Hi, 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