BASS_SAMPLE structure

Used with BASS_SampleGetInfo and BASS_SampleSetInfo to retrieve and set the default playback attributes of a sample.

typedef struct {
    DWORD freq;
    DWORD volume;
    int pan;
    DWORD flags;
    DWORD length;
    DWORD max;
    DWORD mode3d;
    float mindist;
    float maxdist;
    DWORD iangle;
    DWORD oangle;
    DWORD outvol;
    DWORD vam;
    DWORD priority;
} BASS_SAMPLE;

Members
freqDefault playback rate.
volumeDefault volume... 0 (silent) - 100 (max).
panDefault panning position... -100 (left) - 100 (right).
flagsA combination of these flags.
BASS_SAMPLE_8BITS8 bit resolution, else 16 bit.
BASS_SAMPLE_MONOMono, else stereo.
BASS_SAMPLE_LOOPLooped?
BASS_SAMPLE_3DThe sample has 3D functionality enabled.
BASS_SAMPLE_SOFTWAREThe sample is not using hardware mixing... it is being mixed in software by DirectSound.
BASS_SAMPLE_OVER_VOLOverride: the channel with the lowest volume is overriden.
BASS_SAMPLE_OVER_POSOverride: the longest playing channel is overriden.
lengthThe length in samples (not bytes).
maxMaximum number of simultaneous playbacks.
The following are the sample's default 3D attributes (if the sample is 3D).
mode3dThe 3D processing mode... one of these flags.
BASS_3DMODE_NORMALNormal 3D processing.
BASS_3DMODE_RELATIVEThe sample's 3D position (position/velocity/orientation) is relative to the listener. When the listener's position/velocity/orientation is changed with BASS_Set3DPosition, the sample's position relative to the listener does not change.
BASS_3DMODE_OFFTurn off 3D processing on the sample, the sound will be played in the center.
mindistThe minimum distance. The sample's volume stops increasing when the listener is within this distance.
maxdistThe maximum distance. The sample's volume stops decreasing when the listener is past this distance.
iangleThe angle of the inside projection cone in degrees... 0 (no cone) - 360 (sphere).
oangleThe angle of the outside projection cone in degrees... 0 (no cone) - 360 (sphere).
outvolThe delta-volume outside the outer projection cone... 0 (silent) - 100 (same as inside the cone).
The following are the sample's default DX7 voice allocation/management settings (if VAM is enabled).
vamvoice allocation/management flags... a combination of these
BASS_VAM_HARDWAREPlay the sample in hardware. If no hardware voices are available then the play call will fail.
BASS_VAM_SOFTWAREPlay the sample in software (ie. non-accelerated). No other VAM flags may be used together with this flag.
The following flags enable hardware resource stealing... if the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer. Only samples with VAM enabled are considered for termination.
BASS_VAM_TERM_TIMEIf there are no free hardware voices, the buffer to be terminated will be the one with the least time left to play.
BASS_VAM_TERM_DISTIf there are no free hardware voices, the buffer to be terminated will be one that was loaded/created with the BASS_SAMPLE_MUTEMAX flag and is beyond it's max distance (maxdist). If there are no buffers that match this criteria, then the play call will fail.
BASS_VAM_TERM_PRIOIf there are no free hardware voices, the buffer to be terminated will be the one with the lowest priority. This flag may be used with the TERM_TIME or TERM_DIST flag, if multiple voices have the same priority then the time or distance is used to decide which voice to terminate.
priorityPriority, used with the BASS_VAM_TERM_PRIO flag... 0 (min) - 0xFFFFFFFF (max).

Remarks
When a sample has 3D functionality, the iangle and oangle angles decide how wide the sound is projected around the orientation angle (as specified when calling BASS_SamplePlay3D, or as set with BASS_ChannelSet3DPosition when the sample is playing). Within the inside angle the volume level is the level set in the volume member (or as set with BASS_ChannelSetAttributes when the sample is playing). Outside the outer angle, the volume changes according to the outvol value. Between the inner and outer angles, the volume gradually changes between the inner and outer volume levels. If the inner and outer angles are 360 degrees, then the sound is transmitted equally in all directions.

When VAM is enabled, and neither the BASS_VAM_HARDWARE or BASS_VAM_SOFTWARE flags are specified, then the sample will be played in hardware if resources are available, and in software if no hardware resources are available.

See also
BASS_SampleCreate, BASS_SampleGetInfo, BASS_SampleLoad, BASS_SampleSetInfo