I'm new in C# programming, I created a combobox with items and I want that items to play sound when i chose one, like this,
or that.
I'm using Visual Studio 2015.
Could would be in methods play1 and play2
private void AudioComboBox_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
if (AudioComboBox.SelectedIndex == AudioComboBox.Items.IndexOf("Sali 3la Mohammed 1"))
{
play1();
}
else if (AudioComboBox.SelectedIndex == AudioComboBox.Items.IndexOf("Sali 3la Mohammed 2"))
{
play2();
}
}
private void play1()
{
}
private void play2()
{
}
You can use MediaElement or the new AudioGraph to play sounds in UWP.
MediaElement is the simpler approach, which has the disadvantage of causing the music stop on Mobile devices, so it is really not too appropriate your purpose.
MediaElement player = new MediaElement();
var stream = await yourSoundFile.OpenAsync(Windows.Storage.FileAccessMode.Read);
player.SetSource(stream, file.ContentType);
player.Play();
AudioGraph is specifically created for sound effects in UWP apps and is the best choice for you. There is a quick and simple tutorial on Loek van den Ouweland's blog, so I definitely recommend you to check it out. Basically you need to create an AudioGraph instance and with it AudioFileInputNodes for each of the sounds you need.
This should work
private void AudioComboBox_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
if (AudioComboBox.SelectedIndex == AudioComboBox.Items.IndexOf("Sali 3la Mohammed 1"))
{
play1();
}
else if (AudioComboBox.SelectedIndex == AudioComboBox.Items.IndexOf("Sali 3la Mohammed 2"))
{
play2();
}
}
private void play1()
{
SoundPlayer simpleSound = new SoundPlayer("sound1.wav");
simpleSound.Play();
}
private void play2()
{
SoundPlayer simpleSound = new SoundPlayer("sound2.wav");
simpleSound.Play();
}
Related
I'm using audio recorder plugin package to record and play audio in Xamarin.Forms Android application.
here is my code in mypage.cs:
private static readonly AudioRecorderService recorder = new AudioRecorderService
{
StopRecordingOnSilence = false,
StopRecordingAfterTimeout = false,
FilePath = "/storage/emulated/0/Android/data/com.companyname.projectname/" + Guid.NewGuid().ToString()+".wav"
};
public RecordPage()
{
InitializeComponent();
}
private async void Button_Clicked(object sender, EventArgs e)
{
await recorder.StartRecording();
}
private async void Button_Clicked2(object sender, EventArgs e)
{
await recorder.StopRecording();
}
private void Button_Clicked3(object sender,EventArgs e)
{
AudioPlayer audioPlayer = new AudioPlayer();
audioPlayer.Play(recorder.GetAudioFilePath());
}
there is no issue with recording audio. the audio will record, save and play in system music players.
but when I want to play it with AudioPlayer class, it doesn't play anything. also there are no exception throws. I tried to play some audios with the .mp3 extension and it's working for them. also, it's working for .wav files which they're converted from .mp3 to .wav.
it has a problem just with the audios recorded by AudioRecorderService
please someone help me!
thank you
-- notice the anroid device I'm testing on it is xiaomi poco x3 NFC, Android v-11
edit :
Xiaomi was the reason of this problem. it's working with other devices.
Trying to make some mediaplayer app. I put the mediaelement on wpf, wrote code to open media. But when i try to play it nothing is happening...
public void ContinueFileOpenPicker(FileOpenPickerContinuationEventArgs args)
{
if (args.Files.Count > 0)
{
foreach (StorageFile file in args.Files)
{
if (playlist.Contains(file.Path)) return;
playlist.Add(file.Path);
}
}
}
private void PlayButton_OnClick(object sender, RoutedEventArgs e)
{
MyMedia.Source = new Uri(playlist[0], UriKind.RelativeOrAbsolute);
MyMedia.Play();
}
Checked that mediaelement source isn't empty, it has a right value of path.
Try to rebuild like that, still doesnt work
private async void PlayButton_OnClick(object sender, RoutedEventArgs e)
{
var stream = await Playlist[0].OpenAsync(FileAccessMode.Read);
MyMedia.SetSource(stream, Playlist[0].ContentType);
MyMedia.Play();
}
Sorry it was my mistake.
Into my XAML, I forgot that the AutoPlay property of the MediaElement control was set to false.
This solve my problem.
Couple of things you need to watch out.
foreach (StorageFile file in args.Files)
{
if(playlist.Contains(file.Path))
{
return;// Dont return use continue. You will probably skip rest of the files.
}
playlist.Add(file.Path);
}
Add a Watch/Quickwatch to see if the new Uri(playlist[0], UriKind.RelativeOrAbsolute) points to a right location.
Setup source from storage file:
var storageFile = await KnownFolders.MusicLibrary.GetFileAsync("line.mp3");
var stream = await storageFile.OpenAsync(FileAccessMode.Read);
mediaElement.SetSource(stream, storageFile.ContentType);
mediaElement.Play();
I got it from this answer: How to play file from Library by MediaElement?
I am using Image and MediaElement in wpf project, where I show Images and Videos from file system. I have few timers, which load files to Image/MediaElement controls. Everything works for 4-5 hours, but then MediaElement Video file freezes and MediaEnded event does not occur. I restart the application, it runs without any problem, but after some hours this problem occurs again.
My WPF XAML code:
<Grid Name="MainGrid">
<Image HorizontalAlignment="Center" VerticalAlignment="Center" Name="MainImage" Stretch="Fill" />
<MediaElement MediaEnded="MediaEnded" MediaOpened="MediaOpened" LoadedBehavior="Manual" HorizontalAlignment="Center" Name="VideoControl" VerticalAlignment="Center"
Stretch="Fill" UnloadedBehavior="Manual"/>
</Grid>
C# code:
public partial class ImageView
{
private static readonly Logger Log = LogManager.GetCurrentClassLogger();
private static String _advCheckGuid;
private List<String> _FolderNames;
private int _FolderIndex = 0;
private MainWindow _MainWindow;
private List<String> _PathList;
private List<String> _CheckPathList;
private int _Index;
private BitmapImage _BitmapImage;
private volatile bool _Running = true;
private Backend _Backend;
private ApplicationDeployment _UpdateCheck;
// Threads
private Timer _ImageTimer;
private Timer _UpdateTimer;
private Timer _FolderClearTimer;
private Timer _CheckApplicationUpdateTimer;
private Thread _TerminationThread;
public ImageView()
{
InitializeComponent();
_PathList = new List<string>();
_CheckPathList = new List<string>();
_Index = 0;
}
private void ViewPageLoaded(Object sender, EventArgs e)
{
_FolderNames = new List<string> { Constants.AdsFolderFirst,
Constants.AdsFolderSecond };
_Backend = new Backend();
_MainWindow = (MainWindow)Window.GetWindow(this);
_ImageTimer = new Timer(Constants.DefaultImageTimer);
_ImageTimer.Elapsed += ChangeImageSource;
_ImageTimer.Start();
}
private void ChangeImageSource(object sender, System.Timers.ElapsedEventArgs e)
{
Application.Current.Dispatcher.Invoke(
DispatcherPriority.Normal, new Action(
delegate()
{
try
{
if (MainImage != null && MainImage.Source != null)
{
MainImage.Source = null;
}
if (VideoControl != null && VideoControl.Source != null)
{
VideoControl.Stop();
VideoControl.Source = null;
}
if (_Index >= _PathList.Count)
{
_Index = 0;
}
if (_PathList.ElementAt(_Index) != null)
{
Log.Info(String.Format("Start [ChangeImageSource]. Element: {0}, Index: {1}", _PathList.ElementAt(_Index), _Index));
try
{
_ImageTimer.Stop();
String[] checkExt = _PathList.ElementAt(_Index).Split('.');
String ext = checkExt[checkExt.Length - 1];
if (ext.Equals("jpg", StringComparison.CurrentCultureIgnoreCase) ||
ext.Equals("jpeg", StringComparison.CurrentCultureIgnoreCase) ||
ext.Equals("png", StringComparison.CurrentCultureIgnoreCase))
{
_ImageTimer.Interval = Constants.NormalImageTimer;
ShowImage(_PathList.ElementAt(_Index));
}
else if (ext.Equals("mp4", StringComparison.CurrentCultureIgnoreCase) ||
ext.Equals("3gp", StringComparison.CurrentCultureIgnoreCase))
{
_ImageTimer.Interval = Constants.VideoDefaultTimer;
PlayQueue(_PathList.ElementAt(_Index));
}
_ImageTimer.Start();
_Index++;
}
catch (Exception exception)
{
Log.ErrorException(exception.Message, exception);
}
}
}
catch (Exception exception)
{
Log.ErrorException(exception.Message, exception);
}
}));
}
private void ShowImage(String fileName)
{
try
{
if (!String.IsNullOrEmpty(fileName))
{
_BitmapImage = LoadImage(fileName);
MainImage.Source = _BitmapImage;
}
}
catch (Exception e)
{
Log.ErrorException(e.Message, e);
}
}
private void PlayQueue(String fileName)
{
try
{
if (!String.IsNullOrEmpty(fileName))
{
VideoControl.LoadedBehavior = MediaState.Play;
VideoControl.Source = new Uri(fileName, UriKind.Absolute);
}
}
catch (Exception e)
{
Log.ErrorException(e.Message, e);
}
}
private void MediaEnded(object sender, EventArgs e)
{
try
{
if (MainImage != null && MainImage.Source != null)
{
MainImage.Source = null;
}
if (VideoControl != null && VideoControl.Source != null)
{
VideoControl.Stop();
VideoControl.Source = null;
}
if (_Index >= _PathList.Count)
{
_Index = 0;
}
if (_PathList.ElementAt(_Index) != null)
{
Log.Info(String.Format("Start [MediaEnded oper]. Element: {0}, Index: {1}", _PathList.ElementAt(_Index), _Index));
try
{
_ImageTimer.Stop();
String[] checkExt = _PathList.ElementAt(_Index).Split('.');
String ext = checkExt[checkExt.Length - 1];
if (ext.Equals("jpg", StringComparison.CurrentCultureIgnoreCase) ||
ext.Equals("jpeg", StringComparison.CurrentCultureIgnoreCase) ||
ext.Equals("png", StringComparison.CurrentCultureIgnoreCase))
{
_ImageTimer.Interval = Constants.NormalImageTimer;
ShowImage(_PathList.ElementAt(_Index));
}
else if (ext.Equals("mp4", StringComparison.CurrentCultureIgnoreCase) ||
ext.Equals("3gp", StringComparison.CurrentCultureIgnoreCase))
{
_ImageTimer.Interval = Constants.VideoDefaultTimer;
PlayQueue(_PathList.ElementAt(_Index));
}
_ImageTimer.Start();
_Index++;
}
catch (Exception exception)
{
Log.ErrorException(exception.Message, exception);
}
}
}
catch (Exception exception)
{
Log.ErrorException(exception.Message, exception);
}
}
private void MediaOpened(object sender, EventArgs e)
{
}
private BitmapImage LoadImage(string myImageFile)
{
BitmapImage myRetVal = null;
if (!String.IsNullOrEmpty(myImageFile))
{
var image = new BitmapImage();
try
{
using (FileStream stream = File.OpenRead(myImageFile))
{
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad;
image.StreamSource = stream;
image.EndInit();
}
}
catch (Exception exception)
{
Log.ErrorException(exception.Message, exception);
}
myRetVal = image;
}
return myRetVal;
}
I googled it and found that this was WPF graphic issue related to software rendering. The issue is solved by adding this piece of code into the ViewPageLoaded method.
try
{
var hwndSource = PresentationSource.FromVisual(this) as HwndSource;
var hwndTarget = hwndSource.CompositionTarget;
hwndTarget.RenderMode = RenderMode.SoftwareOnly;
}
catch (Exception ex)
{
Log.ErrorException(ex.Message, ex);
}
It helped me to solve the problem. Hope it will help you too.
Got the answer from here. Thanks to #detale for the solution
This is a complicated problem.. I'll try to explain it in depth. (and yes I have a solution for you)
lets start with What MediaElement should be capable of doing? no.. really!
Its a wildcard right? meaning that what ever you throw on it - needs to be played: Videos, Pictures, Animated Gifs, Music.. Ok..
Now.. Each of those categories has multiple Formats (or standards).. Gif,Png.. Wmv,Mp4...
And so, each of those files we use was created by some other editor
(which has a player that can play it implemented inside - that's for sure..)
It seems that most of the companies cut expenses - they don't always (usually that is..) implement a standard in full.. so what we get as result files are not always 1:1 to the standard.
So what is perfect file format for one player can be considered as too corrupted for another player.
And while the commercial/advanced players are designed to be tolerant to corruptions and "flavors" of a file written in some standard - MediaElement - well.. is more simplistic and perhaps it is too simplistic compared to what you may throw at it to play.
So when it stump into that type of problem - yes.. it may freeze and will not report - and that is something that I can blame Microsoft in full - and why? because it is an acceptable defect to freeze but it is not acceptable (and extremely irresponsible!) to ignore it and not notify the program which using the MediaElement that it frozen or encountered a serious presentation error..
But as I said, this is Microsoft problem and definitely not your fault.
So what are the solutions?
You may try to say to yourself "Fine - I'll just get another component to play videos or use a 3rd party plug-in..", But no my friend, Doing that will not really solve your problem as you do not know if what you about to put in replace would not suffer from the exact same problem..
So the only option you are left with is to create your own "custom" standard - relax, I do not mean you need to develop a new standard - I just mean you need to create a standard tactic to make sure that what you going to throw on the MediaElement will be played with no freezes..
So, If your app going to play videos which are being used as resources - You may want to use in example the latest version of AnyVideoConverter to convert all your videos to mp4. For me it worked rather well, videos which were freezing in wmv converted to mp4 and are now tolerated by the MediaElement very smoothly. it is not the MP4 that did the trick but the conversion itself - I believe that ANV creates a "modernized" video file of any of the standards you may use for your files.
However, If your videos are dynamic/uploaded to your app during runtime or something like that - you will have to make sure to pass any video your app about to run through what you choose as "standardizer" before you can actually throw them at the MediaElement.
By the way, Browsers suffer from the same problem occasionally.
I just hope all this may sort the problem for anyone else who encountered it.
You are creating lots of BitmapImage instances, there is memory leak in BitmapImage class, The BitmapImage keeps a reference to the source stream (presumably so that you can read the StreamSource property at any time), so it keeps the MemoryStream object alive. This is causing Memory out exception. Read this, he has created a nice wrapper for stream, It worked for me.
He created an Instance of stream in wrapperclass which get disposed when you call dispose method of wrapper and BitmapImage.Source only has empty wrapper class which doesn't have any reference to original stream.
I would suggest registering for the MediaElement.MediaFailed event. See if it returns anything to you.
However, as others have mentioned this sounds like a memory issue. You can use the WPF Performance Suite or even just the task manager to confirm this. Watch for a very gradual increase in memory usage.
As Shivam cv has mentioned, it could be the BitmapImage is the leak. Try commenting it out of your solution and see if that fixes the issue.
I working on a Windows Phone 7 app with Text-To-Speech capabilities. I'm using Text-To-Speech with Microsoft Translator Service and the following C# code...
// Text-To-Speech with Microsoft Translator Service (http://translatorservice.codeplex.com/)
private void TextToSpeech_Play(object sender, EventArgs e)
{
SpeechSynthesizer speech = new SpeechSynthesizer(CLIENT_ID, CLIENT_SECRET);
//string content = "This is a beautiful day!";
string language = "en";
//speech.SpeakAsync(content, language);
foreach (UIElement element in todayschapter.Children)
{
if (element is TextBlock)
{
string content = (element as TextBlock).Text;
speech.SpeakAsync(content, language);
}
}
}
In this instance, todayschapter is a StackPanel and its Children are TextBlocks. I'm wanting to simply play audio of each TextBlock, in succession. The problem is that it is play the audio of EVERY TextBlock at the same time.
I have a sneaking suspicion that the problem is SpeakAsync(), but I'm not sure. The documentation shows Speak(), but that isn't available (maybe a different version) in the Visual Studio methods helper dropdown (little thing that shows as you type - not sure what it's called).
Is there a way to make it wait for each play to finish before playing the next? Is foreach not the right choice, for this?
As always, if my code just looks stupid, please recommend better ways. I'm very much a beginner programmer.
Just use the Speak instead of the async call, since you want to have it one after another anyway.
The SpeakAsync call is indeed the problem. Unfortunately, since SpeakAsync doesn't return a Task, you can't just convert this to await SpeakAsync() (which would be the most straightforward conversion).
And, looking at the source code, it doesn't fire an event to tell when it's done. So let's add one (in SpeechSynthesizer.cs):
public event EventHandler<SpeechEventArgs> SpeakCompleted;
public void SpeakAsync(string text, string language)
{
this.GetSpeakStreamAsyncHelper(text, language, result =>
{
if (result.Error == null)
{
SoundEffect effect = SoundEffect.FromStream(result.Stream);
FrameworkDispatcher.Update();
effect.Play();
this.OnSpeakCompleted(new SpeechEventArgs(result.Error)); // added to call completion handler
}
else
{
this.OnSpeakFailed(new SpeechEventArgs(result.Error));
}
});
}
// new function
private void OnSpeakCompleted(SpeechEventArgs e)
{
Deployment.Current.Dispatcher.BeginInvoke(() =>
{
if (SpeakCompleted != null)
SpeakCompleted(this, e);
});
}
Now, you'll need to handle the SpeakCompleted event and start speaking the next string.
Something like this (I haven't even compiled this, so be warned):
private Queue<string> utterances;
private SpeechSynthesizer speech;
private void TextToSpeech_Play(object sender, EventArgs e)
{
speech = new SpeechSynthesizer(CLIENT_ID, CLIENT_SECRET);
speech.SpeechCompleted += new EventHandler<SpeechEventArgs>(TextToSpeech_Completed);
foreach (UIElement element in todayschapter.Children)
{
if (element is TextBlock)
{
string content = (element as TextBlock).Text;
utterances.Enqueue(content);
}
}
TextToSpeech_Completed(null, null); // start speaking the first one
}
private void TextToSpeech_Completed(object sender, SpeechEventArgs e)
{
if (utterances.Any())
{
string contents = utterances.Dequeue();
speech.SpeakAsync(contents);
}
}
So I'm making a Kinect application using buttons, and to navigate the app, I'm making new windows for each button. I'm come across an issue I haven't been able to find any help at all on, and would appreciate any help.
So to open the new window, I'm using this:
private void button1_Click(object sender, RoutedEventArgs e)
{
//SUPPOSED to uninitialize the Kinect
UninitializeKinectSensor(this.Kinect;
//To open the new window
Window1 newwindow = new Window1();
newwindow.Show();
//To close the first window...
Close();
{
SO that one line is supposed to uninitialize the Kinect so it'll be free for the new window to use, but when it goes to the new window, the Kinect freezes. If I use the mouse to go back to the first window, it works on the first window again, which it shouldn't.
I also added in this line in the initialization phase
public Window1()
{
//Other init code is here, but this is the line I added. It doesn't seem to do anything.
InitializeKinectSensor(this.Kinect);
}
Any help is greatly appreciated!! I'm sure it's something simple and I just failed miserably haha XD
Do you really have to create a new window instead of using pages?
In your MainWindow you create a frame that takes all the window and use this frame to navigate between pages. This way, you'll keep the focus of the kinect in your whole application.
Depends alot on what UninitializeKinectSensor is actually doing. Just as a quick fix, though, you can try calling uninitialize on a background worker and see if that helps at all.
Instead of using the "Show()" use "ShowDialog()".It's better if you can create a static class or method to initialize and uninitialized kinect.
public static void start()
{
KinectSensor.KinectSensors.StatusChanged += kinectSensorsStatusChanged;
DiscoverSensor();
}
private static void kinectSensorsStatusChanged(object sender, StatusChangedEventArgs e)
{
KinectSensor oldSensor = Kinect;
if (oldSensor != null)
{
UninitializeKinect();
}
var status = e.Status;
if (Kinect == null)
{
//updateStatus(status);
if (e.Status == KinectStatus.Connected)
{
Kinect = e.Sensor;
DiscoverSensor();
}
}
else
{
if (Kinect == e.Sensor)
{
//updateStatus(status);
if (e.Status == KinectStatus.Disconnected ||
e.Status == KinectStatus.NotPowered)
{
Kinect = null;
sensorConflict = false;
DiscoverSensor();
}
}
}
}
private static DispatcherTimer readyTimer;
private static void UninitializeKinect()
{
if (speechRecognizer != null && Kinect != null)
{
Kinect.AudioSource.Stop();
Kinect.SkeletonFrameReady -= kinect_SkeletonFrameReady;
Kinect.SkeletonStream.Disable();
Kinect.Stop();
//this.FrameSkeletons = null;
speechRecognizer.RecognizeAsyncCancel();
speechRecognizer.RecognizeAsyncStop();
}
if (readyTimer != null)
{
readyTimer.Stop();
readyTimer = null;
}
}