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https://github.com/coop-deluxe/sm64coopdx.git
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443 lines
19 KiB
C
443 lines
19 KiB
C
/*===========================================================================
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BASS_FX 2.4 - Copyright (c) 2002-2018 (: JOBnik! :) [Arthur Aminov, ISRAEL]
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[http://www.jobnik.org]
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bugs/suggestions/questions:
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forum : http://www.un4seen.com/forum/?board=1
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http://www.jobnik.org/forums
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e-mail : bass_fx@jobnik.org
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--------------------------------------------------
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NOTE: This header will work only with BASS_FX version 2.4.12
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Check www.un4seen.com or www.jobnik.org for any later versions.
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* Requires BASS 2.4 (available at http://www.un4seen.com)
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===========================================================================*/
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#ifndef BASS_FX_H
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#define BASS_FX_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifndef BASS_FXDEF
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#define BASS_FXDEF(f) WINAPI f
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#endif
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// BASS_CHANNELINFO types
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#define BASS_CTYPE_STREAM_TEMPO 0x1f200
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#define BASS_CTYPE_STREAM_REVERSE 0x1f201
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// Tempo / Reverse / BPM / Beat flag
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#define BASS_FX_FREESOURCE 0x10000 // Free the source handle as well?
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// BASS_FX Version
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DWORD BASS_FXDEF(BASS_FX_GetVersion)();
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/*===========================================================================
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DSP (Digital Signal Processing)
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===========================================================================*/
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/*
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Multi-channel order of each channel is as follows:
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3 channels left-front, right-front, center.
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4 channels left-front, right-front, left-rear/side, right-rear/side.
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5 channels left-front, right-front, center, left-rear/side, right-rear/side.
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6 channels (5.1) left-front, right-front, center, LFE, left-rear/side, right-rear/side.
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8 channels (7.1) left-front, right-front, center, LFE, left-rear/side, right-rear/side, left-rear center, right-rear center.
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*/
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// DSP channels flags
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#define BASS_BFX_CHANALL -1 // all channels at once (as by default)
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#define BASS_BFX_CHANNONE 0 // disable an effect for all channels
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#define BASS_BFX_CHAN1 1 // left-front channel
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#define BASS_BFX_CHAN2 2 // right-front channel
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#define BASS_BFX_CHAN3 4 // see above info
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#define BASS_BFX_CHAN4 8 // see above info
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#define BASS_BFX_CHAN5 16 // see above info
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#define BASS_BFX_CHAN6 32 // see above info
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#define BASS_BFX_CHAN7 64 // see above info
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#define BASS_BFX_CHAN8 128 // see above info
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// if you have more than 8 channels (7.1), use this macro
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#define BASS_BFX_CHANNEL_N(n) (1<<((n)-1))
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// DSP effects
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enum {
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BASS_FX_BFX_ROTATE = 0x10000, // A channels volume ping-pong / multi channel
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BASS_FX_BFX_ECHO, // Echo / 2 channels max (deprecated)
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BASS_FX_BFX_FLANGER, // Flanger / multi channel (deprecated)
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BASS_FX_BFX_VOLUME, // Volume / multi channel
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BASS_FX_BFX_PEAKEQ, // Peaking Equalizer / multi channel
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BASS_FX_BFX_REVERB, // Reverb / 2 channels max (deprecated)
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BASS_FX_BFX_LPF, // Low Pass Filter 24dB / multi channel (deprecated)
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BASS_FX_BFX_MIX, // Swap, remap and mix channels / multi channel
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BASS_FX_BFX_DAMP, // Dynamic Amplification / multi channel
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BASS_FX_BFX_AUTOWAH, // Auto Wah / multi channel
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BASS_FX_BFX_ECHO2, // Echo 2 / multi channel (deprecated)
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BASS_FX_BFX_PHASER, // Phaser / multi channel
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BASS_FX_BFX_ECHO3, // Echo 3 / multi channel (deprecated)
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BASS_FX_BFX_CHORUS, // Chorus/Flanger / multi channel
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BASS_FX_BFX_APF, // All Pass Filter / multi channel (deprecated)
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BASS_FX_BFX_COMPRESSOR, // Compressor / multi channel (deprecated)
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BASS_FX_BFX_DISTORTION, // Distortion / multi channel
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BASS_FX_BFX_COMPRESSOR2, // Compressor 2 / multi channel
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BASS_FX_BFX_VOLUME_ENV, // Volume envelope / multi channel
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BASS_FX_BFX_BQF, // BiQuad filters / multi channel
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BASS_FX_BFX_ECHO4, // Echo 4 / multi channel
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BASS_FX_BFX_PITCHSHIFT, // Pitch shift using FFT / multi channel (not available on mobile)
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BASS_FX_BFX_FREEVERB // Reverb using "Freeverb" algo / multi channel
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};
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/*
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Deprecated effects in 2.4.10 version:
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------------------------------------
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BASS_FX_BFX_ECHO -> use BASS_FX_BFX_ECHO4
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BASS_FX_BFX_ECHO2 -> use BASS_FX_BFX_ECHO4
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BASS_FX_BFX_ECHO3 -> use BASS_FX_BFX_ECHO4
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BASS_FX_BFX_REVERB -> use BASS_FX_BFX_FREEVERB
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BASS_FX_BFX_FLANGER -> use BASS_FX_BFX_CHORUS
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BASS_FX_BFX_COMPRESSOR -> use BASS_FX_BFX_COMPRESSOR2
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BASS_FX_BFX_APF -> use BASS_FX_BFX_BQF with BASS_BFX_BQF_ALLPASS filter
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BASS_FX_BFX_LPF -> use 2x BASS_FX_BFX_BQF with BASS_BFX_BQF_LOWPASS filter and appropriate fQ values
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*/
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// Rotate
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typedef struct {
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float fRate; // rotation rate/speed in Hz (A negative rate can be used for reverse direction)
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int lChannel; // BASS_BFX_CHANxxx flag/s (supported only even number of channels)
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} BASS_BFX_ROTATE;
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// Echo (deprecated)
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typedef struct {
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float fLevel; // [0....1....n] linear
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int lDelay; // [1200..30000]
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} BASS_BFX_ECHO;
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// Flanger (deprecated)
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typedef struct {
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float fWetDry; // [0....1....n] linear
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float fSpeed; // [0......0.09]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_FLANGER;
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// Volume
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typedef struct {
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int lChannel; // BASS_BFX_CHANxxx flag/s or 0 for global volume control
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float fVolume; // [0....1....n] linear
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} BASS_BFX_VOLUME;
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// Peaking Equalizer
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typedef struct {
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int lBand; // [0...............n] more bands means more memory & cpu usage
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float fBandwidth; // [0.1...........<10] in octaves - fQ is not in use (Bandwidth has a priority over fQ)
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float fQ; // [0...............1] the EE kinda definition (linear) (if Bandwidth is not in use)
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float fCenter; // [1Hz..<info.freq/2] in Hz
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float fGain; // [-15dB...0...+15dB] in dB (can be above/below these limits)
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_PEAKEQ;
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// Reverb (deprecated)
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typedef struct {
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float fLevel; // [0....1....n] linear
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int lDelay; // [1200..10000]
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} BASS_BFX_REVERB;
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// Low Pass Filter (deprecated)
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typedef struct {
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float fResonance; // [0.01...........10]
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float fCutOffFreq; // [1Hz...info.freq/2] cutoff frequency
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_LPF;
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// Swap, remap and mix
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typedef struct {
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const int *lChannel; // an array of channels to mix using BASS_BFX_CHANxxx flag/s (lChannel[0] is left channel...)
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} BASS_BFX_MIX;
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// Dynamic Amplification
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typedef struct {
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float fTarget; // target volume level [0<......1] linear
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float fQuiet; // quiet volume level [0.......1] linear
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float fRate; // amp adjustment rate [0.......1] linear
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float fGain; // amplification level [0...1...n] linear
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float fDelay; // delay in seconds before increasing level [0.......n] linear
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_DAMP;
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// Auto Wah
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [-2......2]
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float fWetMix; // wet (affected) signal mix [-2......2]
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float fFeedback; // output signal to feed back into input [-1......1]
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float fRate; // rate of sweep in cycles per second [0<....<10]
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float fRange; // sweep range in octaves [0<....<10]
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float fFreq; // base frequency of sweep Hz [0<...1000]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_AUTOWAH;
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// Echo 2 (deprecated)
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [-2......2]
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float fWetMix; // wet (affected) signal mix [-2......2]
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float fFeedback; // output signal to feed back into input [-1......1]
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float fDelay; // delay sec [0<......n]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_ECHO2;
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// Phaser
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [-2......2]
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float fWetMix; // wet (affected) signal mix [-2......2]
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float fFeedback; // output signal to feed back into input [-1......1]
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float fRate; // rate of sweep in cycles per second [0<....<10]
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float fRange; // sweep range in octaves [0<....<10]
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float fFreq; // base frequency of sweep [0<...1000]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_PHASER;
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// Echo 3 (deprecated)
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [-2......2]
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float fWetMix; // wet (affected) signal mix [-2......2]
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float fDelay; // delay sec [0<......n]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_ECHO3;
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// Chorus/Flanger
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [-2......2]
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float fWetMix; // wet (affected) signal mix [-2......2]
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float fFeedback; // output signal to feed back into input [-1......1]
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float fMinSweep; // minimal delay ms [0<...6000]
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float fMaxSweep; // maximum delay ms [0<...6000]
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float fRate; // rate ms/s [0<...1000]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_CHORUS;
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// All Pass Filter (deprecated)
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typedef struct {
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float fGain; // reverberation time [-1=<..<=1]
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float fDelay; // delay sec [0<....<=n]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_APF;
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// Compressor (deprecated)
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typedef struct {
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float fThreshold; // compressor threshold [0<=...<=1]
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float fAttacktime; // attack time ms [0<.<=1000]
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float fReleasetime; // release time ms [0<.<=5000]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_COMPRESSOR;
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// Distortion
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typedef struct {
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float fDrive; // distortion drive [0<=...<=5]
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float fDryMix; // dry (unaffected) signal mix [-5<=..<=5]
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float fWetMix; // wet (affected) signal mix [-5<=..<=5]
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float fFeedback; // output signal to feed back into input [-1<=..<=1]
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float fVolume; // distortion volume [0=<...<=2]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_DISTORTION;
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// Compressor 2
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typedef struct {
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float fGain; // output gain of signal after compression [-60....60] in dB
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float fThreshold; // point at which compression begins [-60.....0] in dB
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float fRatio; // compression ratio [1.......n]
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float fAttack; // attack time in ms [0.01.1000]
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float fRelease; // release time in ms [0.01.5000]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_COMPRESSOR2;
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// Volume envelope
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typedef struct {
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int lChannel; // BASS_BFX_CHANxxx flag/s
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int lNodeCount; // number of nodes
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const struct BASS_BFX_ENV_NODE *pNodes; // the nodes
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BOOL bFollow; // follow source position
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} BASS_BFX_VOLUME_ENV;
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#pragma pack(push,4)
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typedef struct BASS_BFX_ENV_NODE {
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double pos; // node position in seconds (1st envelope node must be at position 0)
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float val; // node value
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} BASS_BFX_ENV_NODE;
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#pragma pack(pop)
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// BiQuad Filters
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enum {
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BASS_BFX_BQF_LOWPASS,
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BASS_BFX_BQF_HIGHPASS,
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BASS_BFX_BQF_BANDPASS, // constant 0 dB peak gain
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BASS_BFX_BQF_BANDPASS_Q, // constant skirt gain, peak gain = Q
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BASS_BFX_BQF_NOTCH,
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BASS_BFX_BQF_ALLPASS,
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BASS_BFX_BQF_PEAKINGEQ,
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BASS_BFX_BQF_LOWSHELF,
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BASS_BFX_BQF_HIGHSHELF
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};
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typedef struct {
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int lFilter; // BASS_BFX_BQF_xxx filter types
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float fCenter; // [1Hz..<info.freq/2] Cutoff (central) frequency in Hz
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float fGain; // [-15dB...0...+15dB] Used only for PEAKINGEQ and Shelving filters in dB (can be above/below these limits)
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float fBandwidth; // [0.1...........<10] Bandwidth in octaves (fQ is not in use (fBandwidth has a priority over fQ))
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// (between -3 dB frequencies for BANDPASS and NOTCH or between midpoint
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// (fGgain/2) gain frequencies for PEAKINGEQ)
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float fQ; // [0.1.............1] The EE kinda definition (linear) (if fBandwidth is not in use)
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float fS; // [0.1.............1] A "shelf slope" parameter (linear) (used only with Shelving filters)
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// when fS = 1, the shelf slope is as steep as you can get it and remain monotonically
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// increasing or decreasing gain with frequency.
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_BQF;
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// Echo 4
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [-2.......2]
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float fWetMix; // wet (affected) signal mix [-2.......2]
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float fFeedback; // output signal to feed back into input [-1.......1]
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float fDelay; // delay sec [0<.......n]
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BOOL bStereo; // echo adjoining channels to each other [TRUE/FALSE]
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_ECHO4;
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// Pitch shift (not available on mobile)
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typedef struct {
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float fPitchShift; // A factor value which is between 0.5 (one octave down) and 2 (one octave up) (1 won't change the pitch) [1 default]
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// (fSemitones is not in use, fPitchShift has a priority over fSemitones)
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float fSemitones; // Semitones (0 won't change the pitch) [0 default]
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long lFFTsize; // Defines the FFT frame size used for the processing. Typical values are 1024, 2048 and 4096 [2048 default]
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// It may be any value <= 8192 but it MUST be a power of 2
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long lOsamp; // Is the STFT oversampling factor which also determines the overlap between adjacent STFT frames [8 default]
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// It should at least be 4 for moderate scaling ratios. A value of 32 is recommended for best quality (better quality = higher CPU usage)
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_PITCHSHIFT;
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// Freeverb
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#define BASS_BFX_FREEVERB_MODE_FREEZE 1
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typedef struct {
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float fDryMix; // dry (unaffected) signal mix [0........1], def. 0
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float fWetMix; // wet (affected) signal mix [0........3], def. 1.0f
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float fRoomSize; // room size [0........1], def. 0.5f
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float fDamp; // damping [0........1], def. 0.5f
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float fWidth; // stereo width [0........1], def. 1
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DWORD lMode; // 0 or BASS_BFX_FREEVERB_MODE_FREEZE, def. 0 (no freeze)
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int lChannel; // BASS_BFX_CHANxxx flag/s
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} BASS_BFX_FREEVERB;
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/*===========================================================================
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set dsp fx - BASS_ChannelSetFX
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remove dsp fx - BASS_ChannelRemoveFX
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set parameters - BASS_FXSetParameters
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retrieve parameters - BASS_FXGetParameters
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reset the state - BASS_FXReset
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===========================================================================*/
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/*===========================================================================
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Tempo, Pitch scaling and Sample rate changers
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===========================================================================*/
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// NOTE: Enable Tempo supported flags in BASS_FX_TempoCreate and the others to source handle.
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// tempo attributes (BASS_ChannelSet/GetAttribute)
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enum {
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BASS_ATTRIB_TEMPO = 0x10000,
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BASS_ATTRIB_TEMPO_PITCH,
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BASS_ATTRIB_TEMPO_FREQ
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};
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// tempo attributes options
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enum {
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BASS_ATTRIB_TEMPO_OPTION_USE_AA_FILTER = 0x10010, // TRUE (default) / FALSE (default for multi-channel on mobile devices for lower CPU usage)
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BASS_ATTRIB_TEMPO_OPTION_AA_FILTER_LENGTH, // 32 default (8 .. 128 taps)
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BASS_ATTRIB_TEMPO_OPTION_USE_QUICKALGO, // TRUE (default on mobile devices for lower CPU usage) / FALSE (default)
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BASS_ATTRIB_TEMPO_OPTION_SEQUENCE_MS, // 82 default, 0 = automatic
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BASS_ATTRIB_TEMPO_OPTION_SEEKWINDOW_MS, // 28 default, 0 = automatic
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BASS_ATTRIB_TEMPO_OPTION_OVERLAP_MS, // 8 default
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BASS_ATTRIB_TEMPO_OPTION_PREVENT_CLICK // TRUE / FALSE (default)
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};
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// tempo algorithm flags
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#define BASS_FX_TEMPO_ALGO_LINEAR 0x200
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#define BASS_FX_TEMPO_ALGO_CUBIC 0x400 // default
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#define BASS_FX_TEMPO_ALGO_SHANNON 0x800
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HSTREAM BASS_FXDEF(BASS_FX_TempoCreate)(DWORD chan, DWORD flags);
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DWORD BASS_FXDEF(BASS_FX_TempoGetSource)(HSTREAM chan);
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float BASS_FXDEF(BASS_FX_TempoGetRateRatio)(HSTREAM chan);
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/*===========================================================================
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Reverse playback
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===========================================================================*/
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// NOTES: 1. MODs won't load without BASS_MUSIC_PRESCAN flag.
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// 2. Enable Reverse supported flags in BASS_FX_ReverseCreate and the others to source handle.
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// reverse attribute (BASS_ChannelSet/GetAttribute)
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#define BASS_ATTRIB_REVERSE_DIR 0x11000
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// playback directions
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#define BASS_FX_RVS_REVERSE -1
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#define BASS_FX_RVS_FORWARD 1
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HSTREAM BASS_FXDEF(BASS_FX_ReverseCreate)(DWORD chan, float dec_block, DWORD flags);
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DWORD BASS_FXDEF(BASS_FX_ReverseGetSource)(HSTREAM chan);
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/*===========================================================================
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BPM (Beats Per Minute)
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===========================================================================*/
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// bpm flags
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#define BASS_FX_BPM_BKGRND 1 // if in use, then you can do other processing while detection's in progress. Available only in Windows platforms (BPM/Beat)
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#define BASS_FX_BPM_MULT2 2 // if in use, then will auto multiply bpm by 2 (if BPM < minBPM*2)
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// translation options (deprecated)
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enum {
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BASS_FX_BPM_TRAN_X2, // multiply the original BPM value by 2 (may be called only once & will change the original BPM as well!)
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BASS_FX_BPM_TRAN_2FREQ, // BPM value to Frequency
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BASS_FX_BPM_TRAN_FREQ2, // Frequency to BPM value
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BASS_FX_BPM_TRAN_2PERCENT, // BPM value to Percents
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BASS_FX_BPM_TRAN_PERCENT2 // Percents to BPM value
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};
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typedef void (CALLBACK BPMPROC)(DWORD chan, float bpm, void *user);
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typedef void (CALLBACK BPMPROGRESSPROC)(DWORD chan, float percent, void *user);
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typedef BPMPROGRESSPROC BPMPROCESSPROC; // back-compatibility
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float BASS_FXDEF(BASS_FX_BPM_DecodeGet)(DWORD chan, double startSec, double endSec, DWORD minMaxBPM, DWORD flags, BPMPROGRESSPROC *proc, void *user);
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BOOL BASS_FXDEF(BASS_FX_BPM_CallbackSet)(DWORD handle, BPMPROC *proc, double period, DWORD minMaxBPM, DWORD flags, void *user);
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BOOL BASS_FXDEF(BASS_FX_BPM_CallbackReset)(DWORD handle);
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float BASS_FXDEF(BASS_FX_BPM_Translate)(DWORD handle, float val2tran, DWORD trans); // deprecated
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BOOL BASS_FXDEF(BASS_FX_BPM_Free)(DWORD handle);
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/*===========================================================================
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Beat position trigger
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===========================================================================*/
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typedef void (CALLBACK BPMBEATPROC)(DWORD chan, double beatpos, void *user);
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BOOL BASS_FXDEF(BASS_FX_BPM_BeatCallbackSet)(DWORD handle, BPMBEATPROC *proc, void *user);
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BOOL BASS_FXDEF(BASS_FX_BPM_BeatCallbackReset)(DWORD handle);
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BOOL BASS_FXDEF(BASS_FX_BPM_BeatDecodeGet)(DWORD chan, double startSec, double endSec, DWORD flags, BPMBEATPROC *proc, void *user);
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BOOL BASS_FXDEF(BASS_FX_BPM_BeatSetParameters)(DWORD handle, float bandwidth, float centerfreq, float beat_rtime);
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BOOL BASS_FXDEF(BASS_FX_BPM_BeatGetParameters)(DWORD handle, float *bandwidth, float *centerfreq, float *beat_rtime);
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BOOL BASS_FXDEF(BASS_FX_BPM_BeatFree)(DWORD handle);
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/*===========================================================================
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Macros
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===========================================================================*/
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// translate linear level to logarithmic dB
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#define BASS_BFX_Linear2dB(level) (20*log10(level))
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// translate logarithmic dB level to linear
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#define BASS_BFX_dB2Linear(dB) pow(10,(dB)/20)
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#ifdef __cplusplus
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}
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#endif
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#endif
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