Get "initial Key" value from .mp3 file - c#

I can't find a way to read the "initial key" property from an mp3 file to use the song information in my application.
I've already tried to find libraries which do the job for me. I found TagLib# which is a very cool solution for getting tags/properties of different file formats. (including mp3).
I can use this library to get the title, the artist, the beats per minute and so on.. only the initial key value is missing for my use which isn't featured, unfortunately.
I also tried to find other solutions which support the initial key property but I haven't found one.
I already found a source which seems to address the same issue and solves it with using TagLib#, but I can't figure out how he solved that problem.
Use Ctrl + F and search for "Initial" to find the code block.
You can find the link here
I'll post a short part of my code which can be used to determine different info about one song in a pattern like this: (["bpm"]"title" - "artist")
var file = TagLib.File.Create(filePath);
return $"[{file.Tag.BeatsPerMinute}]{file.Tag.Title} - {file.Tag.FirstPerformer}";
Thanks for any help or recommendations in advance! :)

Try this:
public static void Main(string[] args)
{
var path = …
var file = TagLib.File.Create (path);
var id3tag = (TagLib.Id3v2.Tag)file.GetTag (TagTypes.Id3v2);
var key = ReadInitialKey (id3tag);
Console.WriteLine ("Key = " + key);
}
static string ReadInitialKey(TagLib.Id3v2.Tag id3tag)
{
var frame = id3tag.GetFrames<TextInformationFrame>().Where (f => f.FrameId == "TKEY").FirstOrDefault();
return frame.Text.FirstOrDefault() ;
}
On Windows 10 you can also use:
async Task<string> ReadInitialKey(string path)
{
StorageFile file = await StorageFile.GetFileFromPathAsync(path);
Windows.Storage.FileProperties.MusicProperties musicProperties = await file.Properties.GetMusicPropertiesAsync();
var props = await musicProperties.RetrievePropertiesAsync(null);
var inkp = props["System.Music.InitialKey"];
return (string)inkp;
}
See here for documentation on MusicProperties object and here for the valid music properties.

You can use the Shell to read all MP3 properties.
Test on Windows 10, VS 2015 =>
// Add Reference Shell32.DLL
string sFolder = "e:\\";
string sFile= "01. IMANY - Don't Be so Shy (Filatov & Karas Remix).mp3";
List<string> arrProperties = new List<string>();
Shell objShell = new Shell();
Folder objFolder;
objFolder = objShell.NameSpace(sFolder);
int nMaxProperties = 332;
for (int i = 0; i < nMaxProperties; i++)
{
string sHeader = objFolder.GetDetailsOf(null, i);
arrProperties.Add(sHeader);
}
FolderItem objFolderItem = objFolder.ParseName(sFile);
if (objFolderItem != null)
{
for (int i = 0; i < arrProperties.Count; i++)
{
Console.WriteLine((i + ('\t' + (arrProperties[i] + (": " + objFolder.GetDetailsOf(objFolderItem, i))))));
}
}

Just borrowing code from nuget: mono TaglibSharp:
var tfile = TagLib.File.Create(#"..");
string initialKey = null;
if (tfile.GetTag(TagTypes.Id3v2) is TagLib.Id3v2.Tag id3v2)
{
/*
// test: add custom Initial Key tag
var frame = TextInformationFrame.Get(id3v2, "TKEY", true);
frame.Text = new[] {"qMMM"};
frame.TextEncoding = StringType.UTF8;
tfile.Save();
*/
var frame = TextInformationFrame.Get(id3v2, "TKEY", false);
initialKey = frame?.ToString();
}

Related

C# (xamarin project) not able to find path to the file

I have this problem when I'm trying to read JSON file (or any file): It's not able to find that file. I try everything, even the absolute path (error almost same - DirectoryNotFound)
This is structure of mine code:
And this is code:
private void LoadJson()
{
using (var r = new StreamReader("quizQuestions.json"))
{
string json = r.ReadToEnd();
items = JsonConvert.DeserializeObject<List<Questions>>(json);
}
}
I I even try to use Directory.GetCurrentDirectory() but it's returning : / -> only this character. I don't know where is a mistake or if I forgot to set something. I try to find answers everywhere but I was not able to find anything with this.
Make sure the Build Action of the file is set as Content or as an Asset and give this a try.
private void LoadJson()
{
AssetManager assets = this.Assets;
using (var r = new StreamReader(assets.Open ("quizQuestions.json")))
{
string json = r.ReadToEnd();
items = JsonConvert.DeserializeObject<List<Questions>>(json);
}
}
You can configure the file as Embedded Resource and then access it like this:
public static Stream GetEmbeddedResourceStream(Assembly assembly, string resourceFileName)
{
var resourceNames = assembly.GetManifestResourceNames();
var resourcePaths = resourceNames
.Where(x => x.EndsWith(resourceFileName, StringComparison.CurrentCultureIgnoreCase)).ToArray();
if (resourcePaths.Any() && resourcePaths.Count() == 1)
{
return assembly.GetManifestResourceStream(resourcePaths.Single());
}
return null; // or throw Exception
}
private void LoadJson()
{
Assembly assembly = GetAssemblyContainingTheJson();
using (var r = GetEmbeddedResourceStream(assembly, "quizQuestions.json"))
{
string json = r.ReadToEnd();
items = JsonConvert.DeserializeObject<List<Questions>>(json);
}
}

Azure File Storage: Create nested directories

My code looks like this
CloudFileClient client = ...;
client.GetShareReference("fileStorageShare")
.GetRootDirectoryReference()
.GetDirectoryReference("one/two/three")
.Create();
This errors if directories one or two don't exist. Is there a way to create these nested directories with a single call?
It is impossible. The SDK does not support it this way, you should create them one by one.
A issue has already submitted here.
If you wanna create them one by one, you can use the following sample code:
static void NestedDirectoriesTest()
{
var cred = new StorageCredentials(accountName, accountKey);
var account = new CloudStorageAccount(cred, true);
var client = account.CreateCloudFileClient();
var share = client.GetShareReference("temp2");
share.CreateIfNotExists();
var cloudFileDirectory = share.GetRootDirectoryReference();
//Specify the nested folder
var nestedFolderStructure = "Folder/SubFolder";
var delimiter = new char[] { '/' };
var nestedFolderArray = nestedFolderStructure.Split(delimiter);
for (var i=0; i<nestedFolderArray.Length; i++)
{
cloudFileDirectory = cloudFileDirectory.GetDirectoryReference(nestedFolderArray[i]);
cloudFileDirectory.CreateIfNotExists();
Console.WriteLine(cloudFileDirectory.Name + " created...");
}
}
Following the advice of Ivan Yang, I adapted my code using Azure.Storage.Files.Shares (Version=12.2.3.0).
Here's my contribution:
readonly string storageConnectionString = "yourConnectionString";
readonly string shareName = "yourShareName";
public string StoreFile(string dirName,string fileName, Stream fileContent)
{
// Get a reference to a share and then create it
ShareClient share = new ShareClient(storageConnectionString, shareName);
share.CreateIfNotExists();
// Get a reference to a directory and create it
string[] arrayPath = dirName.Split('/');
string buildPath = string.Empty;
var tempoShare = share;
ShareDirectoryClient directory = null; // share.GetDirectoryClient(dirName);
// Here's goes the nested directories builder
for (int i=0; i < arrayPath.Length; i++)
{
buildPath += arrayPath[i];
directory = share.GetDirectoryClient(buildPath);
directory.CreateIfNotExists();
buildPath += '/';
}
// Get a reference to a file and upload it
ShareFileClient file = directory.GetFileClient(fileName);
using (Stream stream = fileContent)
{
file.Create(stream.Length);
file.UploadRange(new HttpRange(0, stream.Length), stream);
}
return directory.Path;
}
Here is a simplified version of Hagen's code:
public async Task<ShareFileClient> CreateFileClient(string connection, string shareName, string path)
{
var share = new ShareClient(connection, shareName);
await share.CreateIfNotExistsAsync();
var dir = share.GetRootDirectoryClient();
var pathChain = path.Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
int dirCount = pathChain.Length - 1;
for (int i = 0; i < dirCount; ++i)
{
dir = dir.GetSubdirectoryClient(pathChain[i]);
await dir.CreateIfNotExistsAsync();
}
return dir.GetFileClient(pathChain[dirCount]);
}

Get image download url from firebase storage Xamarin

Im trying to get the image url from a photo I uploaded to firebase storage so I can store the reference to the image in another table which will allow me to be able to display the image elsewhere throughout the app.
I currently have
private void UploadPhoto()
{
if (filePAth != null)
{
progressDialog = new ProgressDialog(this);
progressDialog.SetTitle("Uploading...");
progressDialog.Window.SetType(Android.Views.WindowManagerTypes.SystemAlert);
progressDialog.Show();
var images = storageRef.Child("images/" + Guid.NewGuid().ToString());
images.PutFile(filePAth)
.AddOnProgressListener(this)
.AddOnSuccessListener(this)
.AddOnFailureListener(this);
}
}
public async void OnSuccess(Java.Lang.Object result)
{
try
{
var newImageDetails = storageRef.Child("images" + "/" + filePAth);
Photo photos = new Photo();
photos.categoryName = spinner.SelectedItem.ToString();
photos.photoId = newImageDetails.Name;
photos.ImageUrl = storageRef.DownloadUrl.ToString();
photos.tagName = addTag.Text;
if (user != null)
{
var uid = user.Uid;
//set the users id to the category
photos.uid = uid;
}
var firebase = new FirebaseClient(FirebaseURL);
var item = await firebase.Child("photos").PostAsync(photos);
}
}
The storageref.DownloadUrl does not give me the correct url
This is what I am looking for
I think that the trouble is Guid.NewGuid().
It generates a new code each time you insert a new image and your storageref points to it (image/GUID code).
In your OnSuccess you get image info from "images/" + filePath, that's different from upload path.
Why you use a new GUID? You can't determinate it, it will create a different path each time.
Consider then that your download url contains the media token too, it's not simply the clean path as you expect
I got a solution in debugging mode
i saw the downloadurl's properties and found the Scheme and SchemeSpecificPart
Scheme = "https"
SchemeSpecificPart = "//firebasestorage.googleapis.com/v0/b/maplog-e4ba5.appspot.com/o/-L0AMbihF23YKxsL1uss?alt=media&token=5c7ccef1-c857-4982-a288-fded2f0ff1aa"
so here is my code:
void IOnSuccessListener.OnSuccess(Java.Lang.Object result)
{
var snapShot = (UploadTask.TaskSnapshot)result;
string imgUrl = snapShot.DownloadUrl.Scheme
+ ":"
+ snapShot.DownloadUrl.SchemeSpecificPart;
}
and it works! i was looking for the solution :(( but i finally found it myself XD

Importing submodule using custom importer contains "<module>" in find_module fullname parameter

Currently I'm working on a custom importer for Ironpython, which should add an abstraction layer for writing custom importer. The abstraction layer is an IronPython module, which bases on PEP 302 and the IronPython zipimporter module. The architecture looks like this:
For testing my importer code, I've written a simple test package with modules, which looks like this:
/Math/
__init__.py
/MathImpl/
__init__.py
__Math2__.py
/Math/__init__.py:
print ('Import: /Math/__init__.py')
/Math/MathImpl/__init__.py:
# Sample math package
print ('Begin import /Math/MathImpl/__init__.py')
import Math2
print ('End import /Math/MathImpl/__init__.py: ' + str(Math2.add(1, 2)))
/Math/MathImpl/Math2.py:
# Add two values
def add(x, y):
return x + y
print ('Import Math2.py!')
If i try to import MathImpl like this in a script: import Math.MathImpl
My genericimporter get's called and searchs for some module/package in the find_module method. Which returns an instance of the importer if found, else not:
public object find_module(CodeContext/*!*/ context, string fullname, params object[] args)
{
// Set module
if (fullname.Contains("<module>"))
{
throw new Exception("Why, why does fullname contains <module>?");
}
// Find resolver
foreach (var resolver in Host.Resolver)
{
var res = resolver.GetModuleInformation(fullname);
// If this script could be resolved by some resolver
if (res != ResolvedType.None)
{
this.resolver = resolver;
return this;
}
}
return null;
}
If find_module is called the first time,fullname contains Math, which is ok, because Math should be imported first. The second time find_module is called, Math.MathImpl should be imported, the problem here is, that fullname has now the value <module>.MathImpl, instead of Math.MathImpl.
My idea was, that the module name (__name__) is not set correctly when Math was imported, but i set this in any case when importing the module in load_module:
public object load_module(CodeContext/*!*/ context, string fullname)
{
string code = null;
GenericModuleCodeType moduleType;
bool ispackage = false;
string modpath = null;
PythonModule mod;
PythonDictionary dict = null;
// Go through available import types by search-order
foreach (var order in _search_order)
{
string tempCode = this.resolver.GetScriptSource(fullname + order.Key);
if (tempCode != null)
{
moduleType = order.Value;
code = tempCode;
modpath = fullname + order.Key;
Console.WriteLine(" IMPORT: " + modpath);
if ((order.Value & GenericModuleCodeType.Package) == GenericModuleCodeType.Package)
{
ispackage = true;
}
break;
}
}
// of no code was loaded
if (code == null)
{
return null;
}
var scriptCode = context.ModuleContext.Context.CompileSourceCode
(
new SourceUnit(context.LanguageContext, new SourceStringContentProvider(code), modpath, SourceCodeKind.AutoDetect),
new IronPython.Compiler.PythonCompilerOptions() { },
ErrorSink.Default
);
// initialize module
mod = context.ModuleContext.Context.InitializeModule(modpath, context.ModuleContext, scriptCode, ModuleOptions.None);
dict = mod.Get__dict__();
// Set values before execute script
dict.Add("__name__", fullname);
dict.Add("__loader__", this);
dict.Add("__package__", null);
if (ispackage)
{
// Add path
string subname = GetSubName(fullname);
string fullpath = string.Format(fullname.Replace(".", "/"));
List pkgpath = PythonOps.MakeList(fullpath);
dict.Add("__path__", pkgpath);
}
else
{
StringBuilder packageName = new StringBuilder();
string[] packageParts = fullname.Split(new char[] { '/' });
for (int i = 0; i < packageParts.Length - 1; i++)
{
if (i > 0)
{
packageName.Append(".");
}
packageName.Append(packageParts[i]);
}
dict["__package__"] = packageName.ToString();
}
var scope = context.ModuleContext.GlobalScope;
scriptCode.Run(scope);
return mod;
}
I hope some one has an idea, why this happens. A few line which also may cause the problem are:
var scriptCode = context.ModuleContext.Context.CompileSourceCode
(
new SourceUnit(context.LanguageContext, new SourceStringContentProvider(code), modpath, SourceCodeKind.AutoDetect),
new IronPython.Compiler.PythonCompilerOptions() { },
ErrorSink.Default
);
and
mod = context.ModuleContext.Context.InitializeModule(modpath, context.ModuleContext, scriptCode, ModuleOptions.None);
Because i don't know, whether creating a module this way is completly correct.
The problem can be reproduced downloading this project/branch: https://github.com/simplicbe/Simplic.Dlr/tree/f_res_noid and starting Sample.ImportResolver. An exception in find_module will be raised.
Thank you all!
This problem is solved. Modpath what not allowed to contains /. In general only chars were allowed, which also can be in a file-name.
Maybe this is helpful for someone else...

Creating Large List<T>

I have the following code:
var lstMusicInfo = new List<MediaFile>();
var LocalMusic = Directory.EnumerateFiles(AppSettings.Default.ComputerMusicFolder, "*.*", SearchOption.AllDirectories).AsParallel().ToList<string>();
LocalMusic = (from a in LocalMusic.AsParallel()
where a.EndsWith(".mp3") || a.EndsWith(".wma")
select a).ToList<string>();
var DeviceMusic = adb.SyncMedia(this.dev, AppSettings.Default.ComputerMusicFolder, 1);
Parallel.ForEach(LocalMusic, new Action<string>(item =>
{
try
{
UltraID3 mFile = new UltraID3();
FileInfo fInfo;
mFile.Read(item);
fInfo = new FileInfo(item);
bool onDevice = true;
if (DeviceMusic.Contains(item))
{
onDevice = false;
}
// My Problem starts here
lstMusicInfo.Add(new MediaFile()
{
Title = mFile.Title,
Album = mFile.Album,
Year = mFile.Year.ToString(),
ComDirectory = fInfo.Directory.FullName,
FileFullName = fInfo.FullName,
Artist = mFile.Artist,
OnDevice = onDevice,
PTDevice = false
});
//Ends here.
}
catch (Exception) { }
}));
this.Dispatcher.BeginInvoke(new Action(() =>
{
lstViewMusicFiles.ItemsSource = lstMusicInfo;
blkMusicStatus.Text = "";
doneLoading = true;
}));
#endregion
}));
The first part of the code gives me almost instant result containing:
Address on computer of 5780 files.
Get list of all music files on an android device compare it with those 5780 files and return a list of files found on computer but not on device (in my case it returns a list with 5118 items).
The block of code below is my problem, I am filling data into a class, then adding that class into a List<T>, doing it for 5780 times takes 60 seconds, how can I improve it?
// My Problem starts here
lstMusicInfo.Add(new MediaFile
{
Title = mFile.Title,
Album = mFile.Album,
Year = mFile.Year.ToString(),
ComDirectory = fInfo.Directory.FullName,
FileFullName = fInfo.FullName,
Artist = mFile.Artist,
OnDevice = onDevice,
PTDevice = false
});
//Ends here.
Update:
Here is the profiling result and I see it's obvious why it's slowing down >_>
I suppose I should look for a different library that reads music file information.
One way to avoid loading everything once, up front, would be to lazy load the ID3 information as necessary.
You'd construct your MediaFile instances thus...
new MediaFile(filePath)
...and MediaFile would look something like the following.
internal sealed class MediaFile
{
private readonly Lazy<UltraID3> _lazyFile;
public MediaFile(string filePath)
{
_lazyFile = new Lazy<UltraID3>(() =>
{
var file = new UltraID3();
file.Read(filePath);
return file;
});
}
public string Title
{
get { return _lazyFile.Value.Title; }
}
// ...
}
This is possibly less ideal than loading them as fast as you can in the background, if you do something like MediaFiles.OrderBy(x => x.Title).ToList() and nothing has been lazy loaded then you'll have to wait for every file to load.
Loading them in the background would make them available for use immediately after the background loading has finished. But you might have to concern yourself with not accessing some items until the background loading has finished.
You biggest bottleneck is new FileInfo(item), but you don't need FileInfo just to get the Directory and File names. You can use Path.GetDirectoryName and Path.GetFileName, which are must faster since no I/O is involved.
UltraID3 mFile = new UltraID3();
//FileInfo fInfo;
mFile.Read(item);
//fInfo = new FileInfo(item);
bool onDevice = true;
if (DeviceMusic.Contains(item))
{
onDevice = false;
}
// My Problem starts here
lstMusicInfo.Add(new MediaFile()
{
Title = mFile.Title,
Album = mFile.Album,
Year = mFile.Year.ToString(),
ComDirectory = Path.GetDirectoryName(item), // fInfo.Directory.FullName,
FileFullName = Path.GetFileName(item), //fInfo.FullName,
Artist = mFile.Artist,
OnDevice = onDevice,
PTDevice = false
});
//Ends here.

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