Haha, thanks Line, that's useful to know.
Rob did a great job of covering just about everything you could achieve without callbacks - but unfortunately (for me) I want to use the Record function to do real time audio analysis (i.e. audio analysis of runtime input from the user microphone) and THAT function *HAS* to use callbacks (specifically, RecordToStream).
This means that I will probably have to do it in <ugh> DirectX/C instead - oh, well.
On a positive note, I have managed to use it to audio analyse a audio file as input, so thats progress.
And maybe the battle isnt *quite* over - I might see if I can buffer the callback data somewhere and serve it up to Blitz3D when it requests it. Maybe write a small, standalone AudioBridge EXE that communicates the audio spectrum data to the Blitz App.
It won't be as elegant or compact as getting full access to the Bass.dll function calls - but if I can get a result this way, then that's just what I'll have to do.
I am sure more able coders have also attempted to hack together a workaround for the Callback problem - but maybe I will have another look at that as well.
Much much thanks for your help with finding the blitzbass project and the Bass1.7 documentation
cheers,
yinch'06
Rob did a great job of covering just about everything you could achieve without callbacks - but unfortunately (for me) I want to use the Record function to do real time audio analysis (i.e. audio analysis of runtime input from the user microphone) and THAT function *HAS* to use callbacks (specifically, RecordToStream).
This means that I will probably have to do it in <ugh> DirectX/C instead - oh, well.
On a positive note, I have managed to use it to audio analyse a audio file as input, so thats progress.
And maybe the battle isnt *quite* over - I might see if I can buffer the callback data somewhere and serve it up to Blitz3D when it requests it. Maybe write a small, standalone AudioBridge EXE that communicates the audio spectrum data to the Blitz App.
It won't be as elegant or compact as getting full access to the Bass.dll function calls - but if I can get a result this way, then that's just what I'll have to do.
I am sure more able coders have also attempted to hack together a workaround for the Callback problem - but maybe I will have another look at that as well.
Much much thanks for your help with finding the blitzbass project and the Bass1.7 documentation
cheers,
yinch'06