Forked from markheath/DelayFadeOutSampleProvider.cs
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NAudio basic example of how to begin a fade out after a certain number of milliseconds have elapsed
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// 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; } | |
} | |
} |
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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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