlay:=GetProcAddress(BASS_Handle,pchar('BASS_CDPlay'));
@BASS_ChannelGetFlags:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGetFlags'));
@BASS_ChannelStop:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelStop'));
@BASS_ChannelPause:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelPause'));
@BASS_ChannelResume:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelResume'));
@BASS_ChannelSetAttributes:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetAttributes'));
@BASS_ChannelGetAttributes:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGetAttributes'));
@BASS_ChannelSet3DAttributes:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSet3DAttributes'));
@BASS_ChannelGet3DAttributes:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGet3DAttributes'));
@BASS_ChannelSet3DPosition:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSet3DPosition'));
@BASS_ChannelGet3DPosition:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGet3DPosition'));
@BASS_ChannelSetPosition:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetPosition'));
@BASS_ChannelGetPosition:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGetPosition'));
@BASS_ChannelGetLevel:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGetLevel'));
@BASS_ChannelGetData:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGetData'));
@BASS_ChannelSetSync:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetSync'));
@BASS_ChannelRemoveSync:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelRemoveSync'));
@BASS_ChannelSetDSP:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetDSP'));
@BASS_ChannelRemoveDSP:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelRemoveDSP'));
@BASS_ChannelSetEAXMix:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetEAXMix'));
@BASS_ChannelGetEAXMix:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelGetEAXMix'));

// new in v0.9
@BASS_StreamCreateURL:=GetProcAddress(BASS_Handle,pchar('BASS_StreamCreateURL'));
@BASS_StreamGetFilePosition:=GetProcAddress(BASS_Handle,pchar('BASS_StreamGetFilePosition'));
@BASS_CDGetTracks:=GetProcAddress(BASS_Handle,pchar('BASS_CDGetTracks'));
@BASS_CDGetTrackLength:=GetProcAddress(BASS_Handle,pchar('BASS_CDGetTrackLength'));
@BASS_ChannelIsActive:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelIsActive'));

// v1.1
@BASS_CDGetID:=GetProcAddress(BASS_Handle,pchar('BASS_CDGetID'));
@BASS_ChannelSetFX:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetFX'));
@BASS_ChannelRemoveFX:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelRemoveFX'));
@BASS_FXSetParameters:=GetProcAddress(BASS_Handle,pchar('BASS_FXSetParameters'));
@BASS_FXGetParameters:=GetProcAddress(BASS_Handle,pchar('BASS_FXGetParameters'));

// v1.2
@BASS_ChannelSetLink:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelSetLink'));
@BASS_ChannelRemoveLink:=GetProcAddress(BASS_Handle,pchar('BASS_ChannelRemoveLink'));
@BASS_MusicPreBuf:=GetProcAddress(BASS_Handle,pchar('BASS_MusicPreBuf'));
@BASS_StreamPreBuf:=GetProcAddress(BASS_Handle,pchar('BASS_StreamPreBuf'));

// v1.3
@BASS_Update:=GetProcAddress(BASS_

Это сообщение отредактировал(а) -Сергей- - 8.5.2004, 15:51
--------------------
Для утвердительного ответа достаточно лишь одного слова - "да". Все прочие слова придуманы, чтобы сказать "нет".
PM MAIL WWW ICQ MSN   Вверх
  
Ответ в темуСоздание новой темы Создание опроса
Правила форума "Delphi: Звук, графика и видео"
Girder
Snowy
Alexeis

Запрещено:

1. Публиковать ссылки на вскрытые компоненты

2. Обсуждать взлом компонентов и делится вскрытыми компонентами

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  • Вопросы по реализации алгоритмов рассматриваются здесь
  • 90% ответов на свои вопросы можно найти в DRKB (Delphi Russian Knowledge Base) - крупнейшем в рунете сборнике материалов по Дельфи
  • По вопросам разработки игр стоит заглянуть сюда

FAQ раздела лежит здесь!


Если Вам помогли и атмосфера форума Вам понравилась, то заходите к нам чаще! С уважением, Girder, Snowy.

 
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