unsafe public void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame frame = context.InputFrame; using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.ReadWrite)) using (IMemoryBufferReference reference = buffer.CreateReference()) { ((IMemoryBufferByteAccess)reference).GetBuffer(out byte *dataInBytes, out uint capacity); float *dataInFloat = (float *)dataInBytes; int dataInFloatLength = (int)buffer.Length / sizeof(float); // read parameters once float currentWet = this.Mix; float currentDry = 1.0f - currentWet; float currentFeedback = this.Feedback; // Process audio data float sample, echoSample, outSample; for (int i = 0; i < dataInFloatLength; i++) { // read values sample = dataInFloat[i]; echoSample = _echoBuffer.Dequeue(); // compute output sample outSample = (currentDry * sample) + (currentWet * echoSample); dataInFloat[i] = outSample; // compute delay sample echoSample = sample + (currentFeedback * echoSample); _echoBuffer.Enqueue(echoSample); } } }
private unsafe AudioFrame ReadAudioData(uint samples) { // Buffer size is (number of samples) * (size of each sample) uint bufferSize = samples * sizeof(byte) * 2; AudioFrame frame = new Windows.Media.AudioFrame(bufferSize); using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte *dataInBytes; uint capacityInBytes; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); // Read audio data from the stream and copy it to the AudioFrame buffer var readBytes = new byte[capacityInBytes]; uint bytesRead = audioStream.Read(readBytes); if (bytesRead == 0) { frameInputNode.Stop(); } for (int i = 0; i < bytesRead; i++) { dataInBytes[i] = readBytes[i]; } } return(frame); }
public void ProcessFrame(ProcessAudioFrameContext context) { unsafe { AudioFrame inputFrame = context.InputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.ReadWrite)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference()) { ((IMemoryBufferByteAccess)inputReference).GetBuffer(out byte *inputDataInBytes, out uint inputCapacity); float *inputDataInFloat = (float *)inputDataInBytes; int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); // Process audio data for (int n = 0; n < dataInFloatLength; n++) { int ch = n % channels; // cascaded filter to perform eq for (int band = 0; band < bandCount; band++) { inputDataInFloat[n] = filters[ch, band].Transform(inputDataInFloat[n]); } } } } }
/// <summary> /// When audioFrameUpdateMinimum is reached by audioFrameUpdateCount, this method gets the current audio frame, obtains the data from it /// and calculates the raw audio level from -100 to 0. /// </summary> private static unsafe void Graph_QuantumStarted(AudioGraph sender, object args) { audioFrameUpdateCount++; if (audioFrameUpdateCount >= audioFrameUpdateMinimum) { AudioFrame audioFrame = frameOutputNode.GetFrame(); float[] floatData; using (AudioBuffer audioBuffer = audioFrame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = audioBuffer.CreateReference()) { ((IMemoryBufferByteAccess)reference).GetBuffer(out byte *dataInBytes, out uint capacity); float *unsafeFloatData = (float *)dataInBytes; floatData = new float[capacity / sizeof(float)]; for (int i = 0; i < capacity / sizeof(float); i++) { floatData[i] = unsafeFloatData[i]; } } double soundLevel = 0f; foreach (float sample in floatData) { soundLevel += Math.Abs(sample); } soundLevel = Math.Log10(soundLevel / floatData.Length) * 20; NewRawSoundLevel(soundLevel); audioFrameUpdateCount = 0; } }
unsafe private void ProcessAudioFrame(AudioMediaFrame audioMediaFrame) { using (AudioFrame audioFrame = audioMediaFrame.GetAudioFrame()) using (AudioBuffer buffer = audioFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte * dataInBytes; uint capacityInBytes; float *dataInFloat; ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); // The requested format was float dataInFloat = (float *)dataInBytes; // Get the number of samples by multiplying the duration by sampling rate: // duration [s] x sampling rate [samples/s] = # samples // Duration can be gotten off the frame reference OR the audioFrame TimeSpan duration = audioMediaFrame.FrameReference.Duration; // frameDurMs is in milliseconds, while SampleRate is given per second. uint frameDurMs = (uint)duration.TotalMilliseconds; uint sampleRate = audioMediaFrame.AudioEncodingProperties.SampleRate; uint sampleCount = (frameDurMs * sampleRate) / 1000; } }
/// <summary> /// Generates empty data for a neccessary quantity of samples /// </summary> /// <param name="samples">Sampel count</param> /// <returns>AudioFrame of sample count</returns> public static unsafe AudioFrame GenerateAudioData(uint samples) { // Buffer size is (number of samples) * (size of each sample) * (number of channels) uint bufferSize = samples * sizeof(float) * 2; AudioFrame frame = new AudioFrame(bufferSize); using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out byte *dataInBytes, out uint _); // Cast to float since the data we are generating is float float *dataInFloat = (float *)dataInBytes; float freq = 17000; // choosing to generate frequency of 17kHz float amplitude = 0.3f; int sampleRate = (int)outgraph.EncodingProperties.SampleRate; double sampleIncrement = (freq * (Math.PI * 2)) / sampleRate; // Generate a 17kHz sine wave and populate the values in the memory buffer for (int i = 0; i < samples; i++) { double sinValue = amplitude * Math.Sin(theta); dataInFloat[i] = (float)sinValue; theta += sampleIncrement; } } return(frame); }
//unsafe private void M_AudioGraph_QuantumProcessed(AudioGraph sender, object args) //{ //} unsafe private void M_AudioGraph_QuantumStarted(AudioGraph sender, object args) { // draw every n frames //if (fctr++ % 5 == 0) //{ using (AudioFrame audioFrame = this.m_AudioFrameOutputNode.GetFrame()) using (AudioBuffer audioBuffer = audioFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference memBufferRef = audioBuffer.CreateReference()) { IMemoryBufferByteAccess byteAccess = memBufferRef as IMemoryBufferByteAccess; byte *byteBuffer; uint capacity; byteAccess.GetBuffer(out byteBuffer, out capacity); float *floatBuffer = (float *)byteBuffer; for (int i = 0; i < this.m_AudioGraph.SamplesPerQuantum * this.m_AudioGraph.EncodingProperties.ChannelCount; i++) { this.m_QuantumSamples[i] = floatBuffer[i]; } this.m_Capacity = capacity; this.m_abCap = audioBuffer.Capacity; this.m_abLen = audioBuffer.Length; } AudioCanvas.Invalidate(); //} }
private unsafe AudioFrame GenerateAudioData(uint samples) { var bufferSize = samples * sizeof(float) * 2; var frame = new AudioFrame(bufferSize); _buffer = _buffer?.Length != samples * 2 ? new short[samples * 2] : _buffer; using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { float *dataInFloat; byte * dataInBytes; uint capacityInBytes; ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); dataInFloat = (float *)dataInBytes; _player.GetBuffer(_buffer); for (var i = 0; i < _buffer.Length; i++) { dataInFloat[i] = _buffer[i] * 0.00003f; // 乗算のほうが早いらしい } //foreach (float f in _buffer.Select(a => a * 0.00003f)) // *dataInFloat++ = f; } return(frame); }
unsafe internal AudioFrame GenerateAudioData(uint samples) { // Buffer size is (number of samples) * (size of each sample) // We choose to generate single channel (mono) audio. For multi-channel, multiply by number of channels uint bufferSize = samples * sizeof(float); AudioFrame frame = new Windows.Media.AudioFrame(bufferSize); using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte * dataInBytes; uint capacityInBytes; float *dataInFloat; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); // Cast to float since the data we are generating is float dataInFloat = (float *)dataInBytes; float amplitude = 0.3f; int sampleRate = (int)parentGraph.EncodingProperties.SampleRate; double sampleIncrement = (frequency * (Math.PI * 2)) / sampleRate; // Generate a sine wave and populate the values in the memory buffer for (int i = 0; i < samples; i++) { double sinValue = amplitude * Math.Sin(angle); dataInFloat[i] = (float)sinValue; angle += sampleIncrement; } } return(frame); }
unsafe public void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame inputFrame = context.InputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference()) { byte *inputDataInBytes; uint inputCapacity; ((IMemoryBufferByteAccess)inputReference).GetBuffer(out inputDataInBytes, out inputCapacity); float *inputDataInFloat = (float *)inputDataInBytes; float inputDataL; float inputDataR; // Process audio data int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); if (_chart == null) { _chart = new float[dataInFloatLength]; propertySet["chart"] = _chart; } for (int i = 0; i < dataInFloatLength; i += 2) { inputDataL = inputDataInFloat[i]; inputDataR = inputDataInFloat[i + 1]; _chart[i] = inputDataL; _chart[i + 1] = inputDataR; } } }
unsafe private void ProcessInputFrame(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference reference = buffer.CreateReference()) { // We get data from current buffer ((IMemoryBufferByteAccess)reference).GetBuffer( out byte* dataInBytes, out uint capacityInBytes ); // We discard first frame; it's full of zeros because of latency if (audioGraph.CompletedQuantumCount == 1) return; float* dataInFloat = (float*)dataInBytes; uint capacityInFloat = capacityInBytes / sizeof(float); // Number of channels defines step between samples in buffer uint step = fileInputNode.EncodingProperties.ChannelCount; // We transfer audio samples from buffer into audioData for (uint i = 0; i < capacityInFloat; i += step) { if (audioDataCurrentPosition < audioData.Length) { audioData[audioDataCurrentPosition] = dataInFloat[i]; audioDataCurrentPosition++; } } } }
unsafe private void ProcessFrameOutput(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference reference = buffer.CreateReference()) { // get hold of the buffer pointer byte *dataInBytes; uint capacityInBytes; ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); var dataInFloat = (float *)dataInBytes; // examine float max = 0; for (int n = 0; n < graph.SamplesPerQuantum; n++) { max = Math.Max(Math.Abs(dataInFloat[n]), max); } currentPeak = max; float x = currentPeak * 1000; double Bri = Math.Pow(x, 3); // Sensitivity slider value byte Brightness = (byte)Math.Round(Bri, 0); // Calculating to a 0 - 255 value to control the light brightness Dispatcher.RunAsync(CoreDispatcherPriority.Normal, () => { OutputText.Text = Brightness.ToString(); }); } }
public unsafe void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame inputFrame = context.InputFrame; AudioFrame outputFrame = context.OutputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read), outputBuffer = outputFrame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference(), outputReference = outputBuffer.CreateReference()) { ((IMemoryBufferByteAccess)inputReference).GetBuffer(out var inputDataInBytes, out _); ((IMemoryBufferByteAccess)outputReference).GetBuffer(out var outputDataInBytes, out _); float *inputDataInFloat = (float *)inputDataInBytes; float *outputDataInFloat = (float *)outputDataInBytes; // Process audio data int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); for (int i = 0; i < dataInFloatLength; i++) { // var inputData = inputDataInFloat[i] * (1.0f - Mix); var inputData = inputDataInFloat[i]; outputDataInFloat[i] = ProcessFilterSample(inputData); } } }
unsafe public void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame inputFrame = context.InputFrame; using (AudioBuffer inputBuffer = context.InputFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference()) { byte * inputInBytes; uint inputCapacity; float *inputInFloats; ((IMemoryBufferByteAccess)inputReference).GetBuffer(out inputInBytes, out inputCapacity); inputInFloats = (float *)inputInBytes; int inputLength = (int)inputBuffer.Length / sizeof(float); float sum = 0; // Only process one channel for now (will average out unless the audio is severely unbalanced between left/right) for (int i = 0; i < inputLength; i += 2) { sum += (inputInFloats[i] * inputInFloats[i]); } double rms = Math.Sqrt(sum / (inputLength / 2)); this.VolumeInDecibels = 20 * Math.Log10(rms); } }
unsafe private static void ProcessFrameOutput(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte * dataInBytes; uint capacityInBytes; float *dataInFloat; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); dataInFloat = (float *)dataInBytes; float[] dataInFloats = new float[capacityInBytes / sizeof(float)]; for (int i = 0; i < capacityInBytes / sizeof(float); i++) { dataInFloats[i] = dataInFloat[i]; } InputRecieved?.Invoke(null, dataInFloats); } }
/// <summary> /// Handle frame of mic input /// </summary> /// <param name="frame"></param> private static unsafe void ProcessFrameOutput(AudioFrame frame) { float[] dataInFloats; using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out byte *dataInBytes, out uint capacityInBytes); float *dataInFloat = (float *)dataInBytes; dataInFloats = new float[capacityInBytes / sizeof(float)]; for (int i = 0; i < capacityInBytes / sizeof(float); i++) { dataInFloats[i] = dataInFloat[i]; } } // Don't bother if muted if (LocalState.VoiceState.SelfMute || LocalState.VoiceState.ServerMute) { AudioInSpec1 = 0; AudioInSpec2 = 0; AudioInSpec3 = 0; AudioInSpec4 = 0; AudioInSpec5 = 0; AudioInSpec6 = 0; AudioInSpec7 = 0; AudioInSpec8 = 0; AudioInSpec9 = 0; AudioInAverage = 0; } else { // Determine FFT data List <float[]> amplitudeData = FFT.Processing.HelperMethods.ProcessFrameOutput(frame); List <float[]> channelData = FFT.Processing.HelperMethods.GetFftData(FFT.Processing.HelperMethods.ConvertTo512(amplitudeData, ingraph), ingraph); float[] leftChannel = channelData[1]; // Assign each FFT data out channel AudioInSpec1 = HelperMethods.Max(leftChannel, 0, 1); AudioInSpec2 = HelperMethods.Max(leftChannel, 2, 3); AudioInSpec3 = HelperMethods.Max(leftChannel, 3, 4); AudioInSpec4 = HelperMethods.Max(leftChannel, 4, 5); AudioInSpec5 = HelperMethods.Max(leftChannel, 5, 6); AudioInSpec6 = HelperMethods.Max(leftChannel, 7, 8); AudioInSpec7 = HelperMethods.Max(leftChannel, 9, 10); AudioInSpec8 = HelperMethods.Max(leftChannel, 10, 12); AudioInSpec9 = HelperMethods.Max(leftChannel, 14, 26); AudioInAverage = (AudioInSpec1 + AudioInSpec2 + AudioInSpec3 + AudioInSpec4 + AudioInSpec5 + AudioInSpec5 + AudioInSpec6 + AudioInSpec7 + AudioInSpec8 + AudioInSpec9) / 9; } InputRecieved?.Invoke(null, dataInFloats); }
unsafe public void ProcessFrame(ProcessAudioFrameContext context) { //foreach (var item in context.InputFrame.ExtendedProperties.Keys) //{ // Debug.WriteLine(item); //} const int videoFrameRate = 60; // TODO: we should probably measure this //Debug.WriteLine(sw.ElapsedMilliseconds.ToString()); AudioFrame inputFrame = context.InputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference()) { byte * inputInBytes; uint inputCapacity; float *inputInFloats; ((IMemoryBufferByteAccess)inputReference).GetBuffer(out inputInBytes, out inputCapacity); inputInFloats = (float *)inputInBytes; int inputLengthSamples = (int)inputBuffer.Length / sizeof(float); int samplesPervBlank = (int)((float)currentEncodingProperties.SampleRate / (float)videoFrameRate); int numVBlanksForCurrentAudioBuffer = (int)Math.Ceiling(((float)context.InputFrame.Duration.Value.Milliseconds / ((1.0f / (float)videoFrameRate) * 1000))); var volumeSetLeft = new double[numVBlanksForCurrentAudioBuffer]; var volumeSetRight = new double[numVBlanksForCurrentAudioBuffer]; //Left Channel CalcAudioVolumedBPerVBlank(inputInFloats, inputLengthSamples, samplesPervBlank, volumeSetLeft, 0, (int)currentEncodingProperties.ChannelCount); if (currentEncodingProperties.ChannelCount == 2) { //Right Channel CalcAudioVolumedBPerVBlank(inputInFloats, inputLengthSamples, samplesPervBlank, volumeSetRight, 1, (int)currentEncodingProperties.ChannelCount); } lock (PassthroughEffect.GetBadLock()) { for (var i = 0; i < numVBlanksForCurrentAudioBuffer; i++) { ((Queue <Tuple <double, double> >) this.propertySet["dataQueue"]).Enqueue(new Tuple <double, double>(volumeSetLeft[i], volumeSetRight[i])); } //((Queue<Double[]>)this.propertySet["AudioVolumeLeftQueue"]).Enqueue(volumeSetLeft); //((Queue<Double[]>)this.propertySet["AudioVolumeRightQueue"]).Enqueue(volumeSetRight); //this.propertySet["VolumeLeft"] = volumeSetLeft; //this.propertySet["VolumeRight"] = volumeSetRight; } } }
internal unsafe VisualizationData(AudioFrame frame) { m_Buffer = frame.LockBuffer(AudioBufferAccessMode.Read); m_BufferReference = m_Buffer.CreateReference(); byte *pData; uint capacity; ((IMemoryBufferByteAccess)m_BufferReference).GetBuffer(out pData, out capacity); m_pData = (float *)pData; m_DataCapacity = m_Buffer.Length / sizeof(float); m_DataStep = (uint)frame.ExtendedProperties["{3F692E37-FC20-48DD-93D2-2234E1B1AA23}"]; }
//</SnippetQuantumProcessed> //<SnippetProcessFrameOutput> unsafe private void ProcessFrameOutput(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte * dataInBytes; uint capacityInBytes; float *dataInFloat; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); dataInFloat = (float *)dataInBytes; } }
unsafe public static void AddFrame(float[] framedata, uint samples) { if (!ready) { return; } //if (!started) //{ // //graph.Start(); // //started = true; //} AudioFrame frame = new AudioFrame(samples * 2 * sizeof(float)); using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte *dataInBytes; uint capacityInBytes; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); // Cast to float since the data we are generating is float float *dataInFloat = (float *)dataInBytes; fixed(float *frames = framedata) { for (int i = 0; i < samples * 2; i++) { dataInFloat[i] = frames[i]; } } } //List<float[]> amplitudeData = FFT.Processing.HelperMethods.ProcessFrameOutput(frame); //List<float[]> channelData = FFT.Processing.HelperMethods.GetFftData(FFT.Processing.HelperMethods.ConvertTo512(amplitudeData, outgraph), outgraph); //float[] leftChannel = channelData[1]; //AudioSpec1 = HelperMethods.Max(leftChannel, 0, 1); //AudioSpec2 = HelperMethods.Max(leftChannel, 2, 3); //AudioSpec3 = HelperMethods.Max(leftChannel, 3, 4); //AudioSpec4 = HelperMethods.Max(leftChannel, 4, 5); //AudioSpec5 = HelperMethods.Max(leftChannel, 5, 6); //AudioSpec6 = HelperMethods.Max(leftChannel, 7, 8); //AudioSpec7 = HelperMethods.Max(leftChannel, 9, 10); //AudioSpec8 = HelperMethods.Max(leftChannel, 10, 12); //AudioSpec9 = HelperMethods.Max(leftChannel, 14, 26); frameInputNode.AddFrame(frame); }
unsafe private void ProcessFrameOutput(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte *dataInBytes; uint capacityInBytes; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); for (int i = 0; i < capacityInBytes; i++) { dataInFloat[i] = *((float *)dataInBytes + i); } SendHello(capacityInBytes); } }
// </SnippetMixProperty> // <SnippetProcessFrame> unsafe public void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame inputFrame = context.InputFrame; AudioFrame outputFrame = context.OutputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read), outputBuffer = outputFrame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference(), outputReference = outputBuffer.CreateReference()) { byte *inputDataInBytes; byte *outputDataInBytes; uint inputCapacity; uint outputCapacity; ((IMemoryBufferByteAccess)inputReference).GetBuffer(out inputDataInBytes, out inputCapacity); ((IMemoryBufferByteAccess)outputReference).GetBuffer(out outputDataInBytes, out outputCapacity); float *inputDataInFloat = (float *)inputDataInBytes; float *outputDataInFloat = (float *)outputDataInBytes; float inputData; float echoData; // Process audio data int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); for (int i = 0; i < dataInFloatLength; i++) { inputData = inputDataInFloat[i] * (1.0f - this.Mix); echoData = echoBuffer[currentActiveSampleIndex] * this.Mix; outputDataInFloat[i] = inputData + echoData; echoBuffer[currentActiveSampleIndex] = inputDataInFloat[i]; currentActiveSampleIndex++; if (currentActiveSampleIndex == echoBuffer.Length) { // Wrap around (after one second of samples) currentActiveSampleIndex = 0; } } } }
unsafe public void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame inputFrame = context.InputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference()) { byte* inputDataInBytes; uint inputCapacity; ((IMemoryBufferByteAccess)inputReference).GetBuffer(out inputDataInBytes, out inputCapacity); float* inputDataInFloat = (float*)inputDataInBytes; // Process audio data int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); for (int i = 0; i < dataInFloatLength; i++) { float inputData = inputDataInFloat[i]; lock (badLock) { if (propertySet.ContainsKey("InputDataRaw")) { propertySet["InputDataRaw"] = inputData; } else { propertySet.Add("InputDataRaw", inputData); } } if (compositionPropertySet != null) { compositionPropertySet.InsertScalar("InputData", inputData * 500); } } } }
private unsafe AudioFrame GenerateAudioData(uint samples) { uint samplesMCh = samples * AudioGraph.EncodingProperties.ChannelCount; uint bufferSize = sizeof(float) * samplesMCh; AudioFrame frame = new AudioFrame(bufferSize); using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out byte *dataInBytes, out uint capacityInBytes); long u = bufferSize; do { var read = FillBuffer(u > sampleCap ? sampleCap : (int)u, dataInBytes); dataInBytes += read; u -= read; } while (u > 0); } return(frame); }
unsafe void ProcessFrameOutput(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte * dataInBytes; uint capacityInBytes; float *dataInFloat; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); dataInFloat = (float *)dataInBytes; data.Clear(); for (int i = 0; i <= 32; i++) { data.Add(dataInFloat[i]); } } }
unsafe private void ProcessFrameOutput(AudioFrame frame) { using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference reference = buffer.CreateReference()) { ((IMemoryBufferByteAccess)reference).GetBuffer(out byte *dataInBytes, out uint capacityInBytes); if (capacityInBytes > 0) { float *dataInFloats = (float *)dataInBytes; short[] shorts = new short[capacityInBytes / 4]; for (int i = 0; i < capacityInBytes / 4; i++) { shorts[i] = (short)((65535 * dataInFloats[i] - 1) / 2); } bufferQueue.Enqueue(shorts); } } }
unsafe private AudioFrame GenerateAudioData(int requiredSamples) { // Buffer size is (number of samples) * (size of each sample) // We choose to generate single channel (mono) audio. For multi-channel, multiply by number of channels uint bufferSizeElements = (uint)requiredSamples * NumChannels; uint bufferSizeBytes = bufferSizeElements * sizeof(float); AudioFrame frame = new AudioFrame(bufferSizeBytes); using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte * dataInBytes; uint capacityInBytes; float *dataInFloat; // Get the buffer from the AudioFrame ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); // Cast to float since the data we are generating is float dataInFloat = (float *)dataInBytes; lock (SamplesBuffer) { var numElementsToCopy = Math.Min(bufferSizeElements, SamplesBuffer.Count); for (var i = 0; i < numElementsToCopy; i++) { var converted = (float)SamplesBuffer.Dequeue() / short.MaxValue; dataInFloat[i] = converted; } //Should we not have enough samples in buffer, set the remaing data in audio frame to zeros for (var i = numElementsToCopy; i < bufferSizeElements; i++) { dataInFloat[i] = 0f; } } } return(frame); }
public void ProcessFrame(ProcessAudioFrameContext context) { unsafe { AudioFrame inputFrame = context.InputFrame; AudioFrame outputFrame = context.OutputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read), outputBuffer = outputFrame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference(), outputReference = outputBuffer.CreateReference()) { ((IMemoryBufferByteAccess)inputReference).GetBuffer(out byte *inputDataInBytes, out uint inputCapacity); ((IMemoryBufferByteAccess)outputReference).GetBuffer(out byte *outputDataInBytes, out uint outputCapacity); float *inputDataInFloat = (float *)inputDataInBytes; float *outputDataInFloat = (float *)outputDataInBytes; // Process audio data int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); } } }
unsafe public void ProcessFrame(ProcessAudioFrameContext context) { AudioFrame inputFrame = context.InputFrame; AudioFrame outputFrame = context.OutputFrame; using (AudioBuffer inputBuffer = inputFrame.LockBuffer(AudioBufferAccessMode.Read), outputBuffer = outputFrame.LockBuffer(AudioBufferAccessMode.Write)) using (IMemoryBufferReference inputReference = inputBuffer.CreateReference(), outputReference = outputBuffer.CreateReference()) { byte *inputDataInBytes; byte *outputDataInBytes; uint inputCapacity; uint outputCapacity; ((IMemoryBufferByteAccess)inputReference).GetBuffer(out inputDataInBytes, out inputCapacity); ((IMemoryBufferByteAccess)outputReference).GetBuffer(out outputDataInBytes, out outputCapacity); float *inputDataInFloat = (float *)inputDataInBytes; float *outputDataInFloat = (float *)outputDataInBytes; float inputDataL; float inputDataR; // Process audio data int dataInFloatLength = (int)inputBuffer.Length / sizeof(float); for (int i = 0; i < dataInFloatLength; i += 2) { inputDataL = inputDataInFloat[i] * ((Balance < 0) ? 1 : (1.0f - this.Balance)); inputDataR = inputDataInFloat[i + 1] * ((Balance > 0) ? 1 : (1.0f + this.Balance)); outputDataInFloat[i] = inputDataL; outputDataInFloat[i + 1] = inputDataR; } } }
unsafe private void ProcessAudioFrame(AudioMediaFrame audioMediaFrame) { using (AudioFrame audioFrame = audioMediaFrame.GetAudioFrame()) using (AudioBuffer buffer = audioFrame.LockBuffer(AudioBufferAccessMode.Read)) using (IMemoryBufferReference reference = buffer.CreateReference()) { byte *dataInBytes; uint capacityInBytes; ((IMemoryBufferByteAccess)reference).GetBuffer(out dataInBytes, out capacityInBytes); float *dataInFloat = (float *)dataInBytes; TimeSpan duration = audioMediaFrame.FrameReference.Duration; uint frameDurMs = (uint)duration.TotalMilliseconds; uint sampleRate = audioMediaFrame.AudioEncodingProperties.SampleRate; uint sampleCount = (frameDurMs * sampleRate) / 1000; // Only send input signals of 1st~5th channel byte[] buf = new byte[4 * (5 * sampleCount + 3)]; fixed(byte *pBufByte = buf) { float *pBufFloat = (float *)pBufByte; uint * pBufUint = (uint *)pBufByte; pBufUint[0] = 5; pBufUint[1] = sampleCount; pBufUint[2] = sampleRate; for (uint i = 0; i < 5 * sampleCount; i++) { uint frameIdx = i / 5; uint channelIdx = i % 5; pBufFloat[3 + 5 * frameIdx + channelIdx] = dataInFloat[11 * frameIdx + channelIdx]; } } audioStream.WriteAsync(buf.AsBuffer()); } }