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@markheath
Created February 3, 2014 13:42
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FireAndForget NAudio Sample
using System;
using NAudio.Wave;
using NAudio.Wave.SampleProviders;
namespace FireAndForgetAudioSample
{
class AudioPlaybackEngine : IDisposable
{
private readonly IWavePlayer outputDevice;
private readonly MixingSampleProvider mixer;
public AudioPlaybackEngine(int sampleRate = 44100, int channelCount = 2)
{
outputDevice = new WaveOutEvent();
mixer = new MixingSampleProvider(WaveFormat.CreateIeeeFloatWaveFormat(sampleRate, channelCount));
mixer.ReadFully = true;
outputDevice.Init(mixer);
outputDevice.Play();
}
public void PlaySound(string fileName)
{
var input = new AudioFileReader(fileName);
AddMixerInput(new AutoDisposeFileReader(input));
}
private ISampleProvider ConvertToRightChannelCount(ISampleProvider input)
{
if (input.WaveFormat.Channels == mixer.WaveFormat.Channels)
{
return input;
}
if (input.WaveFormat.Channels == 1 && mixer.WaveFormat.Channels == 2)
{
return new MonoToStereoSampleProvider(input);
}
throw new NotImplementedException("Not yet implemented this channel count conversion");
}
public void PlaySound(CachedSound sound)
{
AddMixerInput(new CachedSoundSampleProvider(sound));
}
private void AddMixerInput(ISampleProvider input)
{
mixer.AddMixerInput(ConvertToRightChannelCount(input));
}
public void Dispose()
{
outputDevice.Dispose();
}
public static readonly AudioPlaybackEngine Instance = new AudioPlaybackEngine(44100, 2);
}
}
using NAudio.Wave;
namespace FireAndForgetAudioSample
{
class AutoDisposeFileReader : ISampleProvider
{
private readonly AudioFileReader reader;
private bool isDisposed;
public AutoDisposeFileReader(AudioFileReader reader)
{
this.reader = reader;
this.WaveFormat = reader.WaveFormat;
}
public int Read(float[] buffer, int offset, int count)
{
if (isDisposed)
return 0;
int read = reader.Read(buffer, offset, count);
if (read == 0)
{
reader.Dispose();
isDisposed = true;
}
return read;
}
public WaveFormat WaveFormat { get; private set; }
}
}
using System.Collections.Generic;
using System.Linq;
using NAudio.Wave;
namespace FireAndForgetAudioSample
{
class CachedSound
{
public float[] AudioData { get; private set; }
public WaveFormat WaveFormat { get; private set; }
public CachedSound(string audioFileName)
{
using (var audioFileReader = new AudioFileReader(audioFileName))
{
// TODO: could add resampling in here if required
WaveFormat = audioFileReader.WaveFormat;
var wholeFile = new List<float>((int)(audioFileReader.Length / 4));
var readBuffer= new float[audioFileReader.WaveFormat.SampleRate * audioFileReader.WaveFormat.Channels];
int samplesRead;
while((samplesRead = audioFileReader.Read(readBuffer,0,readBuffer.Length)) > 0)
{
wholeFile.AddRange(readBuffer.Take(samplesRead));
}
AudioData = wholeFile.ToArray();
}
}
}
}
using System;
using NAudio.Wave;
namespace FireAndForgetAudioSample
{
class CachedSoundSampleProvider : ISampleProvider
{
private readonly CachedSound cachedSound;
private long position;
public CachedSoundSampleProvider(CachedSound cachedSound)
{
this.cachedSound = cachedSound;
}
public int Read(float[] buffer, int offset, int count)
{
var availableSamples = cachedSound.AudioData.Length - position;
var samplesToCopy = Math.Min(availableSamples, count);
Array.Copy(cachedSound.AudioData, position, buffer, offset, samplesToCopy);
position += samplesToCopy;
return (int)samplesToCopy;
}
public WaveFormat WaveFormat { get { return cachedSound.WaveFormat; } }
}
}
// on startup:
var zap = new CachedSound("zap.wav");
var boom = new CachedSound("boom.wav");
// later in the app...
AudioFileEngine.Instance.PlaySound(zap);
AudioFileEngine.Instance.PlaySound(boom);
AudioFileEngine.Instance.PlaySound("crash.wav");
// on shutdown
AudioFileEngine.Instance.Dispose();
@neoxai
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neoxai commented Apr 12, 2016

On the UsageSnippet, I think you mean AudioPlaybackEngine, like the file.

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