BASS 1.6a - Copyright (c) 1999-2002 Ian Luck. All rights reserved
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Files that you should have found in the BASS "package"
======================================================
BASS.TXT      This file
BASS.DLL      The BASS module
BASS.CHM      BASS documentation
FILE_ID.DIZ   BBS description file
C\            C/C++ API and samples...
  BASS.H        BASS C/C++ header file
  BASS.LIB      BASS import library
  BASSTEST.EXE  BASS example program
  BASSTEST.C    Example program source-code
  BASSTEST.RC   Example program resource file
  BASSTEST.H    Example program resource header file
  CONTEST.EXE   BASS console example program
  CONTEST.C     Console example program source-code
  3DTEST.EXE    BASS 3D/EAX example program
  3DTEST.C      3D example program source-code
  3DTEST.RC     3D example program resource file
  3DTEST.H      3D example program resource header file
  ENGINE.WAV    3D example program test WAVE sample
  LOADNGET.C    LoadLibrary/GetProcAddress example source-code
  LOADNGET.RC   LoadLibrary/GetProcAddress example resource file
  DSPTEST.EXE   DSP example program
  DSPTEST.C     DSP example program source-code
  DSPTEST.RC    DSP example program resource file
  DSPTEST.H     DSP example program resource header file
  MULTI.EXE     Multiple device example program
  MULTI.C       Multiple device example program source-code
  MULTI.RC      Multiple device example program resource file
  MULTI.H       Multiple device example program resource header file
  FXTEST.EXE    DX8 effect example program
  FXTEST.C      DX8 effect example program source-code
  FXTEST.RC     DX8 effect example program resource file
  FXTEST.H      DX8 effect example program resource header file
  SYNTH.EXE     BASS simple synth program
  SYNTH.C       Simple synth program source-code
  WRITEWAV.EXE  WAVE writer example
  WRITEWAV.C    WAVE writer example source-code
  4SPEAKER.EXE  2 stereo channels on 4 speakers example
  4SPEAKER.C    2 stereo channels on 4 speakers example source-code
  NETRADIO.EXE  Internet streaming example program
  NETRADIO.C    Internet streaming example source-code
  NETRADIO.RC   Internet streaming example resource file
  SPECTRUM.EXE  Spectrum analyser example program
  SPECTRUM.C    Spectrum analyser example source-code
  LIVESPEC.EXE  "Live" version of spectrum analyser example program
  LIVESPEC.C    "Live" version of spectrum analyser example source-code
  RECTEST.EXE   Recording example program
  RECTEST.C     Recording example program source-cods
  RECTEST.RC    Recording example program resource file
VB\           Visual Basic API and samples...
  BASS.BAS      BASS Visual Basic module file
  BASSTEST.VBP  Example program project file
  FRMMAIN.FRM   Main Form for BASSTEST Project
  3DTEST.VBP    3D example program Project File
  FRM3D.FRM     Main Form for 3D example program
  FRM3D.FRX     VB Data file to accompany FRM3D.FRM
  FXTEST.VBP    DX8 effect example program Project File
  FRMFX.FRM     Main Form for DX8 effect example program
  WRITEWAV\     WAVE writer example
    PRJWRITEWAVE.VBP  Project file
    PRJWRITEWAVE.FRM  Main form
    PRJWRITEWAVE.FRX
  SPECTRUM\     Spectrum analyser example
    PRJSPECTRUM.VBP  Project file
    FRMSPECTRUM.FRM  Main form
    MODSPECTRUM.BAS
    FRMSPECTRUM.FRX
  LIVESPEC\     "Live" version of spectrum analyser example
    PRJLIVESPEC.VBP  Project file
    FRMLIVESPEC.FRM  Main form
    MODLIVESPEC.BAS
    FRMLIVESPEC.FRX
  NETRADIO\     Internet streaming example
    PRJRECTEST.VBP  Project file
    FRMRECTEST.FRM  Main form
    FRMRECTEST.FRX
    MODRECTEST.BAS
  RECTEST\      Recording example
    PRJNETRADIO.VBP  Project file
    FRMNETRADIO.FRM  Main form
    FRMNETRADIO.FRX
    MODNETRADIO.BAS
  MEM\          Playing from memory example by Jobnik
    PRJMEMORY.VBP   Project file
    FRMMEMORY.FRM   Main form
    FRMMEMORY.FRX
    SYNCTEST.BAS
    CBASS_TIME.CLS
DELPHI\       Delphi API and samples...
  BASS.PAS      BASS Delphi unit
  3DTEST\       BASS 3D/EAX example
    D3TEST.DPR    Project file
    D3TEST.DOF    Project options file
    DTMAIN.PAS    Main unit
    DTMAIN.DFM    Main form
    DTSELECT.PAS  Device selector unit
    DTSELECT.DFM  Device selector form
  BASSTEST\     BASS example
    BASSTEST.DPR  Project file
    BASSTEST.DOF  Project options file
    BTMAIN.PAS    Main unit
    BTMAIN.DFM    Main form
  CONTEST\      BASS console example
    CONTEST.DPR   Project file
    CONTEST.DOF   Project options file
  DSPTEST\      DSP example
    DSPTEST.DPR   Project file
    DSPTEST.DOF   Project options file
    DTMAIN.PAS    Main unit
    DTMAIN.DFM    Main form
  STREAMTEST\   BASS stream example
    STREAMTEST.DPR  Project file
    STREAMTEST.DOF  Project options file
    STMAIN.PAS    Main unit
    STMAIN.DFM    Main form
  WRITEWAV\     WAVE writer example
    WRITEWAV.DPR  Project file
    WRITEWAV.DOF  Project options file
    UNITMAIN.PAS  Main unit
    UNITMAIN.DFM  Main form
  SAMPLEVIS\    Visualisation example
    SAMPLEVIS.DPR  Project file
    SAMPLEVIS.DOF  Project options file
    MAIN.PAS       Main unit
    MAIN.DFM       Main form
    SPECTRUM_VIS.PAS
    CIRCLE_VIS.PAS
    OSC_VIS.PAS
    COMMONTYPES.PAS
  DYNAMIC\      Dynamic-loading Delphi API
    README.TXT    Dynamic-loading Delphi API notes
    DYNAMIC_BASS.PAS  Dynamic-loading Delphi unit
    BASSTEST.DPR  Example project file
    BASSTEST.DOF  Example project options file
    BTMAIN.PAS    Example main unit
    BTMAIN.DFM    Example main form
TMT\          TMT Pascal API and samples...
  BASS.PAS      BASS TMT Pascal unit
  CONTEST\
    CONTEST.CFG
    CONTEST.PAS   Console example program source-code
  DSPTEST\
    DSPTEST.CFG
    DSPTEST.PAS   DSP example program source-code
    DSPTEST.RES   DSP example program resource file
MASM\         MASM API and samples...
  BASS.INC      BASS MASM include file
  PLAYER.EXE    Example MOD player
  PLAYER.ASM    Example MOD player source-code
  RSRC.RC       Example MOD player resource file
  TOOLBAR.BMP   Example MOD player toolbar bitmap
  COMPILE.BAT   Example MOD player compilation script


NOTE: The ZIP should be decompressed with the directory stucture maintained.

NOTE: To run the sample EXEs, first you'll have to copy BASS.DLL into
      the same directory as the EXEs. Or, you could put it somewhere
      in the path (eg. the WINDOWS directory).


What's the point?
=================
BASS is a sound system for use in Win32 (9x/ME/2K/XP) software. It's
purpose is to provide powerful (yet easy to use) sample, stream, MOD
music, audio CD and recording functions.

See the documentation for descriptions of all the BASS functions. You
will need to have Internet Explorer installed to view the documentation.
The BASS.H file also contains brief descriptions of the BASS functions.
You should also see the included example program source-codes for some
examples of how to use BASS in your own programs.


Requirements
============
BASS requires DirectX 3 or above. BASS does not require that a soundcard
with DirectSound/DirectSound3D hardware accelerated drivers is installed,
but it does improve performance if there is one. BASS also takes advantage
of MMX, which improves the performance of the MOD music playback.


Main Features
=============
* WAV/MP3/MP2/MP1/OGG samples
- supports mono/stereo 8/16 bit samples (including compressed WAVs)

* Custom samples
- generate or load custom samples

* Sample streams
- stream any sample data in mono/stereo 8/16 bit

* File streams
- MP3/MP2/MP1/OGG and WAV (including compressed) file streaming

* Internet file streaming
- stream MP3/MP2/MP1/OGG (inc. Shoutcast/Icecast) and WAV files from the internet

* MOD music
- uses the XMPlay engine = best accuracy, speed and quality

* MO3 music
- MP3/OGG compressed MOD music

* CD audio
- with CDDB ID support

* Recording
- flexible recording system, with input selection

* Decode without playback
- streams and musics can be outputted in any way you want

* High precision synchronization
- synchronize events in your software to the music

* DirectX 8 effects
- chorus/compressor/distortion/echo/flanger/gargle/parameq/reverb

* User defined DSP functions
- custom effects may be applied to musics and streams

* 3D sound
- play samples/streams/musics in any 3D position

* Environmental Audio eXtensions (EAX)
- enhanced 3D sound with 3D reverberations

* DirectX 7 features
- support for 3D algorithm and voice management features

* Expandable 
- all underlying DirectSound object interfaces are accessable 

* Small
- it won't bloat your distribution

* Free!
- you may freely use BASS in your freeware games/demos/etc...


Samples
=======
BASS supports compressed and non-compressed mono/stereo 8/16 bit WAV
samples. Samples may be loaded from a file or a memory location. When
possible, samples are loaded into the hardware, so that they benefit
from "hardware acceleration". Use BASS_GetInfo to see which (if any)
sample formats are supported by the hardware.

You can set the max number of simultaneous playbacks for each sample,
and the override method to use when the max number has been reached.
The sample rate, volume, panning and looping are adjustable for each
playing sample.

BASS also allows you to use other sample formats (ie. not only WAVs),
by letting you generate the sample data.

NOTE: DirectSound only allows complete sample looping, you can't loop
      just a part of the sample.


Streams
=======
You can play a large amount of sample data without requiring a large
amount of memory, by using a sample stream. BASS allows streaming in
mono/stereo and 8/16 bit. The sample rate, volume and panning are
adjustable for each stream. Multiple sample streams can be played
simultaneously.

There are two options for streaming, either BASS streams it for you
(MP1/MP2/MP3/OGG and WAV formats), or you create a function to write
the stream data. By creating your own stream writer functions, you can
play any sample format that is not supported by BASS, by decoding the
data into a stream.

BASS can automatically stream MP1/MP2/MP3/OGG and WAV files, from a
file, memory location or the internet. WAV files can be compressed with
any CODEC, but the CODEC must be installed on the user's computer for
the WAV to be decoded.


MOD Music
=========
BASS's MOD playback is based on the XMPlay engine. The XM/IT/MOD/S3M/MTM
formats are supported, with FastTracker2 and ProTracker1 options also
available for the MOD files. MODs can be loaded from a file or a memory
location. The MOD's samples are interpolated during mixing for superior
sound quality.

The looping, ramping (click removal), volume, amplification, and panning
seperation settings are all configurable, as is the balance and playback
rate. XMPlay's surround sound can also be applied to the music to give
the sound more "body". Multiple MOD musics can be played simultaneously.

You can synchronize events in your program to when a MOD reaches chosen
positions, and/or to when chosen instruments or effects are played. The
number of synchronizers used is unlimited.


MO3 Music
=========
MO3s are treated and used in exactly the same way as normal MOD musics.
The advantage of MO3s is that they can be a lot smaller with virtually
identical quality. Playing a MO3 does not use any more CPU power than
playing the original MOD version does. The only difference is a slightly
longer load time as the samples are being decoded.

MO3 files are created using the MO3 encoder, which is available on the
BASS website.


CD Audio
========
The CD system is seperate from the other functions in BASS, it doesn't
require DirectSound or any other special libraries to be installed.
BASS makes playing CD audio very simple... there's nothing more to say!


3D Sound
========
If you are at all familiar with DirectSound3D, then you should have no
problem using the 3D functions of BASS. But, even if you have not used
DS3D it shouldn't be too hard to do 3D sound, see the example source
file 3DTEST.C for a simple example of using 3D sound in BASS.

To enable 3D sound, simply use the BASS_DEVICE_3D flag with BASS_Init.
Then use the BASS_SAMPLE_3D/BASS_MUSIC_3D flag when loading/creating a
sample/stream/MOD music to enable 3D functionality on it.

3D sound sources are mono, the left/right components are calculated by
the 3D engine. So your 3D sounds should be mono, MOD musics are
automatically mixed in mono when used in 3D. Because 3D channels are
mono, playing MOD musics and streams in 3D can actually require less CPU
than in plain stereo, because less software mixing is required, assuming
the 3D mixing is being done by the hardware.

3D sounds and non-3D sounds can be played together, it's not a matter of
all 3D or else none 3D.

EAX greatly enhances the 3D sound by reverberating the sounds to mimic
the behaviour of a real environment. There are plenty of different types
of environment to choose from, see the EAX_ENVIRONMENT_xxx flags for a
complete list. Presets (EAX_PRESET_xxx) are provided, but the EAX reverb
parameters can also be fine tuned to taste. The amount of reverb applied
to each channel can be adjusted, or as is the default, EAX can calculate
the reverb automatically, based on the distance of the sound from the
listener.

EAX affects 3D channels only, "normal" channels are unaffected by it.
For the EAX effects to be heard, it requires that the user's soundcard
supports EAX, and that DirectX 5 or above is installed.


Using BASS
==========
C/C++, Visual Basic, Delphi, MASM, and TMT Pascal BASS APIs are provided,
to use BASS with another language you'll first have to convert the header
file. Or, as a last resort, you could use LoadLibrary and GetProcAddress.

One benefit of the LoadLibrary method is that it allows you to look for
the correct BASS version, because you can load and unload BASS.DLL at
any time. This also allows those who'ld prefer not to have a seperate
DLL to store it with the program (eg. in a resource), write it to disk,
load it, use it, free it and delete it.

The major downside, is that you have to manually import each function
that you use, using the GetProcAddress function. But it has been made
a lot simpler to import BASS this way by the use of the BASSDEF #define.
Here's a small example:

#define BASSDEF(f) (WINAPI *f) // define the functions as pointers
#include "bass.h"
...
HINSTANCE bass=LoadLibrary("BASS.DLL"); // load BASS
BASS_Init=GetProcAddress(bass,"BASS_Init"); // get BASS_Init
BASS_Init(-1,44100,0,hWnd); // call BASS_Init

See the LOADNGET.C file for a more complete example.

There is no guarantee that all future BASS versions will be compatible
with all previous versions, so your program should use BASS_GetVersion
to check the version that is loaded. This also means that you should
put BASS.DLL in the same directory as your program (not just somewhere
in the path), to avoid the possibility of a wrong version being loaded.

If you are updating your software from a previous BASS version, then
you should check the "History" section (below), to see which (if any)
of the functions that you are using have been affected by a change.

To use BASS with Borland C++ Builder, you'll first have to create a
Borland C++ Builder import library for it. This is done by using the
IMPLIB tool that comes with Borland C++ Builder. Simply execute this:

	IMPLIB BASSBCB.LIB BASS.DLL

... and then use BASSBCB.LIB in your projects to import BASS.

For the BASS functions that return strings (char*), VB users should use
the VBStrFromAnsiPtr function to convert the returned pointer into a VB
string.

Some information in the API headers may be old or incomplete, so for the
latest up-to-date information on any function, you should always refer to
the BASS.CHM documentation.


Latest Version
==============
The latest version of BASS can always be found at the BASS website:

        http://www.un4seen.com/


Copyright, Disclaimer, and all that other jazz
==============================================
The BASS library is free for non-money making use... if you are
not charging for the software, then you can use BASS in it for
free (a mention in the credits would be nice though!). If you
wish to use BASS in shareware or commercial products, then see
the next section.

This software is provided "as is", without warranty of ANY KIND,
either expressed or implied, including but not limited to the
implied warranties of merchantability and/or fitness for a
particular purpose. The author shall NOT be held liable for
ANY damage to you, your computer, or to anyone or anything else,
that may result from its use, or misuse. Basically, you use it
at YOUR OWN RISK.

Usage of BASS indicates that you agree to the above conditions.

You may freely distribute the BASS package as long as NO FEE is
charged and all the files remain INTACT AND UNMODIFIED.

All trademarks and other registered names contained in the BASS
package are the property of their respective owners.


BASS in shareware and commercial software?
==========================================
BASS is available for use in your shareware and commercial software.
The license types available are as follows:

SHAREWARE: Allows the usage of BASS in an unlimited number of your
shareware products.

SINGLE COMMERCIAL: Allows the usage of BASS in a single commercial
product.

UNLIMITED COMMERCIAL: Allows the usage of BASS in an unlimited number
of your commercial products. This license is on a per site basis. So
if your company has two sites and both use BASS, then two licenses are
required.

In all cases there are no royalties to pay, and you can use all future
BASS updates without further cost. One license covers one person or
entity and is not transferable.

These licenses do not allow reselling of BASS, ie. as part of another
development library. If none of these licenses match your requirements,
or if you have any questions about using BASS in shareware/commercial
software, then please get in touch (email: bass@un4seen.com).

Visit the BASS website for the latest pricing:

        http://www.un4seen.com/


History
=======
These are the major (and not so major) changes at each version
stage. There are ofcourse bug fixes and other little improvements
made along the way too! To make upgrading simpler, all functions
affected by a change to the BASS interface are listed.


1.6a - 25/8/2002
----------------
* OGG support updated to 1.0
* Stereo FFT
	BASS_DATA_FFT512S/1024S/2048S (BASS_ChannelGetData flags)
* Support for "Invert Loop" (EFx) MOD effect
* Reduced DLL size
* New Delphi examples
	WRITEWAV - WAVE writer example
	SAMPLEVIS - Visualisation example

1.6 - 13/6/2002
---------------
* 64-bit stream lengths and positions
	BASS_StreamGetLength
	BASS_ChannelBytes2Seconds
	BASS_ChannelSeconds2Bytes
	BASS_ChannelGetPosition
	BASS_ChannelSetPosition
	BASS_ChannelSetSync
* Recording input selection
	BASS_RECORDINFO (inputs & singlein members)
	BASS_RecordGetInputName
	BASS_RecordGetInput
	BASS_RecordSetInput
* Adjustable recording update period
	BASS_RecordStart
* Load OGG files as samples
	BASS_SampleLoad
* CD drive door opening & closing
	BASS_CDDoor
* CDDB2 ID retrieval
	BASS_CDID_CDDB2 (BASS_CDGetID flag)
* Streaming beyond initial file length
	BASS_StreamCreateFile
* Recording position bytes<->seconds translation
	BASS_ChannelBytes2Seconds
	BASS_ChannelSeconds2Bytes
* Improved multi-threaded support (play from any thread)
	BASS_MusicPlay/Ex
	BASS_SamplePlay/3D/Ex
	BASS_StreamPlay
	BASS_DEVICE_NOSYNC flag *removed*
* Paused channel status
	BASS_ACTIVE_PAUSED (BASS_ChannelIsActive)
* Integrated WMA stream freeing
	BASS_StreamFree
	BASS_Free
* Pin-point accurate OGG seeking without BASS_MP3_SETPOS flag
* Win2k DS buffer bug fix

1.5a - 14/4/2002
----------------
* NT4 fix (also enables "nosound" device without DX installed)
	BASS_ERROR_DX error code
* MOD music loading without the samples
	BASS_MUSIC_NOSAMPLE (BASS_MusicLoad flag)
* Custom decoding channels
	BASS_STREAM_DECODE (BASS_StreamCreate flag)
* 5 second HTTP connection timeout
	BASS_ERROR_TIMEOUT (BASS_StreamCreateURL error code)

1.5 - 31/3/2002
---------------
* Improved performance
	MMX mixers lot faster (over 50% faster in some cases!)
	OGG decoding 15-20% faster
	MP3 decoding 5-10% faster
* Recording
	BASS_RecordGetDeviceDescription
	BASS_RecordInit
	BASS_RecordFree
	BASS_RecordGetInfo
	BASS_RecordStart
* OGG support built-in (OGG/VORBIS DLLs not required)
	BASS_DEVICE_OGG flag *removed*
* MOD music seeking in seconds
	BASS_MusicPlayEx
	BASS_ChannelSetPosition
* Shoutcast metadata retrieval
	BASS_STREAM_META (BASS_StreamCreateURL flag)
	BASS_TAG_META (BASS_StreamGetTags flag)
	BASS_SYNC_META (BASS_ChannelSetSync type)
* 1000 volume levels
	BASS_DEVICE_VOL1000 (BASS_Init/CDInit flag)
* CDDB ID retrieval
	BASS_CDID_CDDB (BASS_CDGetID flag)
* Leave the CD volume as it is during init/closing
	BASS_DEVICE_LEAVEVOL (BASS_CDInit flag)
* FFT enabled on decoding channels
	BASS_ChannelGetData
* Left level duplicated on right for mono channels
	BASS_ChannelGetLevel
* Improved MPEG length estimation without BASS_MP3_SETPOS flag
	BASS_StreamGetLength
* Support for Modplug/ADPCM compressed files
	BASS_MusicLoad
* Device description function parameter change
	BASS_GetDeviceDescription
* MASM API

1.4 - 30/1/2002
---------------
* Channel decoding without playback
	BASS_MUSIC_DECODE (BASS_MusicLoad flag)
	BASS_STREAM_DECODE (BASS_StreamCreateFile/URL flag)
	BASS_ChannelGetData
* Windows message sync callbacks
	BASS_SYNC_MESSAGE (BASS_ChannelSetSync flag)
* Adjustable channel volumes in MOD musics
	BASS_MusicSetChannelVol
	BASS_MusicGetChannelVol
* Customizable DirectSound initialization object
	BASS_SetCLSID
* Retrieve HMUSIC/HSTREAM/HCHANNEL IDirectSoundBuffer interfaces
	BASS_GetDSoundObject
* A3D functions removed (use BASS_SetCLSID/BASS_GetDSoundObject to access A3D)
	BASS_DEVICE_A3D (BASS_Init flag)
	BASS_SetA3DResManager
	BASS_GetA3DResManager
	BASS_SetA3DHFAbsorbtion
	BASS_GetA3DHFAbsorbtion
* Callback functions now work in VB6
	DSPPROC
	STREAMPROC
	SYNCPROC
* Improved PCM WAVE streaming performance
	BASS_StreamCreateFile
	BASS_StreamCreateURL
* OGG modules updated to RC3
* Stereo sample support in MO3 format
* MO3 encoder now distributed separately from BASS

1.3 - 17/11/2001
----------------
* Manual buffer updating
	BASS_DEVICE_NOTHREAD (BASS_Init flag)
	BASS_Update
* Adjustable buffer update period (allows small buffer sizes)
	BASS_Init
* Output device latency retrieval
	BASS_INFO (latency member)
* MPEG/OGG seeking without BASS_MP3_SETPOS flag
	BASS_ChannelSetPosition
* Internet file streaming from offsets
	BASS_StreamCreateURL
* File stream tag/comment retrieval (ID3/ID3v2/OGG/HTTP/ICY tags)
	BASS_StreamGetTags
* Byte<->time position translation
	BASS_ChannelBytes2Seconds
	BASS_ChannelSeconds2Bytes
* UMX (Unreal/Tournament music package) format support
	BASS_MusicLoad
* S3M/IT sync fx changed to S2x (S0x conflicted with S00)
	BASS_SYNC_MUSICFX
* Stereo sample suport in IT/XM/S3M formats
* MO3: OGG compression supported

1.2 - 25/9/2001
---------------
* OGG (Ogg Vorbis) stream support
	BASS_DEVICE_OGG (BASS_Init flag)
	BASS_StreamCreateFile
	BASS_StreamCreateURL
* Channel linking (start/stop/pause/resume channels together)
	BASS_ChannelSetLink
	BASS_ChannelRemoveLink
* MOD music playback length calculation
	BASS_MUSIC_CALCLEN (BASS_MusicLoad flag)
	BASS_MusicGetLength
* Pre-buffering
	BASS_MusicPreBuf
	BASS_StreamPreBuf
* Samples with single simultaneous playbacks have same HSAMPLE/HCHANNEL handle
	BASS_SamplePlay/Ex
* Stopping a custom stream flushes it's buffer contents
	BASS_ChannelStop

1.1a - 31/8/2001
----------------
* NT4 bug fixed
* XM Wxx effect syncing
	BASS_SYNC_MUSICFX
* MP3/2/1 rewinding without BASS_MP3_SETPOS
	BASS_ChannelSetPosition

1.1 - 11/8/2001
---------------
* DX8 effects
	BASS_SAMPLE_FX (BASS_StreamCreate/File/URL flag)
	BASS_MUSIC_FX (BASS_MusicLoad flag)
	BASS_ChannelSetFX
	BASS_ChannelRemoveFX
	BASS_FXSetParameters
	BASS_FXGetParameters
	BASS_FXCHORUS structure
	BASS_FXCOMPRESSOR structure
	BASS_FXDISTORTION structure
	BASS_FXECHO structure
	BASS_FXFLANGER structure
	BASS_FXGARGLE structure
	BASS_FXI3DL2REVERB structure
	BASS_FXPARAMEQ structure
	BASS_FXREVERB structure
* Internet file streaming in blocks (inc. Shoutcast/Icecast stream support)
	BASS_STREAM_BLOCK (BASS_StreamCreateURL flag)
* 512/1024/2048 sample FFT
	BASS_DATA_FFT512/1024/2048 (BASS_ChannelGetData flags)
* CD identification
	BASS_CDGetID
* Improved DX version detection
	BASS_INFO (dsver member)

1.0 - 20/6/2001
---------------
* Load MP3/MP2/MP1 files as samples
	BASS_SampleLoad
* Internet file streaming from FTP servers
	BASS_StreamCreateURL
* Save a local copy of internet file streams
	BASS_StreamCreateURL
* Sample accurate file stream seeking
	BASS_ChannelSetPosition
	BASS_StreamGetBlockLength *removed*
* Stream position synchronizer
	BASS_SYNC_POS
* Increased synchronizer precision
* Improved MPEG file detection and error detection
* Stop MOD musics on a backwards jump effect
	BASS_MUSIC_STOPBACK (BASS_MusicLoad/PlayEx flag)
* Leave the volume as it is during closing (as well as initialization)
	BASS_DEVICE_LEAVEVOL (BASS_Init flag)
* Optional automatic use of foreground window handle during initialization
	BASS_Init
* Reduced DLL size
* VB API fixes

0.9 - 18/4/2001
---------------
* Internet file streaming
	BASS_StreamCreateURL
* MP1 & MP2 (MPEG layer 1 & 2) support
	BASS_StreamCreateFile/URL
* MPEG 2.5 support (12000/11025/8000hz sample rates)
	BASS_StreamCreateFile/URL
* Decoding/download/end file stream position retrieval
	BASS_StreamGetFilePosition
* XMPlay surround sound for MOD musics
	BASS_MUSIC_SURROUND (BASS_MusicLoad/PlayEx flag)
	BASS_MUSIC_SURROUND2 (BASS_MusicLoad/PlayEx flag)
* Restrict the download rate of internet file streams
	BASS_STREAM_RESTRATE (BASS_StreamCreateURL flag)
* Check if an internet file stream is stalled
	BASS_ChannelIsActive
* Automatically free a stream when it stops or ends
	BASS_STREAM_AUTOFREE (BASS_StreamCreate/File/URL flag)
* Leave the volume as it is during initialization
	BASS_DEVICE_LEAVEVOL (BASS_Init flag)
* Number of CD tracks retrieval
	BASS_CDGetTracks
* CD track length retrieval
	BASS_CDGetTrackLength
* Exact stream length set after whole file is streamed
	BASS_StreamGetLength
* TMT Pascal API and samples
* Dynamic-loading Delphi API

0.8a - 28/2/2000
----------------
* Updated Delphi API and samples

0.8 - 24/1/2000
---------------
* Improved MP3 performance on P2/K6 and above CPUs - fast!
* User DSP functions on streams and MOD musics
	BASS_ChannelSetDSP
	BASS_ChannelRemoveDSP
* DX7 voice allocation & management
	BASS_SAMPLE_VAM (BASS_SampleLoad/Create flag)
	BASS_VAM_xxx flags
	BASS_SAMPLE (vam & priority members)
* DX7 software 3D algorithm selection
	BASS_Set3DAlgorithm
* DirectSound interface retrieval
	BASS_GetDSoundObject
* Log/linear volume & panning curves
	BASS_SetLogCurves
* User data passed to callback functions
	STREAMPROC - BASS_StreamCreate
	SYNCPROC - BASS_ChannelSetSync
* New synchronizer
	BASS_SYNC_MUSICFX
* New synchronizer flag
	BASS_SYNC_MIXTIME
* Disable synchronizers option - saves a little CPU time
	BASS_DEVICE_NOSYNC (BASS_Init flag)
* Hi-res floating-point CPU usage monitoring
	BASS_GetCPU
* Wait for playback to start when playing a CD
	BASS_CDPlay
* DirectSound (dsound.dll) version retrieval
	BASS_INFO (dsver member)
* Removed volume sliding functions (they were fairly pointless)
	BASS_SlideVolume
	BASS_IsSliding
* MO3: read/write encoder settings
* MO3: remove inst/samp/message texts now optional
* MO3: LAME encoder settings

0.7 - 3/10/1999
---------------
* MO3 (MP3 compressed MODs)
* A3D functions
	BASS_DEVICE_A3D (BASS_Init flag)
	BASS_INFO (a3d member)
	BASS_SetA3DResManager
	BASS_GetA3DResManager
	BASS_SetA3DHFAbsorbtion
	BASS_GetA3DHFAbsorbtion
* Music/stream immediate sample data retrieval
	BASS_ChannelGetData
* File stream (WAV/MP3) length retrieval
	BASS_StreamGetLength
	BASS_StreamGetBlockLength
* File stream seeking
	BASS_ChannelSetPosition
* Mono MP3 option (lower CPU usage)
	BASS_StreamCreateFile
* Music length retrieval
	BASS_MusicGetLength
* Music name retrieval
	BASS_MusicGetName
* Stop notes when moving MOD music position
	BASS_MUSIC_POSRESET (BASS_MusicLoad/BASS_MusicPlayEx flag)
* BASS_ERROR_FREQ - invalid sample rate error code
	BASS_SampleCreate
	BASS_SamplePlayEx
	BASS_SamplePlay3DEx
	BASS_StreamCreate
	BASS_ChannelSetAttributes
* Delphi and VB APIs

0.6a - 26/7/1999
----------------
* Half rate MP3 option (lower CPU usage)
	BASS_MP3_HALFRATE
* Loading/streaming from file offsets
	BASS_MusicLoad
	BASS_SampleLoad
	BASS_StreamCreateFile
* Global music/sample/stream volume levels
	BASS_SetGlobalVolumes
	BASS_GetGlobalVolumes
* Other new function
	BASS_SampleStop
* New synchronizer
	BASS_SYNC_END
* New sample overrider
	BASS_SAMPLE_OVER_DIST
* LoadLibrary/GetProcAddress instructions and example

0.5 - 4/7/1999
--------------
* Documentation!
* File streaming (MP3 and WAV)
	BASS_StreamCreateFile
* Custom generated samples
	BASS_SampleCreate
	BASS_SampleCreateDone
* Other new function
	BASS_MusicSetPositionScaler
* Renamed function
	BASS_ChannelClearSync -> BASS_ChannelRemoveSync
* Alterations made to
	BASS_ChannelGetPosition
	BASS_SampleLoad
	BASS_StreamPlay

0.4 - 30/3/1999
---------------
* Compressed WAV samples support (using audio CODECs)
* Updated CD volume handling - now works with SB Live
* More linear channel volume/pan scales (were slightly off before)
* "no sound" device option
* 3D sound functions
	BASS_Set3DFactors
	BASS_Get3DFactors
	BASS_Set3DPosition
	BASS_Get3DPosition
	BASS_Apply3D
	BASS_SamplePlay3D
	BASS_SamplePlay3DEx
	BASS_ChannelSet3DAttributes
	BASS_ChannelGet3DAttributes
	BASS_ChannelSet3DPosition
	BASS_ChannelGet3DPosition
* EAX functions
	BASS_SetEAXParameters
	BASS_GetEAXParameters
	BASS_ChannelSetEAXMix
	BASS_ChannelGetEAXMix
* Other new functions
	BASS_GetDeviceDescription
	BASS_SetBufferLen
	BASS_ChannelGetFlags
	BASS_ChannelPause
	BASS_ChannelResume
	BASS_ChannelSetPosition
* Replaced function
	BASS_CDResume -> BASS_ChannelResume
* Alterations made to
	BASS_Init
	BASS_CDInit
	BASS_SampleLoad
	BASS_StreamPlay
	BASS_INFO structure
	BASS_SAMPLE structure
	BASS_DEVICE_xxx flags
	BASS_SAMPLE_xxx flags

0.3 - 8/3/1999
--------------
* Synchronization functions
	BASS_ChannelSetSync
	BASS_ChannelClearSync
* Other new functions
	BASS_GetVersion
	BASS_ChannelGetPosition
	BASS_ChannelGetLevel
	BASS_ChannelGetAttributes
	BASS_ChannelSetAttributes
* Replaced functions
	BASS_MusicStop -> BASS_ChannelStop
	BASS_MusicSetVolume -> BASS_ChannelSetAttributes
	BASS_CDStop -> BASS_ChannelStop
	BASS_CDSetVolume -> BASS_ChannelSetAttributes
	BASS_CDGetVolume -> BASS_ChannelGetAttributes
	BASS_ChannelUpdate -> BASS_ChannelSetAttributes
* Alterations made to
	BASS_MusicPlayEx
	BASS_StreamPlay
	BASS_INFO structure

0.2 - 28/2/1999
---------------
* First public release


Credits - API/Sample Contributors
=================================
Visual Basic - Adam Hoult, Hendrik Knaepen, Arthur Aminov
Delphi - Titus Miloi, Rogier Timmermans, Alessandro Cappellozza
TMT Pascal - Vadim Bodrov
MASM - Octavian Chis


Bug reports, Suggestions, Comments, Enquiries, etc...
=====================================================
If you have any of the aforementioned please see the BASS forum (at
the website). If you can't find an answer there, you can email:

        bass@un4seen.com

