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NAudio basic example of how to begin a fade out after a certain number of milliseconds have elapsed
// Define other methods and classes here
/// <summary>
/// Sample Provider to allow fading in and out
/// </summary>
public class DelayFadeOutSampleProvider : ISampleProvider
{
enum FadeState
{
Silence,
FadingIn,
FullVolume,
FadingOut,
}
private readonly object lockObject = new object();
private readonly ISampleProvider source;
private int fadeSamplePosition;
private int fadeSampleCount;
private int fadeOutDelaySamples;
private int fadeOutDelayPosition;
private FadeState fadeState;
/// <summary>
/// Creates a new FadeInOutSampleProvider
/// </summary>
/// <param name="source">The source stream with the audio to be faded in or out</param>
/// <param name="initiallySilent">If true, we start faded out</param>
public DelayFadeOutSampleProvider(ISampleProvider source, bool initiallySilent = false)
{
this.source = source;
this.fadeState = initiallySilent ? FadeState.Silence : FadeState.FullVolume;
}
/// <summary>
/// Requests that a fade-in begins (will start on the next call to Read)
/// </summary>
/// <param name="fadeDurationInMilliseconds">Duration of fade in milliseconds</param>
public void BeginFadeIn(double fadeDurationInMilliseconds)
{
lock (lockObject)
{
fadeSamplePosition = 0;
fadeSampleCount = (int)((fadeDurationInMilliseconds * source.WaveFormat.SampleRate) / 1000);
fadeState = FadeState.FadingIn;
}
}
/// <summary>
/// Requests that a fade-out begins (will start on the next call to Read)
/// </summary>
/// <param name="fadeDurationInMilliseconds">Duration of fade in milliseconds</param>
public void BeginFadeOut(double fadeAfterMilliseconds, double fadeDurationInMilliseconds)
{
lock (lockObject)
{
fadeSamplePosition = 0;
fadeSampleCount = (int)((fadeDurationInMilliseconds * source.WaveFormat.SampleRate) / 1000);
fadeOutDelaySamples = (int)((fadeAfterMilliseconds * source.WaveFormat.SampleRate) / 1000);
fadeOutDelayPosition = 0;
//fadeState = FadeState.FadingOut;
}
}
/// <summary>
/// Reads samples from this sample provider
/// </summary>
/// <param name="buffer">Buffer to read into</param>
/// <param name="offset">Offset within buffer to write to</param>
/// <param name="count">Number of samples desired</param>
/// <returns>Number of samples read</returns>
public int Read(float[] buffer, int offset, int count)
{
int sourceSamplesRead = source.Read(buffer, offset, count);
lock (lockObject)
{
if (fadeOutDelaySamples > 0)
{
int oldFadeOutDelayPos = fadeOutDelayPosition;
fadeOutDelayPosition += sourceSamplesRead / WaveFormat.Channels;
if (fadeOutDelayPosition > fadeOutDelaySamples)
{
int normalSamples = (fadeOutDelaySamples - oldFadeOutDelayPos) * WaveFormat.Channels;
int fadeOutSamples = (fadeOutDelayPosition - fadeOutDelaySamples) * WaveFormat.Channels;
// apply the fade-out only to the samples after fadeOutDelayPosition
FadeOut(buffer, offset + normalSamples, fadeOutSamples);
fadeOutDelaySamples = 0;
fadeState = FadeState.FadingOut;
return sourceSamplesRead;
}
}
if (fadeState == FadeState.FadingIn)
{
FadeIn(buffer, offset, sourceSamplesRead);
}
else if (fadeState == FadeState.FadingOut)
{
FadeOut(buffer, offset, sourceSamplesRead);
}
else if (fadeState == FadeState.Silence)
{
ClearBuffer(buffer, offset, count);
}
}
return sourceSamplesRead;
}
private static void ClearBuffer(float[] buffer, int offset, int count)
{
for (int n = 0; n < count; n++)
{
buffer[n + offset] = 0;
}
}
private void FadeOut(float[] buffer, int offset, int sourceSamplesRead)
{
int sample = 0;
while (sample < sourceSamplesRead)
{
float multiplier = 1.0f - (fadeSamplePosition / (float)fadeSampleCount);
for (int ch = 0; ch < source.WaveFormat.Channels; ch++)
{
buffer[offset + sample++] *= multiplier;
}
fadeSamplePosition++;
if (fadeSamplePosition > fadeSampleCount)
{
fadeState = FadeState.Silence;
// clear out the end
ClearBuffer(buffer, sample + offset, sourceSamplesRead - sample);
break;
}
}
}
private void FadeIn(float[] buffer, int offset, int sourceSamplesRead)
{
int sample = 0;
while (sample < sourceSamplesRead)
{
float multiplier = (fadeSamplePosition / (float)fadeSampleCount);
for (int ch = 0; ch < source.WaveFormat.Channels; ch++)
{
buffer[offset + sample++] *= multiplier;
}
fadeSamplePosition++;
if (fadeSamplePosition > fadeSampleCount)
{
fadeState = FadeState.FullVolume;
// no need to multiply any more
break;
}
}
}
/// <summary>
/// WaveFormat of this SampleProvider
/// </summary>
public WaveFormat WaveFormat
{
get { return source.WaveFormat; }
}
}
void Main()
{
using(var reader = new AudioFileReader(@"D:\Audio\Music\Example.mp3"))
{
var fadeOut = new DelayFadeOutSampleProvider(reader);
fadeOut.BeginFadeOut(10000, 2000);
using(var player = new WaveOutEvent())
{
player.Init(fadeOut);
player.Play();
while(player.PlaybackState == PlaybackState.Playing)
{
Thread.Sleep(500);
}
}
}
}
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