Bass and Avi movie
Blitz3D Forums/Blitz3D Userlibs/Bass and Avi movie
| ||
Hi, I want to build (draw) a spectrum analyser over an avi movie. Any solution to have a sort of "What you Hear is What you Get" with Abrexxes's Bass23? ex : Init Bass in "What you Hear is What you Get" mode OpenMovie (Blitz3d command) Repeat DrawMovie (Blitz3d command) GET Avi stream audio infos Draw the spectrum or anything Until end of Movie Close process Thanks JP |
| ||
"GET Avi stream audio infos" Thats the problem. The only way to get the output data is to record the BASS_INPUT_TYPE_WAVE device. But thats really dirty and not in realtime because the Channel_Get_Data will work over the recording buffer. So you can not "grab" only your informations on the fly. |
| ||
Thx JP |
| ||
I have locked around. What you can do is open the avi file and read out the audio stream into a bank, or a bigger one into a new temp file. After you play your video with Blitz and use the new stream in the same time for audio and Channel_Get_Data. But AVI ist just a container, if there is an obscur divx audio format bass will be not able to play them (Blitz also not). It is possible but you must "open" the avi containers . http://msdn2.microsoft.com/en-us/library/ms779638.aspx If you have simple PCM in your file here is some code from me to write a wav file with blitz. For a simple one dont use the SMPL Part. this was only to loop samples perfect in b3d for Sfx effects without any lib. ;) ; You dont need this global, but you can use it to see the data size of your wav file for max value Global s_datalenght% Graphics 640,480,0,2 SetBuffer BackBuffer () ;LoadLoopSound("test.wav",0,0) ; no loop LoadLoopSound("test.wav",1,s_datalenght) ; maximum loop ;LoadLoopSound("test.wav",800,8000) ; what you want but not more then datalenght musik = LoadSound ("s_temp.wav") DeleteFile "s_temp.wav" While Not KeyHit (1) Cls If KeyHit (57) Then PlaySound (musik) EndIf Text 10,10,"Press space to play" Text 10,20, "Datasize = "+s_datalenght Flip Wend End Function LoadLoopSound(s_file$,s_start%,s_end%) ;********************************** ;**** Read Source Wav File ***** ;********************************** s_source = ReadFile (s_file) ; read RIFF header (1179011410) to see if it is a wav file s_check = ReadInt (s_source) If s_check = 1179011410 Then ; RIFF found s_check = ReadInt (s_source) s_sourcesize = (s_check + 8) ; size of sourcefile s_check = ReadInt (s_source) ; read "wave" EndIf If Not s_check = 1163280727 Then Return 0 ; no wave..go away with that :) ; search and read FMT chunk for sample infos s_position = 12 s_goal = 0 Repeat SeekFile s_source, s_position s_check = ReadInt (s_source) If s_check = 544501094 Then ; FMT found s_goal = 1 ; now lets read and store all the infos s_fmtsize = ReadInt (s_source) ;<fmt length> size of this chunk, normal = 16 byte from here s_format = ReadShort (s_source) ;<format tag> sample format, normal = 1 (hex) for PCM s_channels = Readshort (s_source) ;<channels> 1 = mono, 2 = stereo s_rate = ReadInt (s_source) ;<sample rate> (hz) s_bytes = ReadInt (s_source) ;<bytes/second> Sample-Rate * Block-Align s_block = Readshort (s_source) ;<block align> Channels * bits/sample / 8 s_bit = Readshort (s_source) ;<bits/sample> 8, 16 or 24 EndIf s_position = s_position +1 ;FMT not found, next step If s_goal = 1 Then Exit ; ok Until Eof (s_source) = 1 If s_goal = 0 Then Return 0 ; no FMT found, Error ; search and read DATA chunk s_position =12 s_goal = 0 Repeat SeekFile s_source, s_position s_check = ReadInt (s_source) If s_check = 1635017060 Then ; DATA found s_goal = 1 s_datalenght = ReadInt (s_source) ;<length> of data block sbank_cache = CreateBank (s_datalenght) ; now we store the sample data For i = 0 To (s_datalenght-1) s_value = ReadByte (s_source) PokeByte sbank_cache,i,s_value Next EndIf s_position = s_position +1 ; DATA not found, next step If s_goal = 1 Then Exit ; ok Until Eof (s_source) = 1 If s_goal = 0 Then Return 0 ; no DATA found, Error CloseFile s_source ; we have what we need, all other chunks we can ignore ;********************************** ;**** Write temp Wav File ***** ;********************************** s_temp = WriteFile ("s_temp.wav") ; create a temp ;write RIFF header WriteInt s_temp, 1179011410 ; RIFF WriteInt s_temp, s_sourcesize-8 ;size of header WriteInt s_temp, 1163280727 ; WAVE ;write FMT chunk WriteInt s_temp, 544501094 ; FMT WriteInt s_temp, s_fmtsize ;<fmt length> WriteShort s_temp, s_format ;<format tag> WriteShort s_temp, s_channels ;<channels> WriteInt s_temp, s_rate ;<sample rate> WriteInt s_temp, s_bytes ;<bytes/second> WriteShort s_temp, s_block ;<block align> WriteShort s_temp, s_bit ;<bits/sample> ;write SMPL chunk WriteInt s_temp, 1819307379 ;SMPL WriteInt s_temp, 60 ;36 + 1 sample loop section (24) WriteInt s_temp, 0 ; Manufacturer , we dont need WriteInt s_temp, 0 ; ProductID , we dont need WriteInt s_temp, 0 ;Sample Period ,not supported by blitzbasic WriteInt s_temp, 0 ;MIDI Unity Note ,not supported by blitzbasic WriteInt s_temp, 0 ;MIDI Pitch Fraction ,not supported by blitzbasic WriteInt s_temp, 0 ;SMPTE Format ,not supported by blitzbasic WriteInt s_temp, 0 ;SMPTE Offset ,not supported by blitzbasic WriteInt s_temp, 0 ;Num Sample Loops ,not supported by blitzbasic WriteInt s_temp, 0 ;Sampler Data ,not supported by blitzbasic WriteInt s_temp, 0 ;Cue Point ,not supported by blitzbasic WriteInt s_temp, 0 ;Type ,not supported by blitzbasic WriteInt s_temp, s_start ; Start loop WriteInt s_temp, s_end ;End loop WriteInt s_temp, 0 ;Fraction ,not supported by blitzbasic WriteInt s_temp, 0 ;Play Count ,not supported by blitzbasic ;write DATA chunk & data WriteInt s_temp, 1635017060 ; DATA WriteInt s_temp, s_datalenght ;<length> WriteBytes (sbank_cache,s_temp,0,s_datalenght) ;sample data from bank FreeBank sbank_cache ; we no need this longer CloseFile s_temp End Function |
| ||
Thanks Again. Works on it. Another solution (maybe) with "winmm.dll". A sort of "get sound level" API. JP |
| ||
Hmmmm.... i dont now what you want to do. If you can use wmv files, the wma plugin of bass is able to play the audiostream of wmv files.... |
| ||
"Hmmmm.... i dont now what you want to do" A sort of "BASS_ChannelGetLevel_AVI" in real time. JP |
| ||
Found a solution. BLZPeekInt is in the ISL lib http://www.blitzbasic.com/Community/posts.php?topic=34301 ------------------------------------------------------ Graphics 800,600,32,2 SetBuffer FrontBuffer() Const WAVE_INVALIDFORMAT = $000 ;invalid forma Const WAVE_FORMAT_1M08 = $001 ;11.025 kHz,Mono, 8-bit Const WAVE_FORMAT_1S08 = $002 ;11.025 kHz,Stereo, 8-bit Const WAVE_FORMAT_1M16 = $004 ;11.025 kHz,Mono, 16-bit Const WAVE_FORMAT_1S16 = $008 ;11.025 kHz,Stereo,16-bit Const WAVE_FORMAT_2M08 = $010 ;22.05 kHz,Mono, 8-bit Const WAVE_FORMAT_2S08 = $020 ;22.05 kHz,Stereo, 8-bit Const WAVE_FORMAT_2M16 = $040 ;22.05 kHz,Mono, 16-bit Const WAVE_FORMAT_2S16 = $080 ;22.05 kHz,Stereo,16-bit Const WAVE_FORMAT_4M08 = $100 ;44.1 kHz,Mono, 8-bit Const WAVE_FORMAT_4S08 = $200 ;44.1 kHz,Stereo, 8-bit Const WAVE_FORMAT_4M16 = $400 ;44.1 kHz,Mono, 16-bit Const WAVE_FORMAT_4S16 = $800 ;44.1 kHz,Stereo,16-bit Const WAVE_FORMAT_PCM = $001 Const WHDR_DONE = $001 Const WHDR_PREPARED = $002 Const WHDR_BEGINLOOP = $004 Const WHDR_ENDLOOP = $008 Const WHDR_INQUEUE = $010 WaveFmt = CreateBank(18) PokeShort WaveFmt,00,WAVE_FORMAT_PCM ; FormatTag PokeShort WaveFmt,02,1 ; Channels PokeInt WaveFmt,04,11025 ; SamplesPerSec PokeInt WaveFmt,08,11025 ; AvgBytesPerSec | BlockAlign * SamplesPerSec PokeShort WaveFmt,12,1 ; BlockAlign | (Channels * BitsPerSample) / 8 PokeShort WaveFmt,14,8 ; BitsPerSample PokeShort WaveFmt,16,0 ; ExtraDataSize WaveCaps = CreateBank(48) Dim Device(waveInGetNumDevs()) For I = 0 To waveInGetNumDevs() - 1 waveInGetDevCaps(I,WaveCaps,48) If PeekInt(WaveCaps,40) And WAVE_FORMAT_1M08 Then For C = 8 To 39 Char = PeekByte(WaveCaps,C) If Char = 0 Then Exit ProductName$ = ProductName$ + Chr$(Char) Next Print "(" + Str$(Dev) + ") " + ProductName$ ProductName$ = "" Dev = Dev + 1 Device(Dev) = I EndIf Next If Dev = 0 Then Print "Can't find a sounddevice!" WaitKey : End EndIf Repeat DevUsed = Input("Select a device(0-" + Str$(Dev - 1) + "): ") Until DevUsed => 0 And DevUsed <= Dev - 1 DevUsed = Device(DevUsed) DevHandle = CreateBank(4) waveInOpen(DevHandle,DevUsed,WaveFmt,0,0,0) If PeekInt(DevHandle,0) = 0 Then Print "Can't open wavedevice!" WaitKey : End EndIf waveInStart(PeekInt(DevHandle,0)) WavData = CreateBank(1024) WaveHead = CreateBank(32) PokeInt WaveHead,00,BLZPeekInt(WavData+4) ; lpData PokeInt WaveHead,04,1024 ; dwBufferLength waveInPrepareHeader(PeekInt(DevHandle,0),WaveHead,32) ;SetBuffer BackBuffer() film=OpenMovie("c:\movie.avi") While Not KeyDown(1) Cls DrawMovie film,50,50 waveInAddBuffer(PeekInt(DevHandle,0),WaveHead,32) For I = 0 To 1023 Line I,PeekByte(WavData,I),I,0 Next Flip Wend CloseMovie film waveInUnprepareHeader(PeekInt(DevHandle,0),WaveHead,32) waveInReset(PeekInt(DevHandle,0)) waveInClose(PeekInt(DevHandle,0)) ;.lib "winmm.dll" ;waveInGetDevCaps%(uDeviceID,WaveInCapsPointer*,WaveInCapsStructSize) : "waveInGetDevCapsA" ;waveInOpen%(WaveDeviceInputHandle*,WhichDevice,WaveFormatExPointer*,CallBack,CallBackInstance,Flags) : "waveInOpen" ;waveInGetNumDevs%() : "waveInGetNumDevs" ;waveInClose%(WaveDeviceInputHandle) : "waveInClose" ;waveInStart%(WaveDeviceInputHandle) : "waveInStart" ;waveInReset%(WaveDeviceInputHandle) : "waveInReset" ;waveInStop%(WaveDeviceInputHandle) : "waveInStop" ;waveInAddBuffer%(InputDeviceHandle,WaveHdrPointer*,WaveHdrStructSize) : "waveInAddBuffer" ;waveInPrepareHeader%(InputDeviceHandle,WaveHdrPointer*,WaveHdrStructSize) : "waveInPrepareHeader" ;waveInUnprepareHeader%(InputDeviceHandle,WaveHdrPointer*,WaveHdrStructSize) : "waveInUnprepareHeader" ; |