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@@ -1,13 +1,11 @@
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//
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//
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// The graphics rendering engine GLScene http://glscene.org
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// The graphics rendering engine GLScene http://glscene.org
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//
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//
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-
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-unit GLSM.BASS;
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+unit Sounds.BASS;
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(*
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(*
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- BASS based sound-manager (http://www.un4seen.com/music/, free for freeware).
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- Unsupported feature(s) :
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- sound source velocity
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+ BASS based sound-manager http://www.un4seen.com/music/, free for freeware
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+ Unsupported feature(s) : sound source velocity,
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looping (sounds are played either once or forever)
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looping (sounds are played either once or forever)
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source priorities (not relevant, channels are not limited)
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source priorities (not relevant, channels are not limited)
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*)
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*)
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@@ -187,7 +185,6 @@ begin
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begin
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begin
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KillSource(aSource);
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KillSource(aSource);
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end;
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end;
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-
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if (aSource.sample = nil) or (aSource.sample.Data = nil) or
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if (aSource.sample = nil) or (aSource.sample.Data = nil) or
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(aSource.sample.Data.WAVDataSize = 0) then
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(aSource.sample.Data.WAVDataSize = 0) then
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Exit;
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Exit;
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@@ -240,11 +237,9 @@ begin
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Round(aSource.OutsideConeAngle), Round(aSource.ConeOutsideVolume * 100));
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Round(aSource.OutsideConeAngle), Round(aSource.ConeOutsideVolume * 100));
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if not aSource.Pause then
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if not aSource.Pause then
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BASS_ChannelPlay(p.channel, True);
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BASS_ChannelPlay(p.channel, True);
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-
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end
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end
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else
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else
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BASS_ChannelSet3DPosition(p.channel, position, orientation, velocity);
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BASS_ChannelSet3DPosition(p.channel, position, orientation, velocity);
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-
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if p.channel <> 0 then
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if p.channel <> 0 then
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begin
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begin
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res := BASS_ChannelSetAttribute(p.channel, BASS_ATTRIB_FREQ, 0);
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res := BASS_ChannelSetAttribute(p.channel, BASS_ATTRIB_FREQ, 0);
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@@ -307,7 +302,7 @@ begin
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Assert(False);
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Assert(False);
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// update sources
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// update sources
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inherited;
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inherited;
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- { if not } BASS_Apply3D; { then Assert(False); }
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+ (* if not *) BASS_Apply3D; (* then Assert(False); *)
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end;
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end;
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function TGLSMBASS.CPUUsagePercent: Single;
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function TGLSMBASS.CPUUsagePercent: Single;
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