I am creating a morse code interpreter on C# because I am bored.
I have the whole thing working except one thing, the beep.
I am currently using Console.Beep(1000, timer1.Interval); in the timer1_tick event to beep for the same amount of time as the timer ticks, attempting to emulate a constant beep until the key is released. However this comes out very choppy with a few ms gap of silence between beeps.
Is there any way to create a constant buzz/beep sound until my isPressed bool is found false in the tick event?
Why you don't use playing the wav file?
You can have a special file and play it, then stop playing when the key is released...
//start
System.Media.SoundPlayer player = new System.Media.SoundPlayer();
player.SoundLocation = #"file.wav";
player.Play(); //or player.PlaySync();
//stop
player.Stop();
Hope this helps!
Related
I have this problem where I can't stop the audio file from playing.
This is a snippet of my code:
private Sound bgMusic;
bgMusic = new Sound("bgMusic.wav");
if(gameHasStarted)
bgMusic.Play();
else
bgMusic.Stop();
I've searched Google mulptiple times, but without any success. The music just doesn't stop.
I've tried threading this audio file, but without luck.
I've also tried using a MediaPlayer - the sound always plays, whichever option I choose, but it just doesn't stop.
So my question:
How do I stop audio file from playing? Do I need to reset it? Close it? Destroy it? How?!
It's actually not that difficult:
private System.Media.SoundPlayer playerMainMenu; - initialize player
playerMainMenu = new System.Media.SoundPlayer("getlucky.wav"); - load file
playerMainMenu.PlayLooping(); - to play looping
playerMainMenu.Play(); - to play once
playerMainMenu.Stop(); - to stop this player
Works like a charm. Found by trial-and-error.
I am not an expert on c# but just trying to churn out a quick solution.
Gist of the solution:
I have a sensor that sends a signal via serial port, and based on the signal the video played must be changed. It switches between two videos
It works as it stands now using axWindowsMediaPlayer. But unfortunately the app crashes after, lets say, 2 hours or so.
Here is the code that i use to change the video url when signal arrives
if (axWindowsMediaPlayer1.playState == WMPPlayState.wmppsPlaying) axWindowsMediaPlayer1.Ctlcontrols.stop();
axWindowsMediaPlayer1.uiMode = "none";
axWindowsMediaPlayer1.URL = mainFile;
axWindowsMediaPlayer1.Ctlcontrols.play();
Initializing the player with this
axWindowsMediaPlayer1.uiMode = "none";
axWindowsMediaPlayer1.Dock = System.Windows.Forms.DockStyle.Fill;
axWindowsMediaPlayer1.settings.setMode("loop", true);
axWindowsMediaPlayer1.settings.volume = 0;
I assume this his some adverse effect on the memory or something; just not expert enough to figure it out. ANy suggestions, is this the right way to change video url?
Thanks
I am playing an Audio use Windows Media Player in c# WinForms. I want to display a message at the end of the audio play back.
I have a separate Audio class for playing audio and in the play method I have written:
Player = new WMPLib.WindowsMediaPlayer();
public static void play()
{
Player.controls.play();
Player.PlayStateChange += new WMPLib._WMPOCXEvents_PlayStateChangeEventHandler(Player_PlayStateChange);
}
private void Player_PlayStateChange(int NewState)
{
if ((WMPLib.WMPPlayState)NewState == WMPLib.WMPPlayState.wmppsStopped)
isComplete=true;
}
public static boolean hasCompleted()
{
return isComplete;
}
here isComplete is a boolean variable initialized to false
In my form, the code for my play button is:
//Play my audio
while(!hasCompleted());
//display message
The problem is that when i click the play button, my application goes into an infinite loop.
However when i do this:
while(!hasCompleted())
MessageBox.Show("Playing");
//display message
It works fine.
Why is this happening?
I dont want to display a message while it's playing.
I tried using:
Player.currentMedia.duration
and duration string property for a timer or Thread.sleep application but the value returned by both is always 0.
I also tried giving a delay of 1-2 seconds before calling the duration property but this doesn't work as some of my audio tracks are just 2 seconds long.
It is not the best way to do so since you are in a busy waiting situation which waste a lot of CPU cycles and may not work as you wish. I would recommend you to use "Event". Here you can find a very basic example:
http://www.codeproject.com/Articles/11541/The-Simplest-C-Events-Example-Imaginable
http://msdn.microsoft.com/en-us/library/aa645739(v=vs.71).aspx
I am trying to play multiple sounds at the same time for a simple game using the MediaPlayer class (System.Windows.Media.Mediaplayer).
To play the same sound multiple times at the same time, I created my own class, which loads the same sound many times.
Here is a short example:
sound = new MediaPlayer[count]; //array of MediaPlayers
//...
for (int a = 0; a < count; a++)
{
sound[a] = new MediaPlayer();
sound[a].Open(new System.Uri(sp + pfad)); //load sound
}
Here is my problem:
If I try to play a sound shortly after starting the game either I can't hear the sound or the beginning of the first sound I loaded will start playing (even if I tried to play a completely different sound).
It seems like all these MediaPlayers (I'm loading ~100) need some time to load the sounds.
Therefore I'm looking for a way to check if the loading is done.
Loading or playback? When the media has finished playback it rises the MediaEnded event, when buffering has finished it rises BufferingEnded event. MediaPlayer events.
Heey,
We created a game with Monogame but we got the following problem.
We got a themesong that plays when you have loaded the game now is the problem that the themesong sometimes plays but sometimes just doesn't. We convert it by the XNA pipeline to a wma and load it into our game with the .xnb together but just sometimes the music doesn't wanna start.
We just use the standard code for starting a song and all of this code does fire.
internal void PlayBackgroundMusic()
{
if (MediaPlayer.GameHasControl)
{
MediaPlayer.Volume = mainVolume;
MediaPlayer.Play(backgroundMusic);
MediaPlayer.IsRepeating = true;
}
}
We also use SoundEffects but these work 100% of the time it's only the song that won't play everytime you start. Windows RT runs it fine by the way.
Make sure that the debugger gets into the if statement through debugging (or remove the statement temporarily). Another possibility might be that the function is running before the game is fully initialized. You could try delaying the function until the game has been fully loaded.
PS: I can't comment on questions yet so here's an answer.
Edit:
Alright, after some messing around with the Song class and looking in the implementation in MonoGame I came to the conclusion that the SoundEffect class is easier to use and better implemented.
backgroundSound = Content.Load<SoundEffect>("alarm");
protected override void BeginRun()
{
// I created an instance here but you should keep track of this variable
// in order to stop it when you want.
var backSong = backgroundSound.CreateInstance();
backSong.IsLooped = true;
backSong.Play();
base.BeginRun();
}
I used this post: using BeginRun override to play the SoundEffect on startup.
If you want to play a song, use the Song class. But make sure you are using ".mp3" instead of ".wma" before converting them into ".xnb".
backgroundMusic = Content.Load<Song>("MainTheme");
MediaPlayer.Play(backgroundMusic);
MediaPlayer.IsRepeating = true;
See MSDN.