Streaming sound with bass.dll?

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"Generate" sounds and load them with bass ?

Here my function from BBS (Signature). You can translate it to bmax.

Function BASS_CreateBeep%(art% = 1 ,hz% = 900,time% = 100 ,freq# = 44100 , chans% = 1, max% = 1, flags% = 0, onlynew% = 0)
	
	Local q%, y%, yy% , stemp%, length%, tbank%, hfinal%, hchannel%
		length = (((freq*chans)*time) / 1000)*2
			stemp = BASS_SampleCreate(length,freq,chans,max,flags)
				tbank = CreateBank (length*2)
				For q = 0 To (length-1)
						;this 4 are for 44100/mono/16bit (default values)
						If art=1 y=Sin(q/freq*360*hz)*32767
						If art=2 yy=yy+Rand(hz/8,hz*3):y=Sin(yy/freq*360)*16384
						If art=3 yy=yy+Rand(1000.0*hz/(q+1),1000.0*hz/(q+1)*10):y=Sin(yy/freq*360)*16384
						If art=4 y=y+hz*1.45:If y>32767 y=-32767
					
						;feel free to add your own stuff. :)
				PokeShort tbank, q*2, y
				Next
				BASS_RtlMoveMemory2(stemp, tbank, length)
			FreeBank tbank
		hfinal = BASS_SampleCreateDone()
	hchannel = BASS_SampleGetChannel (hfinal, onlynew)
Return hchannel

End Function    


A demo for this (b3d/b+) is included in BBS.

cu