`===========================================================================
` B A S S M O D C O N S T A N T S
`===========================================================================
#constant BASSTRUE 1 `Use this instead of VB Booleans
#constant BASSFALSE 0 `Use this instead of VB Booleans
`Error codes returned by BASSMOD_GetErrorCode()
#constant BASS_OK 0
#constant BASS_ERROR_MEM 1
#constant BASS_ERROR_FILEOPEN 2
#constant BASS_ERROR_DRIVER 3
#constant BASS_ERROR_HANDLE 5
#constant BASS_ERROR_FORMAT 6
#constant BASS_ERROR_POSITION 7
#constant BASS_ERROR_INIT 8
#constant BASS_ERROR_ALREADY 14
#constant BASS_ERROR_NOPAUSE 16
#constant BASS_ERROR_ILLTYPE 19
#constant BASS_ERROR_ILLPARAM 20
#constant BASS_ERROR_DEVICE 23
#constant BASS_ERROR_NOPLAY 24
#constant BASS_ERROR_NOMUSIC 28
#constant BASS_ERROR_NOSYNC 30
#constant BASS_ERROR_UNKNOWN -1
`Device setup flags
#constant BASS_DEVICE_DEFAULT -1
#constant BASS_LOAD_FROMMEMORY 1
#constant BASS_LOAD_FROMFILE 0
#constant BASS_DEVICE_8BITS 1
#constant BASS_DEVICE_MONO 2
#constant BASS_DEVICE_NOSYNC 16
#constant BASS_DEVICE_LEAVEVOL 32
`Music flags
`Ramping doesn't take a lot of extra processing And improves
`the sound quality by removing "clicks". Sensitive ramping will
`leave sharp attacked samples, unlike normal ramping.
#constant BASS_MUSIC_RAMP 1
#constant BASS_MUSIC_RAMPS 2
#constant BASS_MUSIC_LOOP 4
#constant BASS_MUSIC_FT2MOD 16
#constant BASS_MUSIC_PT1MOD 32
#constant BASS_MUSIC_POSRESET 256
#constant BASS_MUSIC_SURROUND 512
#constant BASS_MUSIC_SURROUND2 1024
#constant BASS_MUSIC_STOPBACK 2048
#constant BASS_MUSIC_CALCLEN 8192
#constant BASS_MUSIC_NOSAMPLE 0x400000 `don't load the samples
`Sync types (with BASSMOD_MusicSetSync() "param" And SYNCPROC "data"
`definitions) & flags.
#constant BASS_SYNC_POS 0
#constant BASS_SYNC_MUSICPOS 0
`Sync when the music reaches a position.
`param: LOWORD=order (0=first, -1=all) HIWORD=row (0=first, -1=all)
`Data : LOWORD=order HIWORD=row
#constant BASS_SYNC_MUSICINST 1
`Sync when an instrument (sample For the non-instrument based formats)
`is played in the music (not including retrigs).
`param: LOWORD=instrument (1=first) HIWORD=note (0=c0...119=b9, -1=all)
`Data : LOWORD=note HIWORD=volume (0-64)
#constant BASS_SYNC_END 2
`Sync when the music reaches the end.
`param: not used
`Data : not used
#constant BASS_SYNC_MUSICFX 3
`Sync when the "sync" effect (XM/MTM/MOD: E8x/Wxx, IT/S3M: S2x) is used.
`param: 0:data=pos, 1:data="x" value
`Data : param=0: LOWORD=order HIWORD=row, param=1: "x" value
#constant BASS_SYNC_ONETIME 2147483648
` FLAG: sync only once, Else continuously
`Sync callback function. NOTE: a sync callback function should be very
`quick (eg. just posting a message) as other syncs cannot be processed
`Until it has finished.
`handle : The sync that has occured
`Data : Additional Data associated with the sync's occurance
`===========================================================================
` E X T E R N A L L I B R A R I E S
`===========================================================================
load dll "bassmod.dll", 1
call dll 1, "BASSMOD_Init", BASS_DEVICE_DEFAULT, 44010, BASS_DEVICE_NOSYNC
`============================================================================
` F U N C T I O N S
`============================================================================
function playModule(moduleName as string)
call dll 1, "BASSMOD_MusicLoad", BASS_LOAD_FROMFILE, moduleName, 0, 0, BASS_MUSIC_RAMPS
call dll 1, "BASSMOD_MusicPlay"
endfunction
function setModuleVolume(volume as integer)
call dll 1, "BASSMOD_SetVolume", volume
endfunction
function stopModule()
call dll 1, "BASSMOD_MusicStop"
endfunction
`===========================================================================
` S O U N D
`===========================================================================
setModuleVolume(100)
playModule("game1.xm")
something like that
What the flame does not consume, consumes the flame.
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AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home