Is it possible to play audio on Xamarin.Forms (Android only, no iOS required) which is received from network over TCP or UDP? In WPF, I'm using NAudio and I have something like this:
// set output device
var provider = new BufferedWaveProvider(codec.RecordFormat);
outputDevice = new WaveOut();
outputDevice.DeviceNumber = 0;
outputDevice.Init(provider);
outputDevice.Play();
Data is received from TCP connection:
if (outputDevice != null)
{
byte[] decoded = codec.Decode(data, 0, data.Length);
provider.AddSamples(decoded, 0, decoded.Length);
}
In this case, data is byte[] - its added to circular buffer and WaveOut handles it like stream, playing it continously. That solution works great.
I need same thing in Xamarin - I guess I need some kind of wrapper around AudioTrack since it apparently supports playing from byte stream. How should I do this, what is the "best" or preferred way? Basically, how to play streamed audio received over pure TCP/UDP socket?
Google's Android ExoPlayer can stream that media format properly.
The following code is a really simple example of ExoPlayer, but it will show you that it does play that stream:
var mediaUrl = "http://api-streaming.youscribe.com/v1/products/2919465/documents/3214936/audio/stream";
var mediaUri = Android.Net.Uri.Parse(mediaUrl);
var userAgent = Util.GetUserAgent(this, "ExoPlayerDemo");
var defaultHttpDataSourceFactory = new DefaultHttpDataSourceFactory(userAgent);
var defaultDataSourceFactory = new DefaultDataSourceFactory(this, null, defaultHttpDataSourceFactory);
var extractorMediaSource = new ExtractorMediaSource(mediaUri, defaultDataSourceFactory, new DefaultExtractorsFactory(), null, null);
var defaultBandwidthMeter = new DefaultBandwidthMeter();
var adaptiveTrackSelectionFactory = new AdaptiveTrackSelection.Factory(defaultBandwidthMeter);
var defaultTrackSelector = new DefaultTrackSelector(adaptiveTrackSelectionFactory);
exoPlayer = ExoPlayerFactory.NewSimpleInstance(this, defaultTrackSelector);
exoPlayer.Prepare(extractorMediaSource);
exoPlayer.PlayWhenReady = true;
Note:
1.exoPlayer is a class-level variable of SimpleExoPlayer type;
2.this is using the Xamarin.Android binding libraries from the Xam.Plugins.Android.ExoPlayer package
ExoPlayer Docs:
https://developer.android.com/guide/topics/media/exoplayer
Related
I am building a system with on one side an Android app, that uses an HTTPURLConnection to communicate with the other side, which is a C# HttpListener. Over this channel they communicate with XML data.
This works very well, except for some larger data. When I try to communicate that, I see the XML from Android arrives the C# application en the C# application does respond. However, before the data arrives the Android, I get a "Connection reset by peer." exception.
This is the Android code:
URL url = new URL(urlString);
connection = (HttpURLConnection)url.openConnection();
connection.setRequestProperty("Content-Type", "text/xml; charset=utf-8");
connection.setDoOutput(true);
connection.setFixedLengthStreamingMode(tel.length());
connection.setReadTimeout(30000);
// write our telegram...
OutputStream output = new BufferedOutputStream(connection.getOutputStream());
output.write(tel.getBytes());
output.flush();
and here is the reply read:
InputStream input = new BufferedInputStream(connection.getInputStream());
if (connection.getResponseCode() == HttpStatus.SC_OK) {
String r = null;
byte cbuf[] = new byte[connection.getContentLength()];
if (input.read(cbuf, 0, connection.getContentLength()) != -1) {
r = new String(cbuf);
}
reply = Telegram.fromString(r);
} else {
throw new ProtocolException("HTTP Error code: "+connection.getResponseCode());
}
and this is the C# code:
httpListener = new HttpListener();
httpListener.Prefixes.Add(String.Format("http://*:{0}/", port);
httpListener.Start();
Turns out, the connection.getContentLength() does not always match the number of bytes read in the input.read(), so the read call waits (and eventually, the server resets as it is done sending I guess).
To fix, I rewrote the receiving side to:
int bufs = 256, read;
ByteArrayOutputStream cbuf = new ByteArrayOutputStream(bufs);
byte[] tempbuf = new byte[bufs];
while ((read = input.read(tempbuf, 0, bufs)) != -1) {
Log.d(PocketApplication.TAG, "Read "+read+" bytes.");
cbuf.write(tempbuf);
}
and it works fine now. Making the size of bufs too large causes it to fail again (e.g. with 1024, the same problem occurs).
I'm trying to set up the WaveStream so that it uses the same format as the mp3 data passed in. I get the format by reading a frame, but when I try to actually create the new conversion stream using the new format I get an "AcmNotPossible calling AcmStreamOpen" exception.
Here's where I'm trying to set the new format:
Mp3Frame f = Mp3Frame.LoadFromStream(ms);
WaveFormat targetFormat = new Mp3WaveFormat(f.SampleRate, f.ChannelMode == ChannelMode.Mono ? 1 : 2, f.FrameLength, f.BitRate);
WaveFormatConversionStream conversionStream;
try
{
using (WaveStream blockAlignedStream =
new BlockAlignReductionStream(conversionStream = new WaveFormatConversionStream(targetFormat,
new Mp3FileReader(ms))))
{
using (WaveOut waveOut = new WaveOut(WaveCallbackInfo.FunctionCallback()))
{
waveOut.Init(blockAlignedStream);
waveOut.Play();
I'm not sure if I even need to convert anything if I set up the wave stream to match the format of the mp3 data.
NOTE: I tried using WaveFormatStream.CreatePcmStream but I was getting 'static/white noise' for some mp3's. They appeared to be 16bit 44,100 stereo, but were being labeled as Version 1, Layer 1, as opposed to version 1, layer 3 which plays back correctly.
This code sample seems to have come from a long time back. You don;t need the BlockAlignReductionStream or the WaveFormatConversionStream, and you should stay away from function callbacks in WaveOut. This should be sufficient to play from a memory stream:
var reader = new Mp3FileReader(ms)
var waveOut = new WaveOutEvent();
waveOut.Init(reader);
waveOut.Play();
As the XNA SoundEffect is no longer available in the Windows Runtime API (for developing Universal App), I need something similar to play multiple audio streams at the same time.
Requirements:
Play the same audio file multiple times, simultaneously.
Previous Silverlight implementation with SoundEffect:
// Play sound 10 times, sound can be played together.
// i.e. First sound continues playing while second sound starts playing.
for(int i=0; i++; i < 10)
{
Stream stream = TitleContainer.OpenStream("sounds/Ding.wav");
SoundEffect effect = SoundEffect.FromStream(stream);
FrameworkDispatcher.Update();
effect.Play();
// Wait a while before playing again.
Thread.Sleep(500);
}
SoundEffect supports multiple (up to 16 I think) SoundEffectInstance being played simultaneously.
The standard MediaElement API only supports 1 audio stream for Windows Phone 8.1.
I bumped into this: https://github.com/rajenki/audiohelper which uses the XAudio2 API but it doesn't seem to support simultaneous audio either.
Solved. I used SharpDX. Huge thanks to the author here: http://www.hoekstraonline.net/2013/01/13/how-to-play-a-wav-sound-file-with-directx-in-c-for-windows-8/?utm_source=rss&utm_medium=rss&utm_campaign=how-to-play-a-wav-sound-file-with-directx-in-c-for-windows-8
Here is the code to the solution:
Initialization:
xAudio = new XAudio2();
var masteringVoice = new MasteringVoice(xAudio);
var nativeFileStream = new NativeFileStream("Assets/Ding.wav", NativeFileMode.Open, NativeFileAccess.Read, NativeFileShare.Read);
stream = new SoundStream(nativeFileStream);
waveFormat = stream.Format;
buffer = new AudioBuffer
{
Stream = stream.ToDataStream(),
AudioBytes = (int)stream.Length,
Flags = BufferFlags.EndOfStream
};
Event handler:
var sourceVoice = new SourceVoice(xAudio, waveFormat, true);
sourceVoice.SubmitSourceBuffer(buffer, stream.DecodedPacketsInfo);
sourceVoice.Start();
The officially provided code by SharpDX's sample does not use NativeFileStream, it is required to make it work.
I'm having a play with writing a mp3 player app for WP8, using MediaLibrary to handle the phone's own mp3 collection.
I want to test the result in the phone emulator on VS2013, but when I use the following code:
using (MediaLibrary library = new MediaLibrary())
{
SongCollection songs = library.Songs;
Song song = songs[0];
MediaPlayer.Play(song);
}
The song collection is empty, presumably because VS doesn't have any knowledge of a media library with songs in.
Is there any way to test this in the emulator using a fake medialibrary or for VS to use windows' media library? I just want to see (or hear) the code working before I proceed :)
I have managed to find a workaround!
If you add an mp3 file to the app's assets, the following code will add the mp3 to the media player library:
private void AddSong()
{
Uri file = new Uri("Assets/someSong.mp3", UriKind.Relative);
//copy file to isolated storage
var myIsolatedStorage = IsolatedStorageFile.GetUserStoreForApplication();
var fileStream = myIsolatedStorage.CreateFile("someSong.mp3");
var resource = Application.GetResourceStream(file);
int chunkSize = 4096;
byte[] bytes = new byte[chunkSize];
int byteCount;
while ((byteCount = resource.Stream.Read(bytes, 0, chunkSize)) > 0)
{
fileStream.Write(bytes, 0, byteCount);
}
fileStream.Close();
Microsoft.Xna.Framework.Media.PhoneExtensions.SongMetadata metaData = new Microsoft.Xna.Framework.Media.PhoneExtensions.SongMetadata();
metaData.AlbumName = "Some Album name";
metaData.ArtistName = "Some Artist Name";
metaData.GenreName = "test";
metaData.Name = "someSongName";
var ml = new MediaLibrary();
Uri songUri = new Uri("someSong.mp3", UriKind.RelativeOrAbsolute);
var song = Microsoft.Xna.Framework.Media.PhoneExtensions.MediaLibraryExtensions.SaveSong(ml, songUri, metaData, Microsoft.Xna.Framework.Media.PhoneExtensions.SaveSongOperation.CopyToLibrary);
}
I also needed to add:
using System.IO.IsolatedStorage;
I would love to claim credit for this, but I found the answer here:
http://social.msdn.microsoft.com/forums/wpapps/en-US/f5fa73da-176b-4aaa-8960-8f704236bda5/medialibrary-savesong-method
By default the media library on the emulator is empty. I also do not think it is possible to automagically hook up your dev machine's music folder to the emulator to test that way. It might be possible to manually configure the emulated phone with an email account! and save music onto it that way, but even if that worked you'd have to do it each and every time you restart the emulator.
Best way to test would be t deploy to a real device.
I'm porting some C# Windows Phone 7 apps over to Windows 8.
The phone apps used an XNA SoundEffect to play arbitrary sounds from a buffer. In the simplest cases I'd just create a sine wave of the required duration and frequency. Both the duration and frequency can vary greatly, so I'd prefer not to rely on MediaElements (unless there is someway to shift the frequency of a base file, but that will only help me with the single frequency generation).
What is the equivalent of an XNA SoundEffectInstance in WinRT?
I assume I'll need to use DirectX for this, but I'm not sure how to go about this from an otherwise C#/XAML app. I've had a look at SharpDX, but it didn't seem to have the DirectSound, SecondaryBuffer, SecondaryBuffer classes that I assume I'd need to use.
I've made a number of assumptions above. It may be I'm looking for the wrong classes or there is an entirely separate way to generate arbitrary sound from a Windows 8 app.
I found an example using XAudio2 from SharpDX to play a wav file via an AudioBuffer. This seems promising, I'd just need to substitute my generated audio buffer for the native file stream.
PM> Install-Package SharpDX
PM> Install-Package SharpDX.XAudio2
public void PlaySound()
{
XAudio2 xaudio;
MasteringVoice masteringVoice;
xaudio = new XAudio2();
masteringVoice = new MasteringVoice(xaudio);
var nativefilestream = new NativeFileStream(
#"Assets\SpeechOn.wav",
NativeFileMode.Open,
NativeFileAccess.Read,
NativeFileShare.Read);
var soundstream = new SoundStream(nativefilestream);
var waveFormat = soundstream.Format;
var buffer = new AudioBuffer
{
Stream = soundstream.ToDataStream(),
AudioBytes = (int)soundstream.Length,
Flags = BufferFlags.EndOfStream
};
var sourceVoice = new SourceVoice(xaudio, waveFormat, true);
// There is also support for shifting the frequency.
sourceVoice.SetFrequencyRatio(0.5f);
sourceVoice.SubmitSourceBuffer(buffer, soundstream.DecodedPacketsInfo);
sourceVoice.Start();
}
The only way to generate dynamic sound in Win8RT is to use XAudio2, so you should be able to do this with SharpDX.XAudio2.
Instead of using NativeFileStream, just instantiate a DataStream directly giving your managed buffer (or you can use an unmanaged buffer or let DataStream instantiate one for you). The code would be like this:
// Initialization phase, keep this buffer during the life of your application
// Allocate 10s at 44.1Khz of stereo 16bit signals
var myBufferOfSamples = new short[44100 * 10 * 2];
// Create a DataStream with pinned managed buffer
var dataStream = DataStream.Create(myBufferOfSamples, true, true);
var buffer = new AudioBuffer
{
Stream = dataStream,
AudioBytes = (int)dataStream.Length,
Flags = BufferFlags.EndOfStream
};
//...
// Fill myBufferOfSamples
//...
// PCM 44.1Khz stereo 16 bit format
var waveFormat = new WaveFormat();
XAudio2 xaudio = new XAudio2();
MasteringVoice masteringVoice = new MasteringVoice(xaudio);
var sourceVoice = new SourceVoice(xaudio, waveFormat, true);
// Submit the buffer
sourceVoice.SubmitSourceBuffer(buffer, null);
// Start playing
sourceVoice.Start();
Sample method to fill the buffer with a Sine wave:
private void FillBuffer(short[] buffer, int sampleRate, double frequency)
{
double totalTime = 0;
for (int i = 0; i < buffer.Length - 1; i += 2)
{
double time = (double)totalTime / (double)sampleRate;
short currentSample = (short)(Math.Sin(2 * Math.PI * frequency * time) * (double)short.MaxValue);
buffer[i] = currentSample; //(short)(currentSample & 0xFF);
buffer[i + 1] = currentSample; //(short)(currentSample >> 8);
totalTime += 2;
}
}
You can also use WASAPI to play dynamically-generated sound buffers in WinRT. (xaudio2 isn't the only solution).
I wrote sample code for it in VB here (the C# will be essentially the same):
http://www.codeproject.com/Articles/460145/Recording-and-playing-PCM-audio-on-Windows-8-VB
I believe that the NAudio guy is planning to translate+incorporate my sample code into NAudio, for a Win8-supported version, so that'll be easier to use.