BASS.NET API for the Un4seen BASS Audio Library

BassBASS_SampleLoad Method (IntPtr, Int64, Int32, Int32, BASSFlag)

BASS.NET API for the Un4seen BASS Audio Library
Loads a WAV, AIFF, MP3, MP2, MP1, OGG or plugin supported sample.

This overload uses an unmanaged IntPtr and implements loading a sample from memory.

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

public static int BASS_SampleLoad(
	IntPtr memory,
	long offset,
	int length,
	int max,
	BASSFlag flags
)

Parameters

memory
Type: SystemIntPtr
An unmanaged IntPtr to the allocated memory block at which the sample data resides.
offset
Type: SystemInt64
File offset to load the sample from (NOT used here!).
length
Type: SystemInt32
Data length. Should be set to the length of the data contained in memory.
max
Type: SystemInt32
Maximum number of simultaneous playbacks... 1 (min) - 65535 (max)... use one of the BASS_SAMPLE_OVER flags to choose the override decider, in the case of there being no free channel available for playback (ie. the sample is already playing max times).
flags
Type: Un4seen.BassBASSFlag
A combination of these flags (see BASSFlag):
BASS_SAMPLE_FLOATUse 32-bit floating-point sample data (not really recommended for samples). WDM drivers are required to use this flag in Windows. See Floating-point channels for more info.
BASS_SAMPLE_LOOPLooped? Note that only complete sample loops are allowed, you can't loop just a part of the sample. More fancy looping can be achieved by streaming the file.
BASS_SAMPLE_MONOConvert the sample (MP3/MP2/MP1 only) to mono, if it's not already. This flag is automatically applied if BASS_DEVICE_MONO was specified when calling BASS_Init(Int32, Int32, BASSInit, IntPtr, IntPtr).
BASS_SAMPLE_SOFTWAREForce the sample to not use hardware mixing.
BASS_SAMPLE_VAMrequires DirectX 7 or above: Enables the DX7 voice allocation and management features on the sample, which allows the sample to be played in software or hardware. This flag is ignored if the BASS_SAMPLE_SOFTWARE flag is also specified.
BASS_SAMPLE_3DUse 3D functionality. This is ignored if BASS_DEVICE_3D wasn't specified when calling BASS_Init(Int32, Int32, BASSInit, IntPtr, IntPtr). 3D samples must be mono.
BASS_SAMPLE_MUTEMAXMute the sample when it is at (or beyond) it's max distance (3D samples only).
BASS_SAMPLE_OVER_VOLOverride: the channel with the lowest volume is overriden.
BASS_SAMPLE_OVER_POSOverride: the longest playing channel is overriden.
BASS_SAMPLE_OVER_DISTOverride: the channel furthest away (from the listener) is overriden (3D samples only).

Return Value

Type: Int32
If successful, the loaded sample's handle is returned, else 0 is returned. Use BASS_ErrorGetCode to get the error code.
Remarks

Additional format support is available via the plugin system (see BASS_PluginLoad(String)).

Unless the BASS_SAMPLE_SOFTWARE flag is used, the sample will use hardware mixing if hardware resources are available. Use BASS_GetInfo(BASS_INFO) to see if there are hardware mixing resources available, and which sample formats are supported by the hardware. The BASS_SAMPLE_VAM flag allows a sample to be played by both hardware and software, with the decision made when the sample is played rather than when it's loaded. A sample's VAM options are set via BASS_SampleSetInfo(Int32, BASS_SAMPLE).

To play a sample, first a channel must be obtained using BASS_SampleGetChannel(Int32, BASSFlag), which can then be played using BASS_ChannelPlay(Int32, Boolean).

If you want to play a large or one-off sample, then it would probably be better to stream it instead with BASS_StreamCreateFile(String, Int64, Int64, BASSFlag).

There is no need to pin the memory buffer for this method, since after loading a sample from memory, the memory can safely be discarded, as a copy is made.

ERROR CODEDescription
BASS_ERROR_INITBASS_Init(Int32, Int32, BASSInit, IntPtr, IntPtr) has not been successfully called.
BASS_ERROR_NOTAVAILSample functions are not available when using the "no sound" device.
BASS_ERROR_ILLPARAMmax and/or length is invalid. The length must be specified when loading from memory.
BASS_ERROR_FILEOPENThe memory could not be opened.
BASS_ERROR_FILEFORMThe memory's format is not recognised/supported.
BASS_ERROR_CODECThe file uses a codec that's not available/supported. This can apply to WAV and AIFF files, and also MP3 files when using the "MP3-free" BASS version.
BASS_ERROR_FORMATThe sample format is not supported by the device/drivers. If the sample is more than stereo or the BASS_SAMPLE_FLOAT flag is used, it could be that they are not supported.
BASS_ERROR_MEMThere is insufficient memory.
BASS_ERROR_NO3DCould not initialize 3D support.
BASS_ERROR_UNKNOWNSome other mystery problem!

Platform-specific

The BASS_SAMPLE_VAM flag requires DirectX 7 (or above). Away from Windows, all mixing is done in software (by BASS), so the BASS_SAMPLE_SOFTWARE flag is unnecessary.

On Windows and Windows CE, ACM codecs are supported with compressed WAV files. On iOS and OSX, CoreAudio codecs are supported, adding support for any file formats that have a codec installed.

Examples

See BASS_StreamCreateFile(String, Int64, Int64, BASSFlag)for examples on how to load data from memory.
See Also

Reference