So I have
IWavePlayer waveOutDevice;
WaveStream mainOutputStream;
WaveChannel32 volumeStream;
private WaveStream CreateInputStream(string fileName)
{
WaveChannel32 inputStream;
if (fileName.EndsWith(".mp3"))
{
WaveStream mp3Reader = new Mp3FileReader(fileName);
inputStream = new WaveChannel32(mp3Reader);
}
else
{
throw new InvalidOperationException("Unsupported extension");
}
volumeStream = inputStream;
return volumeStream;
}
private void Stop()
{
if (waveOutDevice != null)
{
waveOutDevice.Stop();
}
if (mainOutputStream != null)
{
// this one really closes the file and ACM conversion
volumeStream.Close();
volumeStream = null;
// this one does the metering stream
mainOutputStream.Close();
mainOutputStream = null;
}
if (waveOutDevice != null)
{
waveOutDevice.Dispose();
waveOutDevice = null;
}
}
private void Play(string was)
{
waveOutDevice = new WaveOut();
mainOutputStream = CreateInputStream(was);
waveOutDevice.Init(mainOutputStream);
waveOutDevice.Play();
}
private void Form1_Load(object sender, EventArgs e)
{
Play(#"E:\Eigene Audiodateien\Musik\Alben\Pur\Abenteuerland\ - - .mp3");
}
private void button1_Click(object sender, EventArgs e)
{
Stop();
}
There is a Stop-Button ( button1 ), which stops playback. When the form is loaded, the file is played. While the file is playing I want to get the current volume of the file by running a function. So what does a function like this has to look like at "...."?
private int currentVolumeLevel(...some suitable parameters...)
{
int currentVolumeLevelValue = 0;
//....
return currentVolumeLevelValue;
}
I am not talking about the volume level you can adjust with windows' sound controls. I am talking about the currently played sound file's volume at this very position it is playing right now, based on something like a byte[] array.
The NAudioDemo shows how to do this. Look in AudioPlaybackPanel.cs at how a MeteringSampleProvider is added to the playback pipeline. MeteringSampleProvider will periodically raise StreamVolume events telling you the maximum sample value you have received in the last 100ms (this is configurable). You will need to decide whether you want to place the MeteringSampleProvider before or after any software volume adjustment (for waveform drawing it is usually before, and for volume metering it is usually after)
Here's a working WindowsForms demo, writing the stream volume to the Console:
var player = new WaveOut();
var file = new AudioFileReader(#"test.mp3");
var meter = new MeteringSampleProvider(file);
meter.StreamVolume += (s,e) => Console.WriteLine("{0} - {1}", e.MaxSampleValues[0],e.MaxSampleValues[1]);
player.Init(new SampleToWaveProvider(meter));
var form = new Form();
form.Load += (s,e) => player.Play();
form.FormClosed += (s,e) => player.Dispose();
form.ShowDialog();
Related
I am using VideoLan.VLC to get 20 seconds of an audio stream every 30 seconds.
I have a loop, something like
private LibVLC libvlc = new LibVLC();
private MediaPlayer mediaPlayer = null;
private Media Media = null;
private string AudioSampleFileName { get {
return "audio_" + DateTime.Now.ToString("yyyyMMdd_HHmmss")+
".ts";
} }
public void Start(){
mediaPlayer = new MediaPlayer(libvlc);
while(...){
Get_20_seconds_audio_sample();
Wait_30_Seconds();
}
}
public void Get_sample(Uri playPathUri, string FileName)
{
var currentDirectory = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
var destination = Path.Combine(currentDirectory, FileName);
var mediaOptions = new string[]
{
":sout=#file{dst=" + destination + ",channels=1,samplerate=16000}",
":sout-keep"
};
if (Media == null)
{
Media = new Media(libvlc, playPathUri, mediaOptions);
mediaPlayer.Media = Media;
}
else {
Media.AddOption(":sout=#file{dst=" + destination + ",channels=1,samplerate=16000}");
}
mediaPlayer.Play();
}
public void Get_20_seconds_audio_sample(){
Get_sample(RadioURI,AudioSampleFileName);
Wait_20_seconds();
Stop();
}
public void Stop()
{
mediaPlayer.Stop();
}
The Problem is that radio streming ususally starts with a commercial that lasts about 25 seconds. Every sample plays the commercial. It seems that Stop() closes the stream until Play() is called again and it restart the stream. I tired to pause the audio but, well...it makes no much sense to pause and play.
I can accept to get the commercial only in the first sample but then I want the regular radio audio. Is there a way not to close the stream every time? I am not tied to VideoLan dll so I can start from scratch if you have a better way to do it.
Use Audio callbacks and save the audio stream yourself. Full sample:
class Program
{
// This sample shows you how you can use SetAudioFormatCallback and SetAudioCallbacks. It does two things:
// 1) Play the sound from the specified video using NAudio
// 2) Extract the sound into a file using NAudio
static void Main(string[] args)
{
Core.Initialize();
using var libVLC = new LibVLC(enableDebugLogs: true);
using var media = new Media(libVLC,
new Uri("http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/ElephantsDream.mp4"),
":no-video");
using var mediaPlayer = new MediaPlayer(media);
using var outputDevice = new WaveOutEvent();
var waveFormat = new WaveFormat(8000, 16, 1);
var writer = new WaveFileWriter("sound.wav", waveFormat);
var waveProvider = new BufferedWaveProvider(waveFormat);
outputDevice.Init(waveProvider);
mediaPlayer.SetAudioFormatCallback(AudioSetup, AudioCleanup);
mediaPlayer.SetAudioCallbacks(PlayAudio, PauseAudio, ResumeAudio, FlushAudio, DrainAudio);
mediaPlayer.Play();
mediaPlayer.Time = 20_000; // Seek the video 20 seconds
outputDevice.Play();
Console.WriteLine("Press 'q' to quit. Press any other key to pause/play.");
while (true)
{
if (Console.ReadKey().KeyChar == 'q')
break;
if (mediaPlayer.IsPlaying)
mediaPlayer.Pause();
else
mediaPlayer.Play();
}
void PlayAudio(IntPtr data, IntPtr samples, uint count, long pts)
{
int bytes = (int)count * 2; // (16 bit, 1 channel)
var buffer = new byte[bytes];
Marshal.Copy(samples, buffer, 0, bytes);
waveProvider.AddSamples(buffer, 0, bytes);
writer.Write(buffer, 0, bytes);
}
int AudioSetup(ref IntPtr opaque, ref IntPtr format, ref uint rate, ref uint channels)
{
channels = (uint)waveFormat.Channels;
rate = (uint)waveFormat.SampleRate;
return 0;
}
void DrainAudio(IntPtr data)
{
writer.Flush();
}
void FlushAudio(IntPtr data, long pts)
{
writer.Flush();
waveProvider.ClearBuffer();
}
void ResumeAudio(IntPtr data, long pts)
{
outputDevice.Play();
}
void PauseAudio(IntPtr data, long pts)
{
outputDevice.Pause();
}
void AudioCleanup(IntPtr opaque) { }
}
}
I'm developing the skype plugin. It should play an audio file during the call.
Audio player use naudio library
public class AudioPlayback : IDisposable, IPlayer
{
WaveStream _outStream;
IWavePlayer _player;
IWaveIn _recorder;
public event Action<byte[], int> DataAvailable;
public AudioPlayback()
{
_recorder = new WaveInEvent();
_recorder.WaveFormat = new WaveFormat(16000, 16, 1);
_recorder.DataAvailable += OnRecorderDataAvailable;
}
private void OnRecorderDataAvailable(object sender, WaveInEventArgs e)
{
if (DataAvailable!= null)
{
DataAvailable(e.Buffer, e.BytesRecorded);
}
}
public void LoadFile(string fileName)
{
_outStream = new Mp3FileReader(fileName);
if (_outStream.WaveFormat.Encoding != WaveFormatEncoding.Pcm)
{
_outStream = WaveFormatConversionStream.CreatePcmStream(_outStream);
}
}
private void CreatePlayer()
{
if (_player == null)
{
var waveOut = new WaveOut();
waveOut.DesiredLatency = 200;
waveOut.NumberOfBuffers = 2;
waveOut.DeviceNumber = 0;
_player = waveOut;
}
}
public void Play()
{
CreatePlayer();
if (_player.PlaybackState != PlaybackState.Playing)
{
if (_player.PlaybackState == PlaybackState.Stopped)
_recorder.StartRecording();
_player.Init(_outStream);
_player.Play();
}
}
}
In skype plugin class I create NetworkStream and TcpListener. Use event from player to get buffer data and write to the network stream
WriteToStream(buffer, 0, num);
On call started I change input for skype
call.InputDevice[TCallIoDeviceType.callIoDeviceTypeSoundcard] = "";
call.InputDevice[TCallIoDeviceType.callIoDeviceTypePort] = _inputPort.ToString();
Was fighting with this for several hours. Finally got the sound on the another skype only when turn on Stereo Mixer (Recording devices).
The question: is this the right way? I don't like a bit to play sound and capture it. But here I have a positive thing - I capture exactly with parameters appropriate for skype.
I am using a design for playing wav files one after another. This design is based on mediaEnded event and works fine. When trying to imply this design on very short wav files, the mediaEnded event isn't always raised.
Is their a solution for this problem?
Thanks.
I implemented a workaround using a timer to periodically check for two situations:
Video Playback Position has not moved since last check - indicates the video is stuck.
Video Playback Position is beyond the end of the video - indicates the video is playing but usually just a black screen will be displayed.
If either condition exists force the next vide to start playing.
Note that this is an extract of code from a class file.
namespace XXXX
{
public partial class VideoWindow : Window
{
private DispatcherTimer mediaPositionTimer; // We check the play position of the video each time this fires to see if it has hung
double _lastPosition = -1;
int _video_count;
int videoDuration;
DateTime lastVideoStartTime;
public VideoWindow()
{
adMediaElement.LoadedBehavior = MediaState.Manual;
adMediaElement.MediaEnded += adMediaElement_MediaEnded;
adMediaElement.MediaOpened += adMediaElement_MediaOpened;
adMediaElement.MediaFailed += adMediaElement_MediaFailed;
}
// Increment the counter every time we open a video
void adMediaElement_MediaOpened(object sender, RoutedEventArgs e)
{
Log("Media opened");
_video_count++;
}
// If we have a failure then just start the next video
void adMediaElement_MediaFailed(object sender, ExceptionRoutedEventArgs e)
{
Log("Media failed");
this.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
PlayNextMedia();
}));
}
// When a video ends start the next one
private void adMediaElement_MediaEnded(object sender, RoutedEventArgs e)
{
Log("MediaEnded called");
this.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
PlayNextMedia();
}));
}
// Stops and Closes any existing video
// Increments the file pointer index
// Switches to display ads if no more videos
// else
// Starts the video playing
private void PlayNextMedia()
{
// Log(String.Format("PlayNextMedia called"));
//Close the existing file and stop the timer
EndVideo2();
adMediaElement.Dispatcher.Invoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
adMediaElement.Stop();
adMediaElement.Close();
}));
currentMediaFileIndex++;
if (currentMediaFileIndex > (mediaFileCount - 1))
{
Log(String.Format(" switching to Ads, currentMediaFileIndex = {0}", currentMediaFileIndex));
// Now setup and then run static adds for 10 minutes
currentMediaFileIndex = 0;
StartAds();
}
else
{
Log(String.Format(" switching media, index = {0}", currentMediaFileIndex));
adMediaElement.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
StartVideo2();
}));
}
}
// Stops the mediaPositionTimer, must be called in conjunction with a admediaElement.Pause() or Stop()
private void EndVideo2()
{
// Log("EndVideo2() called");
_is_playing = false;
// Stop the timer
if (mediaPositionTimer != null)
{
mediaPositionTimer.Stop();
}
}
// Load the media file
// Set the volume
// Set the lastVideoStartTime variable
private void StartVideo2()
{
// Log("StartVideo2() called");
loadMediaFile(currentMediaFileIndex);
adMediaElement.Volume = Properties.StationSettings.Default.VolumeMedia;
lastVideoStartTime = DateTime.Now; // Record the time we started
// Stop the timer if it exists, otherwise create a new one
if (mediaPositionTimer == null)
{
mediaPositionTimer = new DispatcherTimer();
// Set up the timer
mediaPositionTimer.Interval = TimeSpan.FromSeconds(10);
mediaPositionTimer.Tick += new EventHandler(positionTimerTick);
}
else
{
mediaPositionTimer.Stop();
}
// Start it running
adMediaElement.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
mediaPositionTimer.Start();
_is_playing = true;
adMediaElement.Play();
}));
}
private void RestartVideo2()
{
//Log("Restart the video");
adMediaElement.Dispatcher.BeginInvoke(System.Windows.Threading.DispatcherPriority.Normal, new Action(delegate()
{
mediaPositionTimer.Start();
_is_playing = true;
adMediaElement.Play();
}));
}
// Check the playback position of the mediaElement has moved since the last check,
// if not then the video has hung
// Also check if the playback position exceeds the video duration,
// if so it has also hung
// If video has hung then force the next one to start and report a Warning
private void positionTimerTick(object sender, EventArgs e)
{
double duration;
double currentPosition = adMediaElement.Position.TotalSeconds;
if (adMediaElement.NaturalDuration.HasTimeSpan)
{
duration = adMediaElement.NaturalDuration.TimeSpan.TotalSeconds;
}
else
{
duration = 5 * 60; // Default to 5 minutes if video does not report a duration
}
if ((currentPosition == lastPosition) || currentPosition > (duration + 30))
{
// do something
//Log("*** Video position has exceed the end of the media or video playback position has not moved ***");
if (_is_playing)
{
String logString = String.Format("*** Video {0} has frozen ({1}c:{2}l:{3}d)so forcing the next one to start ***", mediaFiles[currentMediaFileIndex], currentPosition, lastPosition, duration);
Log(logString);
PlayNextMedia();
// Send a message indicating we had to do this
mainWindow.SendHeartbeat(MainWindow.STATUS_WARNING, logString);
}
}
lastPosition = currentPosition;
}
}
}
Hey I am trying to save a video of a webcam and save it as uncompressed. However Anytime click on the save button the application freezes until the save is complete. I will be grateful for any advice given. I am using managed code for the webcam "FLea 3" (from Points grey)
private void button1_Click(object sender, EventArgs e)
{
uint k_numImages = 100;
// ManagedAVIRecorder aviRecorder = new ManagedAVIRecorder();
// List<ManagedImage> imageList = new List<ManagedImage>();
List<ManagedImage> imageList = new List<ManagedImage>();
ManagedImage rawImage = new ManagedImage(m_rawImage);
for (int imageCnt = 0; imageCnt < k_numImages; imageCnt++)
// while (m_grabImages == true)
{
m_camera.RetrieveBuffer(rawImage);
ManagedImage tempImage = new ManagedImage(rawImage);
imageList.Add(tempImage);
}
if (m_grabImages==true)
{
//Encoding bit
string aviFileName;
AviOption option = new AviOption();
option.frameRate = 24;
aviFileName = String.Format("SaveCSharp-aviuncompressed");
aviRecorder.AVIOpen(aviFileName, option);
// aviFileName = String.Format("SaveCSharp-h264");
// H264Option option = new H264Option();
// option.frameRate = 24;
// option.bitrate = 20000000;
// option.height = Convert.ToInt32(m_rawImage.rows);
// option.width = Convert.ToInt32(m_rawImage.cols);
// aviRecorder.AVIOpen(aviFileName, option);
for (int imageCnt = 0; imageCnt < imageList.Count; imageCnt++)
{
aviRecorder.AVIAppend(imageList[imageCnt]);
}
aviRecorder.AVIClose();
}
}
private void button2_Click(object sender, EventArgs e)
{
// aviRecorder.AVIClose();
}
}
}
You most likely want to run the record operation on another thread. However, that'll get slightly tricky as you have to pass messages back and forth to the recorder thread, to tell it when to stop, for example.
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