Mute Audio for Certain Duration - c#

I want to mute my Audio for certain duration, let's say after 2 seconds from it's start till 4 seconds of it's play duration, that is for 2 seconds.
I want to do this for 50 different Audios with different start and stop times for Muting. Currently, I am using two System.Timer class's objects with interval of 1st being Start time and of second being stop time for Muting and I have 50 if clauses to check for the 50 Audios and set their start and stop timer accordingly like this:
//50 checks
AudioFileReader ar;
Timer start_timer = new Timer(),stop_timer=new Timer();
public Form1()
{
InitializeComponent();
ar = new AudioFileReader(#"D:\SampleDegradedSpeech.wav");
var a = new WaveOut();
a.Init(ar);
a.Play();
start_timer.Interval = //start time;
stop_timer.Interval = //stop time;
start_timer.Tick += t1_Tick;
start_timer.Start();
stop_timer.Tick+=t2_Tick;
stop_timer.Start();
}
private void t2_Tick(object sender, EventArgs e)
{
ar.Volume = 1;
stop_timer.Stop();
}
private void t1_Tick(object sender, EventArgs e)
{
ar.Volume = 0;
start_timer.Stop();
}
Is there any other/better way of doing it?
Any replacements for the two timers?
Something like ar.mute(start,stop)?

You can write your own implementation of an IWaveProvider that wraps your WaveSource to set the sample bytes to 0 in the Read method when the underlying stream reached that point in time. You stop changing the byte array when you reached the end of the mute period.
A simple implementation of this is this MutingReader:
private class MutingReader : IWaveProvider
{
private TimeSpan _start;
private TimeSpan _end;
private WaveStream _stream;
// constructor
public MutingReader(WaveStream stream, TimeSpan start, TimeSpan end)
{
_stream = stream;
_start = start;
_end = end;
}
// gets called each time the WaveOut needs more bytes
public int Read(byte[] array, int offset, int count)
{
Debug.WriteLine(_stream.CurrentTime);
var samples = _stream.Read(array, offset, count);
// if we are between our Start and End Time stamps
if (_stream.CurrentTime > _start &&
_stream.CurrentTime < _end)
{
// silence by only returning zeroes in the array
for (int i = 0; i < count; i++)
{
array[i + offset] = 0;
}
}
return samples;
}
#region IWaveProvider Members
public WaveFormat WaveFormat
{
get { return _stream.WaveFormat; }
}
#endregion
}
You can use above implementation as follows:
var wo = new NAudio.Wave.WaveOutEvent();
var reader = new MutingReader(
new WaveFileReader( #"v1.wav"),
new TimeSpan(0,0,2), // mute after 2 seconds
new TimeSpan(0,0,4)); // unmute after 4 seconds
wo.Init(reader);
wo.Play();

Related

How to change a picturebox once a gif ends

I have a PictueBox and I have some dice, I would like to play an animation for the "rolling" of the dice, I did a .gif with the dice, but after the dice stop rolling, I want the actual dice number that I got, I have a random funcion that handles that.
My question is, I press the "Roll Dice" button, it plays the animation and after the animation ends I should set int the picturebox the dice that actually came. but it immediately chnages to the dice number that actually came, skipping the animation;
This is how it works:
dice1.Image = Resources.DiceAnimation; //Here the gif is called to be played
int x = rollDice(); //Here I roll the dice
switch (x){
case 1: dice.Image = resources.diceFace1; //Image set depending on x
break
case 2: //etc...
}
There might be two things needed to do that.
Firstly, you may need to ensure that your PictureBox receives a gif image and it knows it. To do this, please check this answer and this answer. The posts have code to show GifImage frame by frame:
public class GifImage
{
private Image gifImage;
private FrameDimension dimension;
private int frameCount;
private int currentFrame = -1;
private bool reverse;
private int step = 1;
public GifImage(string path)
{
gifImage = Image.FromFile(path);
//initialize
dimension = new FrameDimension(gifImage.FrameDimensionsList[0]);
//gets the GUID
//total frames in the animation
frameCount = gifImage.GetFrameCount(dimension);
}
public bool ReverseAtEnd {
//whether the gif should play backwards when it reaches the end
get { return reverse; }
set { reverse = value; }
}
public Image GetNextFrame()
{
currentFrame += step;
//if the animation reaches a boundary...
if (currentFrame >= frameCount || currentFrame < 1) {
if (reverse) {
step *= -1;
//...reverse the count
//apply it
currentFrame += step;
}
else {
currentFrame = 0;
//...or start over
}
}
return GetFrame(currentFrame);
}
public Image GetFrame(int index)
{
gifImage.SelectActiveFrame(dimension, index);
//find the frame
return (Image)gifImage.Clone();
//return a copy of it
}
}
Use it like this (note that you need a Timer object):
private GifImage gifImage = null;
private string filePath = #"C:\Users\Jeremy\Desktop\ExampleAnimation.gif";
public Form1()
{
InitializeComponent();
//a) Normal way
//pictureBox1.Image = Image.FromFile(filePath);
//b) We control the animation
gifImage = new GifImage(filePath);
gifImage.ReverseAtEnd = false; //dont reverse at end
}
private void button1_Click(object sender, EventArgs e)
{
//Start the time/animation
timer1.Enabled = true;
}
//The event that is animating the Frames
private void timer1_Tick(object sender, EventArgs e)
{
pictureBox1.Image = gifImage.GetNextFrame();
}
Secondly, to know how long you want to run your GIF image, you may need to Get Frame Duration of GIF image like this:
double delayIn10Ms; //declare somewhere
//Initialize on your form load
PropertyItem item = img.GetPropertyItem (0x5100); // FrameDelay in libgdiplus
// Time is in 1/100th of a second
delayIn10Ms = (item.Value [0] + item.Value [1] * 256) * 10;
Then use the delayIn10Ms time plus, probably, a little bit more time to stop your timer. You may also want to check when was the last time your timer Ticks and store it. If it exceeds the given delay time, then you should stop your timer and start it again on dice roll, after image assignment in your switch case.
DateTime currentTick = DateTime.Min;
DateTime startTick = DateTime.Min;
private void timer1_Tick(object sender, EventArgs e)
{
currentTick = DateTime.Now;
if ((currentTick - startTick).TotalSeconds / 100 < delayIn10Ms)
pictureBox1.Image = gifImage.GetNextFrame();
else
timer1.Stop(); //stop the timer
}
//And somewhere else you have
timer1.Start(); //to start the timer
int x = rollDice(); //Here I roll the dice
switch (x){
case 1: dice.Image = resources.diceFace1; //Image set depending on x
break
case 2: //etc...
}
You can make a timer with the Interval property set to the length of the animation and set it's Tag to 0 and in the timer write the code:
if(timer.Tag == "0")
timer.Tag == "1";
else if(timer.Tag == "1")
{
int x = rollDice();
switch (x)
{
case 1: dice.Image = resources.diceFace1; break;
case 2: //etc...
}
timer.Tag == "0";
timer.Stop();
}

Recording with AudioQueue and Monotouch static sound

I have written a small program in MonoTouch to record sound from the mic of my iPhone 4s using an InputAudioQueue.
I save the recorded data in an array and feed this buffer to the my audio player for playback (using OutputAudioQueue).
When playing back it's just some stuttering garbage / static sound. I have tried filling the buffer with sin waves before playback and then it sounds good, so I guess the problem is in the recording, not the playback. Can anyone help me see what is wrong? (Code below)
public class AQRecorder
{
private const int CountAudioBuffers = 3;
private const int AudioBufferLength = 22050;
private const int SampleRate = 44100;
private const int BitsPerChannel = 16;
private const int Channels = 1;
private const int MaxRecordingTime = 5;
private AudioStreamBasicDescription audioStreamDescription;
private InputAudioQueue inputQueue;
private short[] rawData;
private int indexNextRawData;
public AQRecorder ()
{
this.audioStreamDescription.Format = AudioFormatType.LinearPCM;
this.audioStreamDescription.FormatFlags = AudioFormatFlags.LinearPCMIsSignedInteger |
AudioFormatFlags.LinearPCMIsPacked;
this.audioStreamDescription.SampleRate = AQRecorder.SampleRate;
this.audioStreamDescription.BitsPerChannel = AQRecorder.BitsPerChannel;
this.audioStreamDescription.ChannelsPerFrame = AQRecorder.Channels;
this.audioStreamDescription.BytesPerFrame = (AQRecorder.BitsPerChannel / 8) * AQRecorder.Channels;
this.audioStreamDescription.FramesPerPacket = 1;
this.audioStreamDescription.BytesPerPacket = audioStreamDescription.BytesPerFrame * audioStreamDescription.FramesPerPacket;
this.audioStreamDescription.Reserved = 0;
}
public void Start ()
{
int totalBytesToRecord = this.audioStreamDescription.BytesPerFrame * AQRecorder.SampleRate * AQRecorder.MaxRecordingTime;
this.rawData = new short[totalBytesToRecord / sizeof(short)];
this.indexNextRawData = 0;
this.inputQueue = SetupInputQueue (this.audioStreamDescription);
this.inputQueue.Start ();
}
public void Stop ()
{
if (this.inputQueue.IsRunning)
{
this.inputQueue.Stop (true);
}
}
public short[] GetData ()
{
return this.rawData;;
}
private InputAudioQueue SetupInputQueue (AudioStreamBasicDescription audioStreamDescription)
{
InputAudioQueue inputQueue = new InputAudioQueue (audioStreamDescription);
for (int count = 0; count < AQRecorder.CountAudioBuffers; count++)
{
IntPtr bufferPointer;
inputQueue.AllocateBuffer(AQRecorder.AudioBufferLength, out bufferPointer);
inputQueue.EnqueueBuffer(bufferPointer, AQRecorder.AudioBufferLength, null);
}
inputQueue.InputCompleted += HandleInputCompleted;
return inputQueue;
}
private void HandleInputCompleted (object sender, InputCompletedEventArgs e)
{
unsafe
{
short* shortPtr = (short*)e.IntPtrBuffer;
for (int count = 0; count < AQRecorder.AudioBufferLength; count += sizeof(short))
{
if (indexNextRawData >= this.rawData.Length)
{
this.inputQueue.Stop (true);
return;
}
this.rawData [indexNextRawData] = *shortPtr;
indexNextRawData++;
shortPtr++;
}
}
this.inputQueue.EnqueueBuffer(e.IntPtrBuffer, AQRecorder.AudioBufferLength, null);
}
}
ok, this might be too late, but I had the same problem with hearing garbage sound only and found the solution.
You cannot read the audio data directly from e.IntPtrBuffer. This pointer is a pointer to a AudioQueueBuffer object and not to the audio data itself. So to read the audio data you can make use of the e.UnsafeBuffer which gives you the access to this object and use its AudioData pointer. This is a IntPtr which you can cast (in unsafe context) to a byte* or short* and you have your audio data.
Best regards
Alex

Playing sinus through XAudio2

I'm making an audio player using XAudio2. We are streaming data in packets of 640 bytes, at a sample rate of 8000Hz and sample depth of 16 bytes. We are using SlimDX to access XAudio2.
But when playing sound, we are noticing that the sound quality is bad. This, for example, is a 3KHz sine curve, captured with Audacity.
I have condensed the audio player to the bare basics, but the audio quality is still bad. Is this a bug in XAudio2, SlimDX, or my code, or is this simply an artifact that occurs when one go from 8KHz to 44.1KHz? The last one seems unreasonable, as we also generate PCM wav files which are played perfectly by Windows Media Player.
The following is the basic implementation, which generates the broken Sine.
public partial class MainWindow : Window
{
private XAudio2 device = new XAudio2();
private WaveFormatExtensible format = new WaveFormatExtensible();
private SourceVoice sourceVoice = null;
private MasteringVoice masteringVoice = null;
private Guid KSDATAFORMAT_SUBTYPE_PCM = new Guid("00000001-0000-0010-8000-00aa00389b71");
private AutoResetEvent BufferReady = new AutoResetEvent(false);
private PlayBufferPool PlayBuffers = new PlayBufferPool();
public MainWindow()
{
InitializeComponent();
Closing += OnClosing;
format.Channels = 1;
format.BitsPerSample = 16;
format.FormatTag = WaveFormatTag.Extensible;
format.BlockAlignment = (short)(format.Channels * (format.BitsPerSample / 8));
format.SamplesPerSecond = 8000;
format.AverageBytesPerSecond = format.SamplesPerSecond * format.BlockAlignment;
format.SubFormat = KSDATAFORMAT_SUBTYPE_PCM;
}
private void OnClosing(object sender, CancelEventArgs cancelEventArgs)
{
sourceVoice.Stop();
sourceVoice.Dispose();
masteringVoice.Dispose();
PlayBuffers.Dispose();
}
private void button_Click(object sender, RoutedEventArgs e)
{
masteringVoice = new MasteringVoice(device);
PlayBuffer buffer = PlayBuffers.NextBuffer();
GenerateSine(buffer.Buffer);
buffer.AudioBuffer.AudioBytes = 640;
sourceVoice = new SourceVoice(device, format, VoiceFlags.None, 8);
sourceVoice.BufferStart += new EventHandler<ContextEventArgs>(sourceVoice_BufferStart);
sourceVoice.BufferEnd += new EventHandler<ContextEventArgs>(sourceVoice_BufferEnd);
sourceVoice.SubmitSourceBuffer(buffer.AudioBuffer);
sourceVoice.Start();
}
private void sourceVoice_BufferEnd(object sender, ContextEventArgs e)
{
BufferReady.Set();
}
private void sourceVoice_BufferStart(object sender, ContextEventArgs e)
{
BufferReady.WaitOne(1000);
PlayBuffer nextBuffer = PlayBuffers.NextBuffer();
nextBuffer.DataStream.Position = 0;
nextBuffer.AudioBuffer.AudioBytes = 640;
GenerateSine(nextBuffer.Buffer);
Result r = sourceVoice.SubmitSourceBuffer(nextBuffer.AudioBuffer);
}
private void GenerateSine(byte[] buffer)
{
double sampleRate = 8000.0;
double amplitude = 0.25 * short.MaxValue;
double frequency = 3000.0;
for (int n = 0; n < buffer.Length / 2; n++)
{
short[] s = { (short)(amplitude * Math.Sin((2 * Math.PI * n * frequency) / sampleRate)) };
Buffer.BlockCopy(s, 0, buffer, n * 2, 2);
}
}
}
public class PlayBuffer : IDisposable
{
#region Private variables
private IntPtr BufferPtr;
private GCHandle BufferHandle;
#endregion
#region Constructors
public PlayBuffer()
{
Index = 0;
Buffer = new byte[640 * 4]; // 640 = 30ms
BufferHandle = GCHandle.Alloc(this.Buffer, GCHandleType.Pinned);
BufferPtr = new IntPtr(BufferHandle.AddrOfPinnedObject().ToInt32());
DataStream = new DataStream(BufferPtr, 640 * 4, true, false);
AudioBuffer = new AudioBuffer();
AudioBuffer.AudioData = DataStream;
}
public PlayBuffer(int index)
: this()
{
Index = index;
}
#endregion
#region Destructor
~PlayBuffer()
{
Dispose();
}
#endregion
#region Properties
protected int Index { get; private set; }
public byte[] Buffer { get; private set; }
public DataStream DataStream { get; private set; }
public AudioBuffer AudioBuffer { get; private set; }
#endregion
#region Public functions
public void Dispose()
{
if (AudioBuffer != null)
{
AudioBuffer.Dispose();
AudioBuffer = null;
}
if (DataStream != null)
{
DataStream.Dispose();
DataStream = null;
}
}
#endregion
}
public class PlayBufferPool : IDisposable
{
#region Private variables
private int _currentIndex = -1;
private PlayBuffer[] _buffers = new PlayBuffer[2];
#endregion
#region Constructors
public PlayBufferPool()
{
for (int i = 0; i < 2; i++)
Buffers[i] = new PlayBuffer(i);
}
#endregion
#region Desctructor
~PlayBufferPool()
{
Dispose();
}
#endregion
#region Properties
protected int CurrentIndex
{
get { return _currentIndex; }
set { _currentIndex = value; }
}
protected PlayBuffer[] Buffers
{
get { return _buffers; }
set { _buffers = value; }
}
#endregion
#region Public functions
public void Dispose()
{
for (int i = 0; i < Buffers.Length; i++)
{
if (Buffers[i] == null)
continue;
Buffers[i].Dispose();
Buffers[i] = null;
}
}
public PlayBuffer NextBuffer()
{
CurrentIndex = (CurrentIndex + 1) % Buffers.Length;
return Buffers[CurrentIndex];
}
#endregion
}
Some extra details:
This is used to replay recorded voice with various compression such as ALAW, µLAW or TrueSpeech. The data is sent in small packets, decoded and sent to this player. This is the reason for why we're using so low sampling rate, and so small buffers.
There are no problems with our data, however, as generating a WAV file with the data results in perfect replay by WMP or VLC.
edit: We have now "solved" this by rewriting the player in NAudio.
I'd still be interested in any input as to what is happening here. Is it our approach in the PlayBuffers, or is it simply a bug/limitation in DirectX, or the wrappers? I tried using SharpDX instead of SlimDX, but that did not change the result anything.
It looks as if the upsampling is done without a proper anti-aliasing (reconstruction) filter. The cutoff frequency is far too high (above the original Nyquist frequency) and therefore a lot of the aliases are being preserved, resulting in output resembling piecewise-linear interpolation between the samples taken at 8000 Hz.
Although all your different options are doing an upconversion from 8kHz to 44.1kHz, the way in which they do that is important, and the fact that one library does it well is no proof that the upconversion is not the source of error in the other.
It's been a while since I worked with sound and frequencies, but here is what I remember: You have a sample rate of 8000Hz and want a sine frequency of 3000Hz. So for 1 second you have 8000 samples and in that second you want your sine to oscillate 3000 times. That is below the Nyquist-frequency (half your sample rate) but barely (see Nyquist–Shannon sampling theorem). So I would not expect a good quality here.
In fact: step through the GenerateSine-method and you'll see that s[0] will contain the values 0, 5792, -8191, 5792, 0, -5792, 8191, -5792, 0, 5792...
None the less this doesn't explain the odd sine you recorded back and I'm not sure how much samples the human ear need to hear a "good" sine wave.

Playing sine wave for unknown time

Whole day I was looking for some tutorial or piece of code, "just" to play simple sin wave for "infinity" time. I know it sounds a little crazy.
But I want to be able to change frequency of tone in time, for instance - increase it.
Imagine that I want to play tone A, and increase it to C in "+5" frequency steps each 3ms (it's really just example), don't want to have free places, stop the tone.
Is it possible? Or can you help me?
Use NAudio library for audio output.
Make notes wave provider:
class NotesWaveProvider : WaveProvider32
{
public NotesWaveProvider(Queue<Note> notes)
{
this.Notes = notes;
}
public readonly Queue<Note> Notes;
int sample = 0;
Note NextNote()
{
for (; ; )
{
if (Notes.Count == 0)
return null;
var note = Notes.Peek();
if (sample < note.Duration.TotalSeconds * WaveFormat.SampleRate)
return note;
Notes.Dequeue();
sample = 0;
}
}
public override int Read(float[] buffer, int offset, int sampleCount)
{
int sampleRate = WaveFormat.SampleRate;
for (int n = 0; n < sampleCount; n++)
{
var note = NextNote();
if (note == null)
buffer[n + offset] = 0;
else
buffer[n + offset] = (float)(note.Amplitude * Math.Sin((2 * Math.PI * sample * note.Frequency) / sampleRate));
sample++;
}
return sampleCount;
}
}
class Note
{
public float Frequency;
public float Amplitude = 1.0f;
public TimeSpan Duration = TimeSpan.FromMilliseconds(50);
}
start play:
WaveOut waveOut;
this.Notes = new Queue<Note>(new[] { new Note { Frequency = 1000 }, new Note { Frequency = 1100 } });
var waveProvider = new NotesWaveProvider(Notes);
waveProvider.SetWaveFormat(16000, 1); // 16kHz mono
waveOut = new WaveOut();
waveOut.Init(waveProvider);
waveOut.Play();
add new notes:
void Timer_Tick(...)
{
if (Notes.Count < 10)
Notes.Add(new Note{Frecuency = 900});
}
ps this code is idea only. for real using add mt-locking etc
use NAudio and SineWaveProvider32: http://mark-dot-net.blogspot.com/2009/10/playback-of-sine-wave-in-naudio.html
private WaveOut waveOut;
private void button1_Click(object sender, EventArgs e)
{
StartStopSineWave();
}
private void StartStopSineWave()
{
if (waveOut == null)
{
var sineWaveProvider = new SineWaveProvider32();
sineWaveProvider.SetWaveFormat(16000, 1); // 16kHz mono
sineWaveProvider.Frequency = 1000;
sineWaveProvider.Amplitude = 0.25f;
waveOut = new WaveOut();
waveOut.Init(sineWaveProvider);
waveOut.Play();
}
else
{
waveOut.Stop();
waveOut.Dispose();
waveOut = null;
}
}

Playing WAVE file in C# using DirectX and threading?

at the moment im trying to figure out how i can manage to play a wave file in C# by filling up the secondary buffer with data from the wave file through threading and then play the wave file.
Any help or sample coding i can use?
thanks
sample code being used:
public delegate void PullAudio(short[] buffer, int length);
public class SoundPlayer : IDisposable
{
private Device soundDevice;
private SecondaryBuffer soundBuffer;
private int samplesPerUpdate;
private AutoResetEvent[] fillEvent = new AutoResetEvent[2];
private Thread thread;
private PullAudio pullAudio;
private short channels;
private bool halted;
private bool running;
public SoundPlayer(Control owner, PullAudio pullAudio, short channels)
{
this.channels = channels;
this.pullAudio = pullAudio;
this.soundDevice = new Device();
this.soundDevice.SetCooperativeLevel(owner, CooperativeLevel.Priority);
// Set up our wave format to 44,100Hz, with 16 bit resolution
WaveFormat wf = new WaveFormat();
wf.FormatTag = WaveFormatTag.Pcm;
wf.SamplesPerSecond = 44100;
wf.BitsPerSample = 16;
wf.Channels = channels;
wf.BlockAlign = (short)(wf.Channels * wf.BitsPerSample / 8);
wf.AverageBytesPerSecond = wf.SamplesPerSecond * wf.BlockAlign;
this.samplesPerUpdate = 512;
// Create a buffer with 2 seconds of sample data
BufferDescription bufferDesc = new BufferDescription(wf);
bufferDesc.BufferBytes = this.samplesPerUpdate * wf.BlockAlign * 2;
bufferDesc.ControlPositionNotify = true;
bufferDesc.GlobalFocus = true;
this.soundBuffer = new SecondaryBuffer(bufferDesc, this.soundDevice);
Notify notify = new Notify(this.soundBuffer);
fillEvent[0] = new AutoResetEvent(false);
fillEvent[1] = new AutoResetEvent(false);
// Set up two notification events, one at halfway, and one at the end of the buffer
BufferPositionNotify[] posNotify = new BufferPositionNotify[2];
posNotify[0] = new BufferPositionNotify();
posNotify[0].Offset = bufferDesc.BufferBytes / 2 - 1;
posNotify[0].EventNotifyHandle = fillEvent[0].Handle;
posNotify[1] = new BufferPositionNotify();
posNotify[1].Offset = bufferDesc.BufferBytes - 1;
posNotify[1].EventNotifyHandle = fillEvent[1].Handle;
notify.SetNotificationPositions(posNotify);
this.thread = new Thread(new ThreadStart(SoundPlayback));
this.thread.Priority = ThreadPriority.Highest;
this.Pause();
this.running = true;
this.thread.Start();
}
public void Pause()
{
if (this.halted) return;
this.halted = true;
Monitor.Enter(this.thread);
}
public void Resume()
{
if (!this.halted) return;
this.halted = false;
Monitor.Pulse(this.thread);
Monitor.Exit(this.thread);
}
private void SoundPlayback()
{
lock (this.thread)
{
if (!this.running) return;
// Set up the initial sound buffer to be the full length
int bufferLength = this.samplesPerUpdate * 2 * this.channels;
short[] soundData = new short[bufferLength];
// Prime it with the first x seconds of data
this.pullAudio(soundData, soundData.Length);
this.soundBuffer.Write(0, soundData, LockFlag.None);
// Start it playing
this.soundBuffer.Play(0, BufferPlayFlags.Looping);
int lastWritten = 0;
while (this.running)
{
if (this.halted)
{
Monitor.Pulse(this.thread);
Monitor.Wait(this.thread);
}
// Wait on one of the notification events
WaitHandle.WaitAny(this.fillEvent, 3, true);
// Get the current play position (divide by two because we are using 16 bit samples)
int tmp = this.soundBuffer.PlayPosition / 2;
// Generate new sounds from lastWritten to tmp in the sound buffer
if (tmp == lastWritten)
{
continue;
}
else
{
soundData = new short[(tmp - lastWritten + bufferLength) % bufferLength];
}
this.pullAudio(soundData, soundData.Length);
// Write in the generated data
soundBuffer.Write(lastWritten * 2, soundData, LockFlag.None);
// Save the position we were at
lastWritten = tmp;
}
}
}
public void Dispose()
{
this.running = false;
this.Resume();
if (this.soundBuffer != null)
{
this.soundBuffer.Dispose();
}
if (this.soundDevice != null)
{
this.soundDevice.Dispose();
}
}
}
}
The concept is the same that im using but i can't manage to get a set on wave byte [] data to play
I have not done this.
But the first place i would look is XNA.
I know that the c# managed directx project was ditched in favor of XNA and i have found it to be good for graphics - i prefer using it to directx.
what is the reason that you decided not to just use soundplayer, as per this msdn entry below?
private SoundPlayer Player = new SoundPlayer();
private void loadSoundAsync()
{
// Note: You may need to change the location specified based on
// the location of the sound to be played.
this.Player.SoundLocation = http://www.tailspintoys.com/sounds/stop.wav";
this.Player.LoadAsync();
}
private void Player_LoadCompleted (
object sender,
System.ComponentModel.AsyncCompletedEventArgs e)
{
if (this.Player.IsLoadCompleted)
{
this.Player.PlaySync();
}
}
usually i just load them all up in a thread, or asynch delegate, then play or playsynch them when needed.
You can use the DirectSound support in SlimDX: http://slimdx.org/ :-)
You can use nBASS or better FMOD both are great audio libraries and can work nicely together with .NET.
DirectSound is where you want to go. It's a piece of cake to use, but I'm not sure what formats it can play besides .wav
http://msdn.microsoft.com/en-us/library/windows/desktop/ee416960(v=vs.85).aspx

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