Periodically play audio from C # memory stream
I have a buffer containing sine samples that I want to play periodically from a memory stream. Is there an efficient way to play it without having time gaps? I'm trying to create my own signal generator (I know some libraries provide this, but I want to create one myself).
The platform is Windows Phone 8.1 silverlight
Update: the code is taken from this forum somewhere
public static void PlayBeep(UInt16 frequency, int msDuration, UInt16 volume = 16383)
{
var mStrm = new MemoryStream();
BinaryWriter writer = new BinaryWriter(mStrm);
const double TAU = 2 * Math.PI;
int samplesPerSecond = 44100;
{
double theta = frequency * TAU / (double)samplesPerSecond;
// 'volume' is UInt16 with range 0 thru Uint16.MaxValue ( = 65 535)
// we need 'amp' to have the range of 0 thru Int16.MaxValue ( = 32 767)
double amp = volume >> 2; // so we simply set amp = volume / 2
for (int step = 0; step < samples; step++)
{
short s = (short)(amp * Math.Sin(theta * (double)step));
writer.Write(s);
}
}
}
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1 answer
This is how I did it - just create a new SoundEffectInstance object and set it to the return value SoundEffect.CreateInstance.
https://msdn.microsoft.com/en-us/library/dd940203.aspx
SoundEffect mySoundPlay = new SoundEffect(mStrm.ToArray(), 16000,AudioChannels.Mono);
SoundEffectInstance instance = mySoundPlay.CreateInstance();
instance.IsLooped = true;
instance.Play();
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