Assembly: Bass.Net (in Bass.Net.dll) Version: 22.214.171.124
[DllImportAttribute("bassenc")] public static int BASS_Encode_ServerInit( int handle, string port, int buffer, int burst, BASSEncodeServer flags, ENCODECLIENTPROC proc, IntPtr user )
<DllImportAttribute("bassenc">] Public Shared Function BASS_Encode_ServerInit ( handle As Integer, port As String, buffer As Integer, burst As Integer, flags As BASSEncodeServer, proc As ENCODECLIENTPROC, user As IntPtr ) As Integer
- Type: SystemInt32
The encoder handle.
- Type: SystemString
The IP address and port number to accept client connections on... "xxx.xxx.xxx.xxx:port", = an available port on all local addresses. The IP address should be local and the port number should be lower than 65536. If the address is "0.0.0.0" or omitted, then the server will accept connections on all local addresses. If the port is "0" or omitted, then an available port will be assigned.
- Type: SystemInt32
The server's buffer length in bytes.
- Type: SystemInt32
The amount of buffered data to send to new clients. This will be capped at the size of the buffer.
- Type: Un4seen.Bass.AddOn.EncBASSEncodeServer
A combination of these flags:
BASS_ENCODE_SERVER_NOHTTP Do not read or send HTTP headers.
- Type: Un4seen.Bass.AddOn.EncENCODECLIENTPROC
Callback function to receive notification of clients connecting and disconnecting... = no callback.
- Type: SystemIntPtr
User instance data to pass to the callback function.
Return ValueType: Int32
If successful, the new server's port number is returned, else 0 is returned. Use BASS_ErrorGetCode to get the error code.
This function allows remote (or local) clients to receive the encoder's output by setting up a TCP server for them to connect to, using BASS_StreamCreateURL(String, Int32, BASSFlag, DOWNLOADPROC, IntPtr) for example. Connections can be refused by the ENCODECLIENTPROC callback function, and already connected clients can be kicked with the BASS_Encode_ServerKick(Int32, String) function.
The server buffers the data that it receives from the encoder, and the data is then sent from the buffer to the connected clients. The buffer should be at least big enough to account for the time that it takes for the clients to receive the data. If a client falls too far behind (beyond the buffer length), it will miss some data. When a client connects, buffered data can be "burst" to the client, allowing it to prebuffer and begin playback more quickly. If a speed cap is set (in the buffer parameter), that will limit the burst speed.
An encoder needs to be started, but with no data yet sent to it, before using this function to setup the server. If BASS_Encode_Start(Int32, String, BASSEncode, ENCODEPROC, IntPtr) is used, the encoder should be setup to write its output to STDOUT. Due to the length restrictions of WAVE headers/files, the encoder should also be started with the BASS_ENCODE_NOHEAD flag, and the sample format details sent via the command-line.
Normally, BASSenc will produce the encoded data (with the help of an encoder) that is sent to a clients, but it is also possible to send already encoded data (without first decoding and re-encoding it) via the PCM encoding option. The encoder can be set on any BASS channel, as rather than feeding on sample data from the channel, BASS_Encode_Write(Int32, IntPtr, Int32) would be used to feed in the already encoded data. BASSenc does not know what the data's bitrate is in that case, so it is up to the user to process the data at the correct rate (real-time speed).
The server supports Shoutcast metadata with any audio format, but Shoutcast traditionally only supports MP3 or AAC encoding, so some players might not read the metadata with other formats. BASS (eg. BASS_StreamCreateURL(String, Int32, BASSFlag, DOWNLOADPROC, IntPtr)) does support Shoutcast metadata with any audio format.
|BASS_ERROR_HANDLE||handle is not valid.|
|BASS_ERROR_ALREADY||There is already a server set on the encoder.|
|BASS_ERROR_ILLPARAM||port is not valid.|
|BASS_ERROR_BUSY||The port is in use.|
|BASS_ERROR_MEM||There is insufficient memory.|
|BASS_ERROR_UNKNOWN||Some other mystery problem!|
This function is not available on Windows CE.
// setup the encoder int encoder = BassEnc.BASS_Encode_Start(channel, "lame -r -s 44100 -b 128 -", BASSEncode.BASS_ENCODE_NOHEAD, null, IntPtr.Zero); // start the server BassEnc.BASS_Encode_ServerInit(encoder, "8000", 64000, 64000, BASSEncodeServer.BASS_ENCODE_SERVER_DEFAULT, null, IntPtr.Zero);
// setup the encoder int encoder = BassEnc.BASS_Encode_Start(channel, "oggenc -r -R 44100 -M 160 -m 160 -", BASSEncode.BASS_ENCODE_NOHEAD, null, IntPtr.Zero); // start the server BassEnc.BASS_Encode_ServerInit(encoder, "127.0.0.1", 40000, 40000, BASSEncodeServer.BASS_ENCODE_SERVER_DEFAULT, null, IntPtr.Zero);
// create a dummy stream to host the encoder int dummy = Bass.BASS_StreamCreateDummy(44100, 1, BASSFlag.BASS_STREAM_DECODE, IntPtr.Zero); // setup the encoder int encoder = BassEnc.BASS_Encode_Start(dummy, null, BASSEncode.BASS_ENCODE_PCM | BASSEncode.BASS_ENCODE_NOHEAD, null, IntPtr.Zero); // start the server int port = BassEnc.BASS_Encode_ServerInit(encoder, "8000", 64000, 64000, BASSEncodeServer.BASS_ENCODE_SERVER_DEFAULT, null, IntPtr.Zero); ... // feed encoded data to the encoder/server (repeat periodically) BassEnc.BASS_Encode_Write(encoder, data, length);