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How to apply a background sound to your editing session

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In order to apply a background sound to your editing session, the first thing to do is setting the recording mode to LOAD_MODE_MIX through a call to the SetLoadingMode method.

 

Then you must define where inside the latest recording session you want to apply the background sound: for this purpose you will have to call the SetMixingParams method providing the following information:

 

The range, inside the latest recording session, where the background sound will be applied
The loop mode that will specify, for short samples, if the background sound will have to be applied only once or throughout the whole defined range.
The volume applied to the background sound during mixing

 

At this point you can start applying the background sound in one of the following ways:

 

If the background sound is stored inside a disk file use the LoadSound or LoadSoundFromRawFile methods.
If the background sound is stored inside a memory buffer use the LoadSoundFromMemory or LoadSoundFromRawMemory methods.
If the background sound is stored inside the system clipboard use the LoadSoundFromClipboard method.
If the background sound is stored inside another instance of Audio Sound Editor API for .NET use the LoadSoundFromEditingSession method.
If the background sound is stored inside an instance of the Audio Sound Editor for .NET Winform component use the LoadSoundFromEditingSession method.
If the background sound is stored inside an instance of Audio Sound Recorder for .NET or of Audio Sound Recorder API for .NET use the LoadSoundFromRecordingSession method.

 

As you can see, applying a background sound is not much different than performing a regular loading session in mix mode: the peculiarity of this method is the capability of putting the input sound file in loop through a given range: it's important to note that, if the input sound file in loop mode should exceed the defined range limit, it would be in any case mixed until its completion so no unwanted cut would result on the input sound.