Reduce delay in mapping speaker and mic volume using naudio c# - c#

Hello i am trying to map system mic audio to external sound card speaker and external sound card mic audio to system speaker. By using code
public void MapForManualCall()
{
try
{
if (db.getResultOnQuery("SELECT [Value] FROM [dbo].[SystemProperties] where property='RecordingEnabled'").Rows[0][0].ToString().Equals("YES"))
{
SystemMic = new NAudio.Wave.WaveInEvent();
SystemMic.DeviceNumber = 0;
SystemMic.WaveFormat = new NAudio.Wave.WaveFormat(44100, NAudio.Wave.WaveIn.GetCapabilities(SystemMic.DeviceNumber).Channels);
SoundcardMic = new NAudio.Wave.WaveInEvent();
SoundcardMic.DeviceNumber = 1;
SoundcardMic.WaveFormat = new NAudio.Wave.WaveFormat(44100, NAudio.Wave.WaveIn.GetCapabilities(SoundcardMic.DeviceNumber).Channels);
//NAudio.Wave.WaveInProvider waveIn = new NAudio.Wave.WaveInProvider(sourceStream);
// used to set listen property of mic on
var waveOutReceiver = new NAudio.Wave.WaveOut();
waveOutReceiver.DeviceNumber = 0;
// used to wavout caller voice on receiver speaker
NAudio.Wave.WaveInProvider waveInProviderCaller = new NAudio.Wave.WaveInProvider(SystemMic);
waveOutReceiver.Init(waveInProviderCaller);
waveOutReceiver.Play();
var waveOutCaller = new NAudio.Wave.WaveOut();
waveOutCaller.DeviceNumber = 1;
// used to wavout receiver voice on caller speaker
NAudio.Wave.WaveInProvider waveInProviderReceiver = new NAudio.Wave.WaveInProvider(SoundcardMic);
waveOutCaller.Init(waveInProviderReceiver);
waveOutCaller.Play();
//sourceStream.StartRecording();
//waveOut.Play();
// SoundcardMic.DataAvailable += new EventHandler<NAudio.Wave.WaveInEventArgs>(waveIn_DataAvailable1);
// writer1 = new NAudio.Wave.WaveFileWriter(outputFilenameReceiver, SoundcardMic.WaveFormat);
SoundcardMic.StartRecording();
//SystemMic.DataAvailable += new EventHandler<NAudio.Wave.WaveInEventArgs>(waveIn_DataAvailable);
//writer = new NAudio.Wave.WaveFileWriter(outputFilenameCaller, SystemMic.WaveFormat);
SystemMic.StartRecording();
// MapSpeakerNMic();
}
}
catch (Exception ex)
{
MessageBox.Show("Please Check Headphone and Device Cable Connected Properly!");
}
}
Code above works perfect but there is delay of 3-4 seconds between mapping. When i am trying above task using Listen functionalities of windows 7 it works perfect. According to me it can be issue of reading writing buffer. Don't know how to do it...

Latency is the issue here. There is latency at the recording and playback stage. You will find it very hard to reduce this to small values without using something like ASIO. However, all the NAudio APIs allow you to specify buffer sizes so you can see how low you can go before you get dropouts.

Related

C#/Windows: Play one audio file from speaker, and another audio file from the 'default audio device' (headphones/headset)?

Is it possible to play one audio file from speaker, and another audio file from the 'default audio device' (headphones/headset), using any C# library e.g. NAudio.
I have some example code running in a C# console application, which does not seem to work:
using var mp3 = new Mp3FileReader(stream);
var enumerator = new MMDeviceEnumerator();
var dev = enumerator.EnumerateAudioEndPoints(DataFlow.Render, DeviceState.Active);
Console.WriteLine(dev.Count); // - 2: Speaker + Headset
// basically play from all devices
foreach (var o in dev)
{
var outSpeakerInit = new WasapiOut(o, AudioClientShareMode.Shared, true, 100);
var ev = new ManualResetEvent(false);
outSpeakerInit.PlaybackStopped += (s, e) => ev.Set();
outSpeakerInit.Init(mp3);
outSpeakerInit.Play();
ev.WaitOne();
}
It seems to work on non-console apps .e.g WinForms. Maybe it's because of the presence of a windows event loop.

Android Notification Sound Causes Media Volume to Duck (Lower) & It Never Comes Back

I just converted one of my apps to target Android API 9 (was targeting API 8); now when notifications are sent out, the volume of media is lowered and never comes back to full volume.
The app uses WebView to play media files. This was not happening prior to targeting API 9. I had to convert the app into level 9 so that I could upload to the Google Play Store. I am running a Samsung S7 which was originally designed for API level 6 (with the OS upgraded to 8.0), not sure if that has something to do with the issue. Another detail is that I use Xamarin.Android for development, not sure if that matters either.
Additionally, I forced the notifications to play a blank sound (a very short[couple ms] blank mp3) in the same build that I converted the app to target API 9:
var channelSilent = new Android.App.NotificationChannel(CHANNEL_ID, name + " Silent", Android.App.NotificationImportance.High)
{
Description = description
};
var alarmAttributes = new Android.Media.AudioAttributes.Builder()
.SetContentType(Android.Media.AudioContentType.Sonification)
.SetUsage(Android.Media.AudioUsageKind.Notification).Build()
//blank is blank mp3 file with nothing in it, a few ms in duration
var uri = Android.Net.Uri.Parse("file:///Assets/blank.mp3")
channelSilent.SetSound(uri, alarmAttributes);
...so it could also be the blank sound that is causing the ducking to malfunction, not the API change. Is there something to do with notification sound ducking that could be causing the issue? Is there any other way to mute a notification with Xamarin.Android other than playing a blank sound? That is one route I think would be worth trying to fix this issue.
Here is the code I am using to generate notifications:
private static List<CustomNotification> _sentNotificationList = new List<CustomNotification>();
private static NotificationManagerCompat _notificationManager;
public async void SendNotifications(List<CustomNotification> notificationList)
{
await Task.Run(() =>
{
try
{
var _ctx = Android.App.Application.Context;
if (_notificationManager == null)
{
_notificationManager = Android.Support.V4.App.NotificationManagerCompat.From(_ctx);
}
if (notificationList.Count == 0)
{
return;
}
int notePos = 0;
foreach (var note in notificationList)
{
var resultIntent = new Intent(_ctx, typeof(MainActivity));
var valuesForActivity = new Bundle();
valuesForActivity.PutInt(MainActivity.COUNT_KEY, _count);
valuesForActivity.PutString("URL", note._noteLink);
resultIntent.PutExtras(valuesForActivity);
var resultPendingIntent = PendingIntent.GetActivity(_ctx, MainActivity.NOTIFICATION_ID, resultIntent, PendingIntentFlags.UpdateCurrent);
resultIntent.AddFlags(ActivityFlags.SingleTop);
var alarmAttributes = new Android.Media.AudioAttributes.Builder()
.SetContentType(Android.Media.AudioContentType.Sonification)
.SetUsage(Android.Media.AudioUsageKind.Notification).Build();
//I am playing this blank sound to prevent android from spamming sounds as the notifications get sent out
var uri = Android.Net.Uri.Parse("file:///Assets/blank.mp3");
//if the notification is the first in our batch then use this
//code block to send the notifications with sound
if (!_sentNotificationList.Contains(note) && notePos == 0)
{
var builder = new Android.Support.V4.App.NotificationCompat.Builder(_ctx, MainActivity.CHANNEL_ID + 1)
.SetAutoCancel(true)
.SetContentIntent(resultPendingIntent) // Start up this activity when the user clicks the intent.
.SetContentTitle(note._noteText) // Set the title
.SetNumber(1) // Display the count in the Content Info
.SetSmallIcon(Resource.Drawable.bitchute_notification2)
.SetContentText(note._noteType)
.SetPriority(NotificationCompat.PriorityMin);
MainActivity.NOTIFICATION_ID++;
_notificationManager.Notify(MainActivity.NOTIFICATION_ID, builder.Build());
_sentNotificationList.Add(note);
notePos++;
}
//if the notification isn't the first in our batch, then use this
//code block to send the notifications without sound
else if (!_sentNotificationList.Contains(note))
{
var builder = new Android.Support.V4.App.NotificationCompat.Builder(_ctx, MainActivity.CHANNEL_ID)
.SetAutoCancel(true) // Dismiss the notification from the notification area when the user clicks on it
.SetContentIntent(resultPendingIntent) // Start up this activity when the user clicks the intent.
.SetContentTitle(note._noteText) // Set the title
.SetNumber(1) // Display the count in the Content Info
.SetSmallIcon(Resource.Drawable.bitchute_notification2)
.SetContentText(note._noteType)
.SetPriority(NotificationCompat.PriorityHigh);
MainActivity.NOTIFICATION_ID++;
_notificationManager.Notify(MainActivity.NOTIFICATION_ID, builder.Build());
_sentNotificationList.Add(note);
notePos++;
}
ExtStickyService._notificationsHaveBeenSent = true;
}
}
catch
{
}
});
}
In my MainActivity I've created two different notification channels: one is silent; the other uses default notification setting for the device:
void CreateNotificationChannel()
{
var alarmAttributes = new Android.Media.AudioAttributes.Builder()
.SetContentType(Android.Media.AudioContentType.Sonification)
.SetUsage(Android.Media.AudioUsageKind.Notification).Build();
var uri = Android.Net.Uri.Parse("file:///Assets/blank.mp3");
if (Build.VERSION.SdkInt < BuildVersionCodes.O)
{
// Notification channels are new in API 26 (and not a part of the
// support library). There is no need to create a notification
// channel on older versions of Android.
return;
}
var name = "BitChute";
var description = "BitChute for Android";
var channelSilent = new Android.App.NotificationChannel(CHANNEL_ID, name + " Silent", Android.App.NotificationImportance.High)
{
Description = description
};
var channel = new Android.App.NotificationChannel(CHANNEL_ID + 1, name, Android.App.NotificationImportance.High)
{
Description = description
};
channel.LockscreenVisibility = NotificationVisibility.Private;
//here is where I set the sound for the silent channel... this could be the issue?
var notificationManager = (Android.App.NotificationManager)GetSystemService(NotificationService);
channelSilent.SetSound(uri, alarmAttributes);
notificationManager.CreateNotificationChannel(channel);
notificationManager.CreateNotificationChannel(channelSilent);
}
Full source: https://github.com/hexag0d/BitChute_Mobile_Android_BottomNav/tree/APILevel9
EDIT: something really interesting is that if I pulldown the system ui bar, the volume goes back to normal. Very strange workaround but it might help diagnose the cause.
DOUBLE EDIT: I used .SetSound(null, null) instead of using the blank .mp3 and the ducking works fine now. See comments

How to write data to USB HID device in Android with only a single input endpoint

I have a USB HID device that I would like to communicate with. I am successfully doing so on Windows using the HidSharp library (link: https://github.com/treehopper-electronics/HIDSharp). My Windows application is developed using the .NET Framework 4.5, C#, and Visual Studio.
I now want to communicate with this same USB HID device from an Android tablet instead of from the Windows desktop. I am encountering some problems doing so. When I have the device plugged in to my tablet, it reports a single interface with a single "read" endpoint. Here is what is reported to me:
Interface #0
Class: Human Interaction Device (0x3)
Endpoint: #0
Address : 0x81 (10000001)
Number : 1
Direction : Inbound (0x80)
Type : Intrrupt (0x3)
Poll Interval : 1
Max Packet Size: 64
Attributes : 000000011
As you can see, it only reports a single endpoint, which is an inbound endpoint. I need to be able to output simple commands to this device, which I was able to do so successfully on Windows using HidSharp.
HidSharp abstracted everything into a single "stream" object that you could read from and write to. Using the Android APIs, there isn't a single "stream" object, but rather there seem to be 3 different ways of reading/writing: bulk transfer, control transfer, and USB Request. I've tried sending out data using all 3, but with seemingly no success.
Any suggestions on what to do? Is there a reason why I could send out data to this device on Windows, but seemingly cannot do so from Android? Is there a way to use a single endpoint as both a read and a write endpoint? Is there something that I am just obviously missing and not understanding?
I am using Xamarin as my development environment (C#, Visual Studio 2017). Since code is always helpful, here is how I am connecting to the device:
int VendorID = 0x04d8;
int ProductID = 0x2742;
UsbManager USB_Manager = null;
UsbDevice USB_Device = null;
UsbDeviceConnection DeviceConnection = null;
UsbInterface DeviceInterface = null;
UsbEndpoint OutputEndpoint = null;
UsbEndpoint InputEndpoint = null;
//Grab the Android USB manager and get a list of connected devices
var USB_Manager = MyMainActivity.ApplicationContext.GetSystemService(Android.Content.Context.UsbService) as Android.Hardware.Usb.UsbManager;
var attached_devices = USB_Manager.DeviceList;
//Find the device in the list of connected devices
foreach (var d in attached_devices.Keys)
{
if (attached_devices[d].VendorId == VendorID && attached_devices[d].ProductId == ProductID)
{
USB_Device = attached_devices[d];
break;
}
}
//Assuming we found the correct device, let's set everything up
if (USB_Device != null)
{
for (int j = 0; j < USB_Device.InterfaceCount; j++)
{
DeviceInterface = USB_Device.GetInterface(j);
for (int i = 0; i < DeviceInterface.EndpointCount; i++)
{
var temp_ep = DeviceInterface.GetEndpoint(i);
if (temp_ep.Type == Android.Hardware.Usb.UsbAddressing.XferInterrupt)
{
if (temp_ep.Direction == Android.Hardware.Usb.UsbAddressing.In)
{
InputEndpoint = temp_ep;
}
if (temp_ep.Direction == Android.Hardware.Usb.UsbAddressing.Out)
{
OutputEndpoint = temp_ep;
}
}
}
}
//Request permission to communicate with this USB device
UsbReceiver receiver = new UsbReceiver();
PendingIntent pending_intent = PendingIntent.GetBroadcast(Game.Activity, 0, new Android.Content.Intent(UsbReceiver.ACTION_USB_PERMISSION), 0);
IntentFilter intent_filter = new IntentFilter(UsbReceiver.ACTION_USB_PERMISSION);
Game.Activity.RegisterReceiver(receiver, intent_filter);
USB_Manager.RequestPermission(USB_Device, pending_intent);
bool has_permission = USB_Manager.HasPermission(USB_Device);
var device_connection = USB_Manager.OpenDevice(USB_Device);
device_connection.ClaimInterface(DeviceInterface, true);
DeviceConnection = device_connection;
}
Next, here is how I attempt to read from the device:
//3 methods of attempting to read from the device
//Method 1:
byte[] inpt = new byte[64];
var request = new UsbRequest();
request.Initialize(DeviceConnection, InputEndpoint);
var byte_buffer = ByteBuffer.Allocate(64);
request.Queue(byte_buffer, 64);
DeviceConnection.RequestWait();
byte_buffer.Rewind();
for(int i = 0; i < 64; i++)
{
inpt[i] = (byte) byte_buffer.Get();
}
//Method 2:
byte[] inpt = new byte[64];
DeviceConnection.BulkTransfer(InputEndpoint, inpt, inpt.Length, 1000);
//Method 3:
byte[] inpt = new byte[64];
DeviceConnection.ControlTransfer(UsbAddressing.In, 0, 0, 0, inpt, 64, 1000);
And finally, here is how I attempt to write data to this device:
//Method 1:
byte[] output_msg; //This variable is assigned elsewhere in the code
DeviceConnection.BulkTransfer(OutputEndpoint, output_msg, output_msg.Length, 30);
//Method 2:
byte[] output_msg; //This variable is assigned elsewhere in the code
DeviceConnection.ControlTransfer(UsbAddressing.Out, 0, 0, 0, output_msg, output_msg.Length, 1000);
//Method 3:
byte[] output_msg; //This variable is assigned elsewhere in the code
var write_request = new UsbRequest();
write_request.Initialize(DeviceConnection, OutputEndpoint);
var byte_buffer_write = ByteBuffer.Wrap(output_msg);
request.Queue(byte_buffer_write, output_msg.Length);
DeviceConnection.RequestWait();
"OutputEndpoint" is typically null because there is no output endpoint, so I often replace "OutputEndpoint" with "InputEndpoint", but with no success.
Any help would be greatly appreciated! Thanks!!!
You are dealing with HID devices which means you should do Interrupt Transfers.
In Android, you should use UsbRequest to perform Interrupt Transfers (as it does Asynchronous NonBlocking IO).
The endpoints are unidirectional and can be used for both inbounds and outbound (but not at the same time)
If the endpoint is inbound then submit the Urb using UsbRequest and queue as you tried before but using empty buffer with expected bufferLength.
The RequestWait will return UsbRequest Object back upon completion.
If the usbRequest.getEndPoint().getDirection() is inbound then your buffer variable will be updated with read buffer from the device.
If the usbRequest.getEndpoint().getDirection() is outbound then you should pass your buffer to write data to the device

Delay a WaveSource in CSCore

I want to an audio source to be played back after a delay of 3 minutes. I tried to make kind of buffered WaveSource but the sound is played almost instantly.
That's the code I'm currently using:
using (var soundIn = new WasapiCapture()
{
Device = GetDevice("VoiceMeeter", DataFlow.Capture)
})
{
soundIn.Initialize();
var source = new SoundInSource(soundIn)
{
FillWithZeros = true
};
soundIn.Start();
using (var soundOut = new WasapiOut())
{
soundOut.Initialize(source);
soundOut.Play();
Console.ReadKey();
}
}
If anyone has a good idea how to delay the data for 3 minutes I would be very thankful. If not obvious enough I'm using the CSCore library.

i2c read data from sensor with Netduino

I start learning Netduino short time ago. At now, I want to use it with MS5803 30BAR sensor. This Components communicate with I2C Protocol. I learned this protocol a little bit but not enough.
I wrote introducing of code. When I came main code, I did not do anything. My code is below.
Can anybody help about this matter? I will be so pleased :)
public class Program
{
public static void Main()
{
// Configuration of MS5803 30BA
I2CDevice i2c = new I2CDevice(new I2CDevice.Configuration(0x76>>1, 400));
byte[] read = new byte[1];
I2CDevice.I2CTransaction[] i2cTx = new I2CDevice.I2CTransaction[1];
i2cTx[0] = I2CDevice.CreateReadTransaction(read);
// ???
}
}
It looks like you're missing the I2C.Execute call. Without knowing anything about the device you're communicating with this will at least start the transmission.
Try to add this line after you create the read transaction.
i2c.Execute(i2cTX[0],500);
byte[] returnByte = new byte[3];
var readX = new I2CDevice.I2CTransaction[] {I2CDevice.CreateReadTransaction(returnByte) };
int executed = 0;
I2CDevice i2c = new I2CDevice(new I2CDevice.Configuration(0x76, 400));
executed = i2c.Execute(readX, 400);
if (executed == 0)
{
//Debug.Print("Read FAIL!");
}
else
{
//Debug.Print("Read SUCCESS!");
}
//throw new Exception("I2C transaction failed");
//you will need to do some bit shifting with the readX array to get your values.
}
Here an excellent document on netMF i2c: https://www.ghielectronics.com/docs/12/i2c
The device data sheet:
http://www.amsys-sensor.eu/sheets/amsys.en.ms5803_30ba.pdf

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