Beispiel #1
0
        /// <summary>
        /// driver buffer update callback to fill the wave buffer.
        /// </summary>
        /// <param name="inputChannels">The input channels.</param>
        /// <param name="outputChannels">The output channels.</param>
        void driver_BufferUpdate(IntPtr[] inputChannels, IntPtr[] outputChannels)
        {
            if (this.NumberOfInputChannels > 0)
            {
                var audioAvailable = AudioAvailable;
                if (audioAvailable != null)
                {
                    var args = new AsioAudioAvailableEventArgs(inputChannels, outputChannels, nbSamples,
                                                               driver.Capabilities.InputChannelInfos[0].type);
                    audioAvailable(this, args);
                    if (args.WrittenToOutputBuffers)
                    {
                        return;
                    }
                }
            }

            if (this.NumberOfOutputChannels > 0)
            {
                int read = sourceStream.Read(waveBuffer, 0, waveBuffer.Length);
                if (read < waveBuffer.Length)
                {
                    // we have reached the end of the input data - clear out the end
                    Array.Clear(waveBuffer, read, waveBuffer.Length - read);
                }

                // Call the convertor
                unsafe
                {
                    // TODO : check if it's better to lock the buffer at initialization?
                    fixed(void *pBuffer = &waveBuffer[0])
                    {
                        convertor(new IntPtr(pBuffer), outputChannels, NumberOfOutputChannels, nbSamples);
                    }
                }

                if (read == 0)
                {
                    if (AutoStop)
                    {
                        Stop(); // this can cause hanging issues
                    }
                    HasReachedEnd = true;
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// driver buffer update callback to fill the wave buffer.
        /// </summary>
        /// <param name="inputChannels">The input channels.</param>
        /// <param name="outputChannels">The output channels.</param>
        void driver_BufferUpdate(IntPtr[] inputChannels, IntPtr[] outputChannels)
        {
            if (this.NumberOfInputChannels > 0)
            {
                var audioAvailable = AudioAvailable;
                if (audioAvailable != null)
                {
                    var args = new AsioAudioAvailableEventArgs(inputChannels, outputChannels, nbSamples,
                                                               driver.Capabilities.InputChannelInfos[0].type);
                    audioAvailable(this, args);
                    if (args.WrittenToOutputBuffers)
                    {
                        return;
                    }
                }
            }

            if (this.NumberOfOutputChannels > 0)
            {
                int read = sourceStream.Read(waveBuffer, 0, waveBuffer.Length);
                if (read < waveBuffer.Length)
                {
                    // we have stopped
                }

                // Call the convertor
                unsafe
                {
                    // TODO : check if it's better to lock the buffer at initialization?
                    fixed(void *pBuffer = &waveBuffer[0])
                    {
                        convertor(new IntPtr(pBuffer), outputChannels, NumberOfOutputChannels, nbSamples);
                    }
                }

                if (read == 0)
                {
                    Stop();
                }
            }
        }
Beispiel #3
0
        private void asioDriver_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
        {
            var index = 0;

            foreach (var input in Sources)
            {
                if (input.IsMapped)
                {
                    floatBuffer[index] = BufferHelpers.Ensure(floatBuffer[index], e.SamplesPerBuffer);

                    copySamplesToManagedMemory(index, e);

                    (input as SignalSource).RaiseBufferReady(
                        new RoutingEventArgs
                        {
                            Index = index,
                            Format = formatPerLine,
                            Count = e.SamplesPerBuffer,
                            Buffer = floatBuffer[index]
                        });
                }
            }
        }
Beispiel #4
0
 private unsafe void mAsio_AudioAvailable(object sender, NAudio.Wave.AsioAudioAvailableEventArgs e)
 {
Beispiel #5
0
        /// <summary>
        /// driver buffer update callback to fill the wave buffer.
        /// </summary>
        /// <param name="inputChannels">The input channels.</param>
        /// <param name="outputChannels">The output channels.</param>
        void driver_BufferUpdate(IntPtr[] inputChannels, IntPtr[] outputChannels)
        {
            if (this.NumberOfInputChannels > 0)
            {
                var audioAvailable = AudioAvailable;
                if (audioAvailable != null)
                {
                    var args = new AsioAudioAvailableEventArgs(inputChannels, outputChannels, nbSamples,
                                                               driver.Capabilities.InputChannelInfos[0].type);
                    audioAvailable(this, args);
                    if (args.WrittenToOutputBuffers)
                        return;
                }
            }

            if (this.NumberOfOutputChannels > 0)
            {
                int read = sourceStream.Read(waveBuffer, 0, waveBuffer.Length);
                if (read < waveBuffer.Length)
                {
                    // we have stopped
                }

                // Call the convertor
                unsafe
                {
                    // TODO : check if it's better to lock the buffer at initialization?
                    fixed (void* pBuffer = &waveBuffer[0])
                    {
                        convertor(new IntPtr(pBuffer), outputChannels, NumberOfOutputChannels, nbSamples);
                    }
                }

                if (read == 0)
                {
                    Stop();
                }
            }
        }
Beispiel #6
0
 /// <summary>
 /// Handles the AudioAvailable event of the asioOut control.
 /// Saves audio data (stored in buffers) into WaveFileWriter objects.
 /// </summary>
 /// <param name="sender">The source of the event.</param>
 /// <param name="e">The <see cref="AsioAudioAvailableEventArgs" /> instance containing the event data.</param>
 private void asioOut_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
 {
     sampleCount += e.SamplesPerBuffer;
     var samples = e.InputBuffers;
     for (int iSoundFileIndex = 0; iSoundFileIndex < ciNumberOfMicroconeAudioChannels; iSoundFileIndex++)
     {
         int iInputBufferPtrIndex = iSoundFileIndex;
         if (iNumberOfChannelsActual == 7 && iSoundFileIndex >= 1)
         {   // For 7-channel (legacy) devices, duplicate buffer [0] so it exists in Sound Files [0] & [1]
             iInputBufferPtrIndex--;
         }
         Marshal.Copy((IntPtr)samples[iInputBufferPtrIndex], (float[])audioBuff, (int)0, e.SamplesPerBuffer);
         soundFiles[iSoundFileIndex].WriteSamples(audioBuff, 0, e.SamplesPerBuffer);
     }
 }
Beispiel #7
0
 void asioOut_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
 {
     var samples = e.GetAsInterleavedSamples();
     writer.WriteSamples(samples, 0, samples.Length);
 }
        void OnAsioOutAudioAvailable(object sender, AsioAudioAvailableEventArgs e)
        {
#pragma warning disable 618
            var samples = e.GetAsInterleavedSamples();
#pragma warning restore 618
            writer.WriteSamples(samples, 0, samples.Length);
        }
Beispiel #9
0
        private void AsioOut_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
        {
            float[] sourceAudio = new float[e.SamplesPerBuffer*e.InputBuffers.Length];
            e.GetAsInterleavedSamples(sourceAudio);
            float[] proccesedAudio = new float[settings.BufferSize];
            byte[] result = new byte[settings.BufferSize*4];
            byte[] sendingAudio = new byte[e.SamplesPerBuffer*4];
            for (int j = 1, q = 0; j < sourceAudio.Length; j += 2, q++)
            {
                proccesedAudio[q] = sourceAudio[j];
            }
            proccesedAudio = VSTHost.GetInstance().Procces(proccesedAudio);
            for (int i = 0, n = 0; i < proccesedAudio.Length; i ++)
            {
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[0];
                    n++;
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[1];
                    n++;
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[2];
                    n++;
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[3];
                    n++;
            }
            result.CopyTo(sendingAudio,0);
            if (connection.IsConnected)
            {

                connection.Send(sendingAudio);
            }
        }
Beispiel #10
0
        private unsafe void copySamplesToManagedMemory(int index, AsioAudioAvailableEventArgs e)
        {
            fixed (float* fixedFloatBuffer = floatBuffer[index])
            {
                float* pFloatBuffer = fixedFloatBuffer;

                switch (e.AsioSampleType)
                {
                    case AsioSampleType.Int32LSB:
                        int* pInt = (int*)e.InputBuffers[index++];
                        for (int i = 0; i < e.SamplesPerBuffer; i++)
                        {
                            *(pFloatBuffer++) = *(pInt++) / (float)Int32.MaxValue;
                        }
                        break;
                    case AsioSampleType.Int16LSB:
                        short* pShort = (short*)e.InputBuffers[index++];
                        for (int i = 0; i < e.SamplesPerBuffer; i++)
                        {
                            *(pFloatBuffer++) = *(pShort++) / (float)Int16.MaxValue;
                        }
                        break;
                    case AsioSampleType.Int24LSB:
                        byte* pByte = (byte*)e.InputBuffers[index++];
                        for (int i = 0; i < e.SamplesPerBuffer; i++)
                        {
                            int sample = pByte[0] | (pByte[1] << 8) | ((sbyte)pByte[2] << 16);
                            *(pFloatBuffer++) = sample / 8388608f;

                            pByte += 3;
                        }
                        break;
                    case AsioSampleType.Float32LSB:
                        float* pFloat = (float*)e.InputBuffers[index++];
                        for (int i = 0; i < e.SamplesPerBuffer; i++)
                        {
                            *(pFloatBuffer++) = *(pFloat++);
                        }
                        break;
                    default:
                        throw new NotSupportedException("Unsupported audio format detected");
                }
            }
        }
Beispiel #11
0
 private void Input_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
 {
     timer.Restart();
     if (bytebuffer == null)
     {
         createByteBuffer(e.SamplesPerBuffer);
     }
     over = bbufferMax - bwriteIndex - e.SamplesPerBuffer;
     first = e.SamplesPerBuffer + (over < 0 ? over : 0);
     for (int i = 0; i < e.InputBuffers.Length; i++)
     {
         Marshal.Copy(e.InputBuffers[i], bytebuffer[i], bwriteIndex, first);
     }
     bwriteIndex += first;
     if (bwriteIndex >= bbufferMax) { bwriteIndex -= bbufferMax; }
     if (over < 0)
     {
         for (int i = 0; i < e.InputBuffers.Length; i++)
         {
             Marshal.Copy(e.InputBuffers[i], bytebuffer[i], bwriteIndex, over * -1);
         }
         bwriteIndex -= over;
     }
     bcount += e.SamplesPerBuffer;
     timer.Stop();
     timerlog.Add(timer.ElapsedMicroseconds);
 }
Beispiel #12
0
        private void AsioOut_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
        {
            float[] sourceAudio = new float[e.SamplesPerBuffer * e.InputBuffers.Length];
            float[] proccesedAudio = new float[settings.BufferSize];
            byte[] result = new byte[settings.BufferSize * 4];
            byte[] sendingAudio = new byte[e.SamplesPerBuffer * 4];

            if (!IsInputMute)
            {
                //LRLRLRLRLRLR....
                e.GetAsInterleavedSamples(sourceAudio);

                for (int j = 1, q = 0; j < sourceAudio.Length; j += 2, q++)
                {
                    proccesedAudio[q] = sourceAudio[j];
                }

                proccesedAudio = VSTHost.GetInstance().Procces(proccesedAudio);

                for (int i = 0, n = 0; i < proccesedAudio.Length; i++)
                {
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[0];
                    n++;
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[1];
                    n++;
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[2];
                    n++;
                    result[n] = BitConverter.GetBytes(proccesedAudio[i])[3];
                    n++;
                }

                result.CopyTo(sendingAudio, 0);
            }
            if (connection.IsConnected)
            {
                connection.Send(sendingAudio);
            }
            if (isAudioReceiving)
            {
                lock (receiveLocker)
                    if (isNewAudioAvailable)
                    {
                        incomingAudioBufferedWaveProvider.AddSamples(incomingBytes, 0, incomingBytes.Length);
                        isNewAudioAvailable = false;
                    }
            }
            if (!IsOutputMute)
                inputAudioBufferedWaveProvider.AddSamples(result, 0, result.Length);
        }