Sprache: C#
Mit diesem Snippet wird die Frequenz-Steuerung
einer mp3 – Datei ermöglicht.
Weitere Hinweise können unter dem URL
http://www.un4seen.com/
eingesehen werden.
Zur Einbindung der Bibliotheken bitte die
Lizenzbedingungen beachten.
#region Methoden - Call_Equalizer - Frequenz-Steuerung aufrufen
private void Call_Equalizer()
{
// 10-band EQ
BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
_fxEQ[0] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[1] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[2] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[3] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[4] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[5] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[6] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[7] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[8] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[9] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
eq.fBandwidth = 18f;
// EQ1
eq.fCenter = 80f; // max. Tiefe
eq.fGain = this.TrackBar1.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[0], eq);
// EQ2
eq.fCenter = 160f;
eq.fGain = this.TrackBar2.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[1], eq);
// EQ3
eq.fCenter = 300f;
eq.fGain = this.TrackBar3.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[2], eq);
// EQ4
eq.fCenter = 500f;
eq.fGain = TrackBar4.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[3], eq);
// EQ5
eq.fCenter = 1000f;
eq.fGain = TrackBar5.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[4], eq);
// EQ6
eq.fCenter = 3000f;
eq.fGain = TrackBar6.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[5], eq);
// EQ7
eq.fCenter = 6000f;
eq.fGain = TrackBar7.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[6], eq);
// EQ8
eq.fCenter = 12000f;
eq.fGain = TrackBar8.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[7], eq);
// EQ9
eq.fCenter = 14000f;
eq.fGain = TrackBar9.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[8], eq);
// EQ10
eq.fCenter = 16000f;
eq.fGain = TrackBar10.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[9], eq);
}
private void UpdateEQ(int band, float gain)
{
BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
if (Bass.BASS_FXGetParameters(_fxEQ[band], eq))
{
eq.fGain = gain;
Bass.BASS_FXSetParameters(_fxEQ[band], eq);
}
}
#endregion
#region Methoden - Call_Equalizer - Frequenz-Steuerung aufrufen
private void Call_Equalizer()
{
// 10-band EQ
BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
_fxEQ[0] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[1] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[2] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[3] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[4] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[5] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[6] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[7] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[8] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
_fxEQ[9] = Bass.BASS_ChannelSetFX(_stream, BASSFXType.BASS_FX_DX8_PARAMEQ, 0);
eq.fBandwidth = 18f;
// EQ1
eq.fCenter = 80f; // max. Tiefe
eq.fGain = this.TrackBar1.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[0], eq);
// EQ2
eq.fCenter = 160f;
eq.fGain = this.TrackBar2.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[1], eq);
// EQ3
eq.fCenter = 300f;
eq.fGain = this.TrackBar3.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[2], eq);
// EQ4
eq.fCenter = 500f;
eq.fGain = TrackBar4.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[3], eq);
// EQ5
eq.fCenter = 1000f;
eq.fGain = TrackBar5.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[4], eq);
// EQ6
eq.fCenter = 3000f;
eq.fGain = TrackBar6.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[5], eq);
// EQ7
eq.fCenter = 6000f;
eq.fGain = TrackBar7.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[6], eq);
// EQ8
eq.fCenter = 12000f;
eq.fGain = TrackBar8.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[7], eq);
// EQ9
eq.fCenter = 14000f;
eq.fGain = TrackBar9.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[8], eq);
// EQ10
eq.fCenter = 16000f;
eq.fGain = TrackBar10.Value / 10f;
Bass.BASS_FXSetParameters(_fxEQ[9], eq);
}
private void UpdateEQ(int band, float gain)
{
BASS_DX8_PARAMEQ eq = new BASS_DX8_PARAMEQ();
if (Bass.BASS_FXGetParameters(_fxEQ[band], eq))
{
eq.fGain = gain;
Bass.BASS_FXSetParameters(_fxEQ[band], eq);
}
}
#endregion
Alte URL:
/snippet/mp3-datei-10-band-equalizer-frequenz-beeinflussen/1340
Kannst Du uns bitte mitteilen welche Namespaces Du importiert hast. Entweder im Code oder in der Beschreibung? Welche Referenzen nötig sind?
Dieses Snippet ist für die Kommerziellen Bibliotheken von http://www.un4seen.com/ gedacht…
Steht doch oben in der Beschreibung 😉