Created
February 3, 2014 13:42
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FireAndForget NAudio Sample
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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); | |
} | |
} |
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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; } | |
} | |
} |
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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(); | |
} | |
} | |
} | |
} |
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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; } } | |
} | |
} |
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// 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(); |
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On the UsageSnippet, I think you mean AudioPlaybackEngine, like the file.