NAudio Mp3Frame is null while streaming mp3 - c#

I am trying to make an mp3 player by streaming. The mp3 file which is on the internet source can be played in real-time in this project. Also I want to make it supports Pause, Stop, Forward, Backward. To get these features, I need to write a flexible player.
So I wrote this code:
WaveOut outer;
AcmMp3FrameDecompressor decompressor;
BufferedWaveProvider provider;
public void Play()
{
Task.Run(() =>
{
var response = WebRequest.Create(url).GetResponse();
var responseStream = response.GetResponseStream();
Mp3Frame frame;
byte[] buffer = new byte[30000];
int bytesRead = 0;
MemoryStream ms = new MemoryStream();
ReadFullyStream fully = new ReadFullyStream(ms);
do
{
bytesRead = responseStream.Read(buffer, 0, buffer.Length);
ms.Write(buffer, 0, bytesRead);
frame = Mp3Frame.LoadFromStream(fully);
if (decompressor == null)
{
decompressor = CreateFrameDecompressor(frame) as AcmMp3FrameDecompressor;
provider = new BufferedWaveProvider(decompressor.OutputFormat);
provider.BufferDuration = TimeSpan.FromSeconds(50);
outer = new WaveOut();
outer.Init(provider);
outer.Play();
}
int decompressed = decompressor.DecompressFrame(frame, buffer, 0);
provider.AddSamples(buffer, 0, decompressed);
}
while (bytesRead > 0);
});
}
In the code above it throws an exception because of the frame is null. It means LoadMp3FromStream doesn't work for MemoryStream. How can I fix it?

If you get a null MP3 frame then this simply means it could not find an MP3 frame in the input data. So are you sure it's valid MP3 you are passing in.
Also you may want to check out my blog post about playing streaming MP3 and see if that code works for your file.

Related

Transfer real time live audio From microphone over TCP/IP Using C# .net

I want to make an app to transfer Audio from the microphone in a laptop or PC live, in real time, like a YouTube stream but without video. I will describe my process:
I transfer a normal file by converting it to byte then back again to origin.
I change the file type to MP3 or wav then use NAudio. Works fine also I can play the file if transferred or while receiving
I change the input file to Microphone and receive the audio.
Here is the problem: NAudio is unable to put the live stream from the mic then send it automatically. Always, the buffer gives me a null pointer exception while debugging ,then it gives me another error that the decoder of NAudio did not receive any data, "not acceptable by the way".
It should listen or keep receiving data until the port or connection closes.
I've tried to search about any library about VoIP but found nothing except Ozeki, but no tutorial to handle. All I found is old videos that do not work. I searched about that over a week but no result. I don't want a fully developed project because I already found one, but it is too complex -- about 2K lines of code. All I need is to know what to do or to be given the code that solves the problem.
This is client side code:
public void client()
{
try
{
//byte[] send_data = Audio_to_byte(); // ORIGINAL WORK CODE
byte[] send_data = new byte [BufferSize]; // 100M buffer size
TcpClient client = new TcpClient(serverip, port);
NetworkStream stream = client.GetStream();
// sourceStream and wavein is global vars
sourceStream = new NAudio.Wave.WaveIn();
sourceStream.DeviceNumber = 1;
sourceStream.WaveFormat = new NAudio.Wave.WaveFormat(44100, NAudio.Wave.WaveIn.GetCapabilities(1).Channels);
wavein = new NAudio.Wave.WaveInProvider(sourceStream);
//wavein.Read(send_data, 0, send_data.Length); // this buffer not work some times give me full buffer
BufferedWaveProvider pro = new BufferedWaveProvider(wavein.WaveFormat);
pro.AddSamples(send_data, 0, send_data.Length); // Empty buffer or error full buffer
stream.Write(send_data, 0, send_data.Length);
stream.Close();
client.Close();
}
catch (Exception e)
{
MessageBox.Show("Server is offline" + e, "Error");
// Here the message is buffer is full or send it empty then the decoder did not receive anything give exception error or of them happen first
}
}
and this server side code with MP3 reader code
IPAddress ip = Dns.GetHostEntry(serverip).AddressList[0];
TcpListener server_obj = new TcpListener(ip,port);
TcpClient client = default(TcpClient);
try
{
server_obj.Start();
while (true)
{
// accept all client
client = server_obj.AcceptTcpClient();
// make byte storage from network
byte[] received_buffer = new byte[BufferSize];
//get data from cst
NetworkStream stream = client.GetStream();
//save data from network to memory till finish then save with playing
MemoryStream ms = new MemoryStream();
int numBytesRead = 0;
while ((numBytesRead = stream.Read(received_buffer, 0, received_buffer.Length)) > 0)
{
// THIS STEP TO RECEIVE ALL DATA FROM CLIENT
ms.Write(received_buffer, 0, numBytesRead);
//receive sound then play it direct
WaveOut(ms.ToArray());
}
Byte_to_audio(ms.ToArray()); // YOU can make or allow override
}
}
catch(Exception e)
{
MessageBox.Show("Error Message : " + e, "Error");
}
}
this is Method that read stream receiving data from network
private void WaveOut(byte[] mp3Bytes)
{
// MP3 Format
mp3Stream = new MemoryStream(mp3Bytes);
mp3FileReader = new Mp3FileReader(mp3Stream);
wave32 = new WaveChannel32(mp3FileReader, 0.3f, 3f);
ds = new DirectSoundOut(); // but declration up global
ds.Init(wave32);
ds.Play(); // work code*/
}
I recommend using UDP, if it has to be in real time.
As I use Naudio with vb.net, I based this post.
Client Example:
waveIn = new WaveIn();
waveIn.BufferMilliseconds = 50; //Milissecondes Buffer
waveIn.DeviceNumber = inputDeviceNumber;
waveIn.WaveFormat = HEREWaveFormatHERE;
waveIn.DataAvailable += waveIn_DataAvailable; //Event to receive Buffer
waveIn.StartRecording();
void waveIn_DataAvailable(object sender, WaveInEventArgs e)
{
//e -> BUFFER
stream.Write(send_data, 0, send_data.Length);
stream.Close();
client.Close();
}
RECEIVE:
1 - Create WaveOut and BufferProvider Global
WOut = New WaveOut(WaveCallbackInfo.FunctionCallback());
BufferedWaveProvider pro = new BufferedWaveProvider(HEREWaveFormatHERE);
pro.BufferLength = 20 * 1024; //Max Size BufferedWaveProvider
pro.DiscardOnBufferOverflow = True;
WOut.Init(pro);
WOut.Play();
As long as there is no audio BufferedWaveProvider will provide silence for WaveOut or other outputs, it will also queue everything that arrives, for continuous playback.
2 - Play and Enqueue
while ((numBytesRead = stream.Read(received_buffer, 0, received_buffer.Length)) > 0)
{
pro.AddSamples(received_buffer, 0, numBytesRead);
}
My knowledge of naudio is limited to that
English from google translator

Decoding GSM 6.10 parts in NAudio

How can I decode GSM 6.10 (Full-Rate) codec audio byte array on the fly in NAudio? Sources says that wave decoding is processed at one time and I can't process several bytes of wave (fix me if I'm wrong).
My situation is that I receive bytes array of GSM 6.10 audio from the server, array size can be specified, but how can i decode it and write to the device?
Edit:
What am I doing wrong?
According to Mark's solution this should work but all I hear is distorted sounds:
WaveOut waveO = new WaveOut();
BufferedWaveProvider waveP = new BufferedWaveProvider(new WaveFormat(8000, 16, 1));
waveO.Init(waveP);
waveO.Play();
INetworkChatCodec cod = new Gsm610ChatCodec();
new Thread(delegate()
{
HttpWebRequest request = (HttpWebRequest)WebRequest.Create("http://www.nch.com.au/acm/8kgsm.wav");
HttpWebResponse response = (HttpWebResponse)request.GetResponse();
using (Stream resStream = response.GetResponseStream())
{
if (resStream.CanRead)
{
byte[] buf = new byte[65];
int count = 0;
do
{
count = resStream.Read(buf, 0, buf.Length);
if (count != 0)
{
byte[] decoded = cod.Decode(buf, 0, count);
waveP.AddSamples(decoded, 0, decoded.Length);
Thread.Sleep(50);
}
}
while (count > 0);
}
}
}).Start();
You can do this with the AcmStream class, passing in Gsm610WaveFormat as the source format and 8kHz 16 bit mono as the output format. The network chat demo in the NAudio source code shows this in action to decode on the fly.

Save streaming data to a WAV file using NAudio

I want to save the incoming stream data to a WAV file on my hard disk drive. How can I change the code below to be able to record the stream into a valid WAV file?
From the demo here:
private void StreamMP3(object state)
{
this.fullyDownloaded = false;
string url = (string)state;
webRequest = (HttpWebRequest)WebRequest.Create(url);
HttpWebResponse resp = null;
try
{
resp = (HttpWebResponse)webRequest.GetResponse();
}
catch(WebException e)
{
if (e.Status != WebExceptionStatus.RequestCanceled)
{
ShowError(e.Message);
}
return;
}
byte[] buffer = new byte[16384 * 4]; // Needs to be big enough to hold a decompressed frame
IMp3FrameDecompressor decompressor = null;
try
{
using (var responseStream = resp.GetResponseStream())
{
var readFullyStream = new ReadFullyStream(responseStream);
do
{
if (bufferedWaveProvider != null &&
bufferedWaveProvider.BufferLength - bufferedWaveProvider.BufferedBytes <
bufferedWaveProvider.WaveFormat.AverageBytesPerSecond / 4)
{
Debug.WriteLine("Buffer getting full, taking a break");
Thread.Sleep(500);
}
else
{
Mp3Frame frame = null;
try
{
frame = Mp3Frame.LoadFromStream(readFullyStream);
}
catch (EndOfStreamException)
{
this.fullyDownloaded = true;
// Reached the end of the MP3 file / stream
break;
}
catch (WebException)
{
// Probably we have aborted download from the GUI thread
break;
}
if (decompressor == null)
{
// I don't think these details matter too much - just help ACM select the right codec.
// However, the buffered provider doesn't know what sample rate it is working at
// until we have a frame.
WaveFormat waveFormat = new Mp3WaveFormat(
frame.SampleRate,
frame.ChannelMode == ChannelMode.Mono ? 1 : 2,
frame.FrameLength,
frame.BitRate);
decompressor = new AcmMp3FrameDecompressor(waveFormat);
this.bufferedWaveProvider = new BufferedWaveProvider(decompressor.OutputFormat);
this.bufferedWaveProvider.BufferDuration = TimeSpan.FromSeconds(20); // Allow us to get well ahead of ourselves
//this.bufferedWaveProvider.BufferedDuration = 250;
}
int decompressed = decompressor.DecompressFrame(frame, buffer, 0);
//Debug.WriteLine(String.Format("Decompressed a frame {0}", decompressed));
bufferedWaveProvider.AddSamples(buffer, 0, decompressed);
}
} while (playbackState != StreamingPlaybackState.Stopped);
Debug.WriteLine("Exiting");
// I was doing this in a finally block, but for some reason
// we are hanging on response stream .Dispose, so we never get there.
decompressor.Dispose();
}
}
finally
{
if (decompressor != null)
{
decompressor.Dispose();
}
}
}
I wouldn't take that particular approach to saving to disk. It's a bit too hands-on, because it has to deal with playing back at the right rate. Just buffer up the response, and then wrap it in an Mp3FileReader stream and use WaveFileWriter to write the WAV file:
MemoryStream mp3Buffered = new MemoryStream();
using (var responseStream = resp.GetResponseStream())
{
byte[] buffer = new byte[65536];
int bytesRead = responseStream.Read(buffer, 0, buffer.Length);
while (bytesRead > 0)
{
mp3Buffered.Write(buffer, 0, bytesRead);
bytesRead = responseStream.Read(buffer, 0, buffer.Length);
}
}
mp3Buffered.Position = 0;
using (var mp3Stream = new Mp3FileReader(mp3Buffered))
{
WaveFileWriter.CreateWaveFile("file.wav", mp3Stream);
}
That does, of course, assume that your MP3 file's wave format is compatible with WAV and in particular, your WAV player. If it isn't, you'll need to inject and add a WaveFormatConversion stream as well.
You can use following line to save to MemoryStream :
mp3Buffered.Write(frame.RawData, 0, frame.RawData.Length);
Saving stream to file is described in MattW's answer.

How to play .mp3 file from online resources in C#?

my question is very similar to this question
I have music urls. Urls like http://site.com/audio.mp3 . I want play
this file online, like youtube. Do you know a class or code can do
this ?
How can I play an mp3 online without downloading all for to play it?
to play the file cache will be created but at least play the file immediately
I found the solution with the library NAudio
http://naudio.codeplex.com/
SOLUTION
public static void PlayMp3FromUrl(string url)
{
using (Stream ms = new MemoryStream())
{
using (Stream stream = WebRequest.Create(url)
.GetResponse().GetResponseStream())
{
byte[] buffer = new byte[32768];
int read;
while ((read = stream.Read(buffer, 0, buffer.Length)) > 0)
{
ms.Write(buffer, 0, read);
}
}
ms.Position = 0;
using (WaveStream blockAlignedStream =
new BlockAlignReductionStream(
WaveFormatConversionStream.CreatePcmStream(
new Mp3FileReader(ms))))
{
using (WaveOut waveOut = new WaveOut(WaveCallbackInfo.FunctionCallback()))
{
waveOut.Init(blockAlignedStream);
waveOut.Play();
while (waveOut.PlaybackState == PlaybackState.Playing )
{
System.Threading.Thread.Sleep(100);
}
}
}
}
}`
I FOUND THE ANSWER HERE
Play audio from a stream using C#
Many libraries like IrKlang provide streaming audio support, if you're looking for minimal development effort I'd suggest you take a look at it!
http://www.ambiera.com/irrklang/

If I check stream for valid image I can't write bytes to server

I am trying to check if a file is an image before I upload it to the image server.
I am doing it with the following function, which works exceptionally well:
static bool IsValidImage(Stream imageStream)
{
bool isValid = false;
try
{
// Read the image without validating image data
using (Image img = Image.FromStream(imageStream, false, false))
{
isValid = true;
}
}
catch
{
;
}
return isValid;
}
The problem is that when the below is called immediately afterwards, The line:
while ((bytesRead = request.FileByteStream.Read(buffer, 0, bufferSize)) > 0)
evalueates to zero and no bytes are read. I notice that when I remove the
IsValidImage function, bytes are read and the file is written. It seems
that bytes can only be read once? Any idea how to fix this?
using (FileStream outfile = new FileStream(filePath, FileMode.Create))
{
const int bufferSize = 65536; // 64K
int bytesRead = 0;
Byte[] buffer = new Byte[bufferSize];
while ((bytesRead = request.FileByteStream.Read(buffer, 0, bufferSize)) > 0)
{
outfile.Write(buffer, 0, bytesRead);
}
outfile.Close(); //necessary?
}
UPDATE: Thanks for your help Marc. I am new to stream manipulation and could use a little
more help here. I took a shot but may be mixing up the use of filestream and memorystream.
Would you mind taking a look? Thanks again.
using (FileStream outfile = new FileStream(filePath, FileMode.Create))
using (MemoryStream ms = new MemoryStream())
{
byte[] buffer = new byte[1024];
int bytesRead;
while ((bytesRead = request.FileByteStream.Read(buffer, 0, buffer.Length)) > 0)
{
ms.Write(buffer, 0, bytesRead);
}
// ms now has a seekable/rewindable copy of the data
// TODO: read ms the first time
// I replaced request.FileByteStream with ms but am unsure about
// the using statement in the IsValidImage function.
if (!IsValidImage(ms) == true)
{
ms.Close();
request.FileByteStream.Close();
return;
}
ms.Position = 0;
// TODO: read ms the second time
byte[] m_buffer = new byte[ms.Length];
while ((bytesRead = ms.Read(m_buffer, 0, (int)ms.Length)) > 0)
{
outfile.Write(m_buffer, 0, bytesRead);
}
}
static bool IsValidImage(MemoryStream imageStream)
{
bool isValid = false;
try
{
// Read the image without validating image data
using (Image img = Image.FromStream(imageStream, false, false))
{
isValid = true;
}
}
catch
{
;
}
return isValid;
}
As you read from any stream, the position increases. If you read a stream to the end (as is typical), and then try to read again, then it will return EOF.
For some streams, you can seek - set the Position to 0, for example. However, you should try to avoid relying on this as it is not available for many streams (especially when network IO is involved). You can query this ability via CanSeek, but it would be simpler to avoid this - partly as if you are branching based on this, you suddenly have twice as much code to maintain.
If you need the data twice, then the options depends on the size of the data. For small streams, buffer it in-memory, as either a byte[] or a MemoryStream. For larger streams (or if you don't know the size) then writing to a scratch file (and deleting afterwards) is a reasonable approach. You can open and read the file as many times (in series, not in parallel) as you like.
If you are happy the stream isn't too large (although maybe add a cap to prevent people uploading swap-files, etc):
using (MemoryStream ms = new MemoryStream()) {
byte[] buffer = new byte[1024];
int bytesRead;
while ((bytesRead = inputStream.Read(buffer, 0, buffer.Length)) > 0) {
ms.Write(buffer, 0, bytesRead);
}
// ms now has a seekable/rewindable copy of the data
// TODO: read ms the first time
ms.Position = 0;
// TODO: read ms the second time
}
Indeed Stream instances remember where the current "cursor" is. Some streams support "rewinding". The "CanSeek" property will then return true. In the case of a HTTP request Ithis won't work (CanSeek = false).
Isn't a MIME-type sent from the browser as well?
If you really want to keep your way of checking you'll have to go with Marc's proposition
In your update, you have a problem reading the stream a second time.
byte[] m_buffer = new byte[ms.Length];
while ((bytesRead = ms.Read(m_buffer, 0, (int)ms.Length)) > 0)
{
outfile.Write(m_buffer, 0, bytesRead);
}
The solution is simple:
byte[] m_buffer = ms.ToArray();
outfile.Write(m_buffer, 0, m_buffer.Length);
See also MemoryStream.ToArray
public static bool IsImagen(System.IO.Stream stream, String fileName)
{
try
{
using (Image img = Image.FromStream(stream, false, false))
{
if (fileName.ToLower().IndexOf(".jpg") > 0)
return true;
if (fileName.ToLower().IndexOf(".gif") > 0)
return true;
if (fileName.ToLower().IndexOf(".png") > 0)
return true;
}
}
catch (ArgumentException){}
return false;
}

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