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Playing system recorded sound
How can i get 2 wavefilereaders to play sequencially?Continuous record and play audio in C# visual studioHow to record and playback with NAudio using AsioOutHow to record audio using naudio onto byte[] rather than fileNaudio Recording and playing audioPlay sound at an exact momentNAudio WasapiLoopbackCapture intermittent soundRecord sound from microphone using NAudio. Why not works correctly record the whole buffer from the list?Cant play created mp3 file, but can play existing fileNAudio Asio Record and Playback at the same time
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I am trying to record my system sound and stream it over tcp to then be played on another pc, but my problem is that then i play the sound i recieve it is playing super slow. I'm using WasapiLoopbackCapture to record system sound, but when i try to play the bytes i record it is playing slowly.
How do i fix this? If i write to a file and then play it, it sounds fine, but i cant directly play the bytes.
This is the code i use to play the sound.
bufferedWaveProvider = new BufferedWaveProvider(CaptureInstance.WaveFormat);
savingWaveProvider = new SavingWaveProvider(bufferedWaveProvider, outputFilePath);
soundPlayer = new WasapiOut();
soundPlayer.Init(bufferedWaveProvider);
soundPlayer.Play();
And later in the code when i recieve a buffer over TCP i add the sample.
bufferedWaveProvider.AddSamples(bytes, 0, bytes.Length);
naudio
add a comment |
I am trying to record my system sound and stream it over tcp to then be played on another pc, but my problem is that then i play the sound i recieve it is playing super slow. I'm using WasapiLoopbackCapture to record system sound, but when i try to play the bytes i record it is playing slowly.
How do i fix this? If i write to a file and then play it, it sounds fine, but i cant directly play the bytes.
This is the code i use to play the sound.
bufferedWaveProvider = new BufferedWaveProvider(CaptureInstance.WaveFormat);
savingWaveProvider = new SavingWaveProvider(bufferedWaveProvider, outputFilePath);
soundPlayer = new WasapiOut();
soundPlayer.Init(bufferedWaveProvider);
soundPlayer.Play();
And later in the code when i recieve a buffer over TCP i add the sample.
bufferedWaveProvider.AddSamples(bytes, 0, bytes.Length);
naudio
add a comment |
I am trying to record my system sound and stream it over tcp to then be played on another pc, but my problem is that then i play the sound i recieve it is playing super slow. I'm using WasapiLoopbackCapture to record system sound, but when i try to play the bytes i record it is playing slowly.
How do i fix this? If i write to a file and then play it, it sounds fine, but i cant directly play the bytes.
This is the code i use to play the sound.
bufferedWaveProvider = new BufferedWaveProvider(CaptureInstance.WaveFormat);
savingWaveProvider = new SavingWaveProvider(bufferedWaveProvider, outputFilePath);
soundPlayer = new WasapiOut();
soundPlayer.Init(bufferedWaveProvider);
soundPlayer.Play();
And later in the code when i recieve a buffer over TCP i add the sample.
bufferedWaveProvider.AddSamples(bytes, 0, bytes.Length);
naudio
I am trying to record my system sound and stream it over tcp to then be played on another pc, but my problem is that then i play the sound i recieve it is playing super slow. I'm using WasapiLoopbackCapture to record system sound, but when i try to play the bytes i record it is playing slowly.
How do i fix this? If i write to a file and then play it, it sounds fine, but i cant directly play the bytes.
This is the code i use to play the sound.
bufferedWaveProvider = new BufferedWaveProvider(CaptureInstance.WaveFormat);
savingWaveProvider = new SavingWaveProvider(bufferedWaveProvider, outputFilePath);
soundPlayer = new WasapiOut();
soundPlayer.Init(bufferedWaveProvider);
soundPlayer.Play();
And later in the code when i recieve a buffer over TCP i add the sample.
bufferedWaveProvider.AddSamples(bytes, 0, bytes.Length);
naudio
naudio
asked Mar 24 at 11:41
Mikkel PedersenMikkel Pedersen
32
32
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
You need to make sure the wave formats match exactly. Typically WASAPI loopback capture will be capturing stereo IEEE floating point samples at either 44.1kHz or 48kHz. So the WaveFormat
of the BufferedWaveProvider
should be set to exactly the same format as audio is being captured in.
Another issue to be aware of is that you should be using the BytesRecorded
property of the DataAvailable
event rather than the length of the buffer. The capture buffer may not always be completely full.
Finally, raw stereo IEEE float samples at 44.kHz or higher is not a very efficient way of transmitting audio over a network. It may just be that your network can't keep up. Typically programs that transmit audio over a network will apply some kind of codec to reduce the bandwidth requirements.
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
add a comment |
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1 Answer
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1 Answer
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active
oldest
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active
oldest
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active
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votes
You need to make sure the wave formats match exactly. Typically WASAPI loopback capture will be capturing stereo IEEE floating point samples at either 44.1kHz or 48kHz. So the WaveFormat
of the BufferedWaveProvider
should be set to exactly the same format as audio is being captured in.
Another issue to be aware of is that you should be using the BytesRecorded
property of the DataAvailable
event rather than the length of the buffer. The capture buffer may not always be completely full.
Finally, raw stereo IEEE float samples at 44.kHz or higher is not a very efficient way of transmitting audio over a network. It may just be that your network can't keep up. Typically programs that transmit audio over a network will apply some kind of codec to reduce the bandwidth requirements.
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
add a comment |
You need to make sure the wave formats match exactly. Typically WASAPI loopback capture will be capturing stereo IEEE floating point samples at either 44.1kHz or 48kHz. So the WaveFormat
of the BufferedWaveProvider
should be set to exactly the same format as audio is being captured in.
Another issue to be aware of is that you should be using the BytesRecorded
property of the DataAvailable
event rather than the length of the buffer. The capture buffer may not always be completely full.
Finally, raw stereo IEEE float samples at 44.kHz or higher is not a very efficient way of transmitting audio over a network. It may just be that your network can't keep up. Typically programs that transmit audio over a network will apply some kind of codec to reduce the bandwidth requirements.
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
add a comment |
You need to make sure the wave formats match exactly. Typically WASAPI loopback capture will be capturing stereo IEEE floating point samples at either 44.1kHz or 48kHz. So the WaveFormat
of the BufferedWaveProvider
should be set to exactly the same format as audio is being captured in.
Another issue to be aware of is that you should be using the BytesRecorded
property of the DataAvailable
event rather than the length of the buffer. The capture buffer may not always be completely full.
Finally, raw stereo IEEE float samples at 44.kHz or higher is not a very efficient way of transmitting audio over a network. It may just be that your network can't keep up. Typically programs that transmit audio over a network will apply some kind of codec to reduce the bandwidth requirements.
You need to make sure the wave formats match exactly. Typically WASAPI loopback capture will be capturing stereo IEEE floating point samples at either 44.1kHz or 48kHz. So the WaveFormat
of the BufferedWaveProvider
should be set to exactly the same format as audio is being captured in.
Another issue to be aware of is that you should be using the BytesRecorded
property of the DataAvailable
event rather than the length of the buffer. The capture buffer may not always be completely full.
Finally, raw stereo IEEE float samples at 44.kHz or higher is not a very efficient way of transmitting audio over a network. It may just be that your network can't keep up. Typically programs that transmit audio over a network will apply some kind of codec to reduce the bandwidth requirements.
answered Mar 25 at 15:37
Mark HeathMark Heath
36.9k24110177
36.9k24110177
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
add a comment |
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
It does use the same waveformat for recording and playing, and im using the BytesRecorded property, but it still doesn't sound smooth when i play the audio. For the codec part im looking into it, but just wanted to get the basic record, steam and play to work first. What else could be wrong, the buffer fills up in no time and crashes.
– Mikkel Pedersen
Mar 26 at 8:15
add a comment |
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