Loads a WAV, AIFF, MP3, MP2, MP1, OGG or plugin supported sample.
HSAMPLE BASS_SampleLoad( BOOL mem, void *file, QWORD offset, DWORD length, DWORD max, DWORD flags );
|mem||TRUE = load the sample from memory.|
|file||Filename (mem = FALSE) or a memory location (mem = TRUE).|
|offset||File offset to load the sample from (only used if mem = FALSE).|
|length||Data length... 0 = use all data up to the end of file (if mem = FALSE). If length over-runs the end of the file, it will automatically be lowered to the end of the file.|
|max||Maximum number of simultaneous playbacks... 1 (min) - 65535 (max). Use one of the BASS_SAMPLE_OVER flags to choose the override decider, in the case of there being no free channel available for playback (ie. the sample is already playing max times).|
|flags||A combination of these flags.|
|BASS_ERROR_INIT||BASS_Init has not been successfully called.|
|BASS_ERROR_ILLPARAM||max and/or length is invalid. The length must be specified when loading from memory.|
|BASS_ERROR_FILEOPEN||The file could not be opened.|
|BASS_ERROR_FILEFORM||The file's format is not recognised/supported.|
|BASS_ERROR_CODEC||The file uses a codec that is not available/supported. This can apply to WAV and AIFF files, and also MP3 files when using the "MP3-free" BASS version.|
|BASS_ERROR_FORMAT||The sample format is not supported by the device/drivers. If the sample is more than stereo or the BASS_SAMPLE_FLOAT flag is used, it could be that they are not supported.|
|BASS_ERROR_MEM||There is insufficient memory.|
|BASS_ERROR_NO3D||Could not initialize 3D support.|
|BASS_ERROR_UNKNOWN||Some other mystery problem!|
Unless the BASS_SAMPLE_SOFTWARE flag is used, the sample will use hardware mixing if hardware resources are available. Use BASS_GetInfo to see if there are hardware mixing resources available, and which sample formats are supported by the hardware. The BASS_SAMPLE_VAM flag allows a sample to be played by both hardware and software, with the decision made when the sample is played rather than when it is loaded. A sample's VAM options are set via BASS_SampleSetInfo.
To play a sample, first a channel must be obtained using BASS_SampleGetChannel, which can then be played using BASS_ChannelPlay.
After loading a sample from memory (mem = TRUE), the memory can safely be discarded, as a copy is made.
If you want to play a large or one-off sample, then it would probably be better to stream it instead with BASS_StreamCreateFile.
On Android, file may be a String, ByteBuffer, ParcelFileDescriptor, or asset (via the Asset class) when using Java. See the BASS.JAVA file for available overloads.