Quantcast
Channel: NAudio
Viewing all 5831 articles
Browse latest View live

New Post: streaming mp3 and fading

$
0
0
sorry, i just tried to renew the page. And yes, english isn't my native language :)

I work with exceptions but it's very desirable to indicate in progressbar because it's very informative. Besides, it works fine but not very steady (for a long time) yet

Source code checked in, #dc311b89b808

$
0
0
some robustness enhancements for examining ACM codecs

New Post: streaming mp3 and fading

$
0
0
I am german => my english is also very bad :).
But you may tell me what exactly fails after some time? If I am right you want to display the amount of buffered data? Where is your problem?

PS: Deutsch?

New Post: How do I play a stereo stream across 4 channels?

$
0
0
How do I verify the current hardware supports 4 channels before I use the MultiplexingWaveProvider?

Will it error out if I set up 4 channels and the hardware only supports 2?

New Post: How do I play a stereo stream across 4 channels?

$
0
0
It depends on the soundout you are using. But of course it will cause an error.
For example if you use directsoundout you can findout whether 4 channels are supported by calling GetCaps. Or if you use WaveOut you can call WaveOut.GetCapabilities(int) and check the channels. But DirectSoundOut and WaveOut won't support that anyway. I guess WasAPI can do this but you still will have to check wether it supports it or not.

New Post: Playing Audio File Intermittently With WaveStream

$
0
0
Yes, I usually try to open the output device and create a custom WaveProvider to feed the audio to be played into it. If you need sounds to be playing at the same time you'd need to use the MixingSampleProvider

New Post: Playing Audio File Intermittently With WaveStream

$
0
0
Ok, I see. Actually got around the whole timer thing by setting up a global counter that kept track of 2 second clip(as this was total interval between 100ms hit). I stored the 100ms sample integers in static utility class and wrote array of zeros(unititalized) for the difference. Then the global count would store the iteration of 2 second array when the IWaveProvider buffer[] from Read method would fill its 3520/7040 limit. Out of curiosity, are these set in stone, meaning can I alter the buffer size ever?

Thanks

New Comment on "WAV"

$
0
0
Could someone be a lamb and post a sample? I need to play a WAV file from a Windows Service on Windows 7 and this is supposed to be the solution to my problems.

New Post: Network Chat Multi-Client Program

$
0
0
you can make a class that inherits from ISampleProvider or IWaveProvider and in its Read method you can either read from a source provider or just return 0s if there isn't enough buffered audio in the source

New Post: Playing Audio File Intermittently With WaveStream

$
0
0
No buffer size is constant. You might find BufferedWaveProvider to be helpful here. You can just feed in audio to be played into it, and then use that to drive the DirectSoundOut

New Post: Sample Aggregation For WASAPI Loopback

$
0
0
That's interesting - it seems to suggest that you should play and record at the same time, and use the event from playback to trigger both your reading and writing threads

New Post: Extended functionality contribution offer

$
0
0
hi Greg, thanks for this. NAudio is in C#, so they would need to be converted. The sampChunk would be particularly nice if it could integrate with NAudio's existing WAV chunk support (convert from RiffChunk).

NAudio did include a sfz parser but I took it out because it wasn't fully featured. I'd probably just go with a demo app for sfz for now, and only move it into NAudio when both a reader and a writer are available.

Mark

New Post: VST

$
0
0
Thanks Mark,
I will take a look

all the best

New Post: Playing Audio File Intermittently With WaveStream

$
0
0
BufferedWaveProvider is perfect. Much obliged.

New Post: MidiOut is not working

$
0
0
I try running below code:
            NAudio.Midi.MidiOut mo = new NAudio.Midi.MidiOut(0);
            mo.Volume = 100;
            mo.Send(NAudio.Midi.MidiMessage.ChangePatch(0, 1).RawData);
            mo.Send(NAudio.Midi.MidiMessage.StartNote(60, 127, 1).RawData);
            Thread.Sleep(5000);
but it is not playing any sound. What's wrong?

Thank you.

New Post: VST

New Post: WaveIn Valid Sample Rates

$
0
0
Hi Mark,
I'm working on converting a microphone app from DirectX to NAudio.
I notice from the Windows Control Panel, microphone sample rates can range across 8000, 11025, 22050, 44100, 48000, 96000, 192000 Hz.

Can waveIn handle all these possible values? Or is there a max value that it will process?
waveIn = new WaveIn();
int sampleRate = 192000;
waveIn.WaveFormat = new WaveFormat(sampleRate,bitDepth, channels);

Question 2: Is there a way to get these input device capabilities for a microphone -- Sample Rate,Bit Depth.

Using this
WaveInCapabilities capabilities = WaveIn.GetCapabilities(waveInDevice);
WaveInCapabilities only exposes ProductName and Channels.

Thanks for any advice you can provide.

New Post: MidiOut is not working

$
0
0
what's connected to that MIDI out device?

New Post: WaveIn Valid Sample Rates

$
0
0
1) it will depend on your soundcard. Note that WaveOut can resample for you, and it may be that WaveIn will simply record at the native sample rate of the sound card and resample to your requested rate. I would expect that only top end audio cards would do frequencies above 96kHz.

2) Probably I should update WaveInCapabilities to allow querying the supported formats enum like WaveOutCapabilities does. You'd have to use reflection to get at that at the moment.

Source code checked in, #f351b9282fd6

$
0
0
added SupportsWaveFormat to WaveInCapabilities (same as for WaveOutCapabilities)
Viewing all 5831 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>