c#/.NET - Recording the current audio being played - c#

Is there any way in c#/.net of recording the current audio being played? I've searched a lot on the internet but the only result I could find is recording using a microphone.
I dont want to record using microphone input, I want to record what is being played on the computer when I click a record button.
Thanks

You have two options here:
Hardware loopback device - virtual "Stereo Mix" audio device, which acts as a regular audio capture device and in the same time produces a copy of mixed audio feed played through default audio output device of the system. Since such device shows up as real audio input device, you can use standard APIs, libraries and even exitsing applications to record from such device.
Programmatic access to a virtual loopback device as if it was microphone-like device. API on the background will duplicate played audio content and make it available for reading back as it plays. The good news is that you can access the mixed audio feed for device of your interest.
Both options are described in detail in Loopback Recording article on MSDN and available via standard audio APIs, specifically WASAPI.
For C# development you are likely to use a wrapper like NAudio.
For option 1 you will find quite a few questions on StackOverflow, and for the other option the keyword is AUDCLNT_STREAMFLAGS_LOOPBACK.

The only way to be able to receive data from another application is if the developer provides an access point, normally through some SDK, API, or other means. Without this, there is no way for your application code to receive the bytes from the other application.
The reason a microphone works is because it is receiving the sound output bytes from the application and sending those soundwave bytes back into your PC to render and output the sound. Since you have access to these bytes from the microphone you are able to capture the sound.
See if there is an API or an SDK from the developer of the application you are trying to get sound from.

Related

Feed a capture device (e.g. microphone) with audio in C#

Is there any way to play audio directly into a capture device in C#? In my project I will have to feed later on a virtual capture driver with audio so I can use it in other programs and play the wanted audio anywhere else, but Im not sure it is possible in C#, I tried to do this with NAudio (which is truly amazing):
var enumerator = new MMDeviceEnumerator();
MMDevice captureDevice = enumerator.GetDefaultAudioEndpoint(DataFlow.Capture, Role.Multimedia);
WasapiOut wasapiOut = new WasapiOut(captureDevice, AudioClientShareMode.Shared, false, 0);
But ultimately it just throws a COMException with the code 0x88890003 which translates to the error "The AUDCLNT_STREAMFLAGS_LOOPBACK flag is set but the endpoint device is a capture device, not a rendering device". So in the end is there any possible solution or do I have to turn to another language like C++?
You cannot push audio to the device which generates audio on its own, "capture device".
Loopback mode means that you can have a copy of audio stream from a rendering device, but this does not work the other way.
The way things can work more or less as you assumed is when you have a special (and custom or third party, since no stock implementation of the kind exists) implementation of audio capture device, designed to generate audio supplied by external application such as your pushing the payload audio data via an API.
Switching to C++ will be of no help with this challenge.

Stream audio from one device to another

I am looking to create a project where user A will stream audio and user B will receive it, I am not looking to upload the audio into a WebServer and then Download it. I have done quite a lot of research but I didn't come to a final design. I am asking for guides and not for you to design my application, where am I supposed to start with such a project?
I have a design in mind but not sure how feasible is it with IOS xamarin.
I would like to know your thoughts on this design.
User A will choose audio file from their playlist
Then I want to decode that audio into bits (Packets) and then send packets over to User B
User B will receive these packets and then encode them back to be an audio file
I am looking to achieve this using HTTP protocol. This is what I was able to get to. I am welcoming any ideas or guides as to where I should start with such a project.
P.S. I don't mind switching to swift/objective-C if it's not possible with Xamarin.
You can copy the voice transferring concept from the Internet calling concept. You will get the idea regarding how the voice is being transferred along with encryption and decryption of the packets.
You can get a little brief from here and here.
Once you can get the hang of it, you can easily switch with the audio files which you wants to play.

Record video from camcorder in C#

I need to be able to record video from an external camera in a C# application.
Unfortunately a webcam is pretty much out of the question as the application will record outside and during the evening/night. That is why I was thinking of a camcorder since it also has manual control over exposure and focus, lower noise and better sensor.
So far I would use the AV/S-Video output from the camcorder and send the signal to a USB capture card (the computer is a laptop so no PCI-E cards).
How would I be able to access the video stream from the C# application, now that it comes from the capture card ?
Does my proposed system seem feasible (achievable, good video quality, good fps)? Does anybody have another working solution?
Thanks
This Code Project Article could be of a good starting point.
The Author mentions :
The main goal of the application was to make it flexible and
extensible. The application itself can communicate with any video
source – it may be an IP video camera or a server, it may be a local
camera attached to USB, it may be an MMS stream from a remote server,
or it may be any other video source. And more of it, the application
can work with all these video sources simultaneously, displaying them
all on a single screen.
The solution I used in the end was Microsoft Expression Encoder.

Bluetooth support in C#

I am looking for a Bluetooth stack for C# that will allow me to route audio from my phone to my computer, as well as use my microphone on my computer(Windows 7) as an input device for phone calls on my phone. I've looked at 32Feet.NET, but it does not seem to support audio channels. If I am wrong on this, someone please correct me. Otherwise, if there an alternate library for C# that I can use for Bluetooth support?
I'm afraid this probably doesn't really answer your question, but maybe adds some alternative perspective: The issues you're trying to solve seem to be supported by standard Bluetooth audio profiles. As such, there are chances they're provided by the OS's (or other vendor's) Bluetooth stack in a transparent manner, i.e. as audio device like the system's sound card.
If there is no urgent reason for a custom implementation of these Bluetooth profiles, you might be better off looking for .NET methods that configure the audio devices your code uses for audio input/output. You would then use Bluetooth audio in the same way you access other audio devices, basically reducing your code to proxy audio from one audio device (sound card) to another (Bluetooth audio).

Audio capturing in C#

I have a MAYA 44 USB sound card and would like to interface it with C#. I want to record from the provided microphones and produce a data array.
I have found examples when using the internal sound card from my laptop but when it comes to external it does not quite work.
Has anyone every connected the above sound card with C# please?
Have you had a look at the DirectSound API (Windows only though, I think). Might provide what you're after.
On how to record audio with C# in general there are already multiple threads on SO, so I won't talk about that.
I see two possible causes for your program which have different solutions:
You need to change which audio sources are muted in the windows volume control ("sndvol32.exe /R")
When opening the audio device there are multiple devices. And you're simply opening device 0 instead of enumerating them and perhaps choosing another one. The external sound-card might appear as a second device.

Categories

Resources