Windows Sound mixer/settings can set the microphone to play over the speakers. I'm looking for a way to do that through C#. I'm assuming there is a DLL reference or .NET call that might be able to.
Everything I've been finding invariably goes back to streaming, which I don't want to do. Unless that's whats actually happening under the hood when changing the audio settings in windows.
If it helps, I'm using C# 3.5 (Unity App) and running on Windows 10 latest.
Thanks!
You can do this with Core Audio APIs link
For implementation you can refer
https://blog.sverrirs.com/2016/02/windows-coreaudio-api-in-c.html
My goal is to mix 2 audio files that is one voice and one background music. For mixing I am using NAudio.
The problem is I am getting following exception while reading mp3 file using NAudio's Mp3FileReader.
DllImport cannot be used on user-defined methods
I am using NAudio in Windows Phone 8.1 Silverlight app project. I am not sure if NAudio is useable on WP Silverlight app if its useable then please help by providing a code example or suggest any other library or custom implementation to mix 2 audio files.
No, I'm afraid NAudio is not usable on Silverlight, as it makes lots of calls into Windows APIs which you can't do in Silverlight. You can take a look at the NAudio NLayer project which offers fully managed MP3 decoding. You could use that in conjunction with some of the more generic helper classes in NAudio like the MixingSampleProvider to perform the mixing you require. Of course the next issue would be what you want to do with that mixed audio. Silverlight does have a way of streaming user generated audio using the MediaElement but NAudio does not provide support for this directly.
[DllImport] requires a substantial chunk of code in the CLR, nothing very subtle about the pinvoke marshaller. That's a problem on a phone, it runs a special version of the CLR named .NETCore. Probably better known today as the codebase that spun-off the CoreCLR open source project. Keeping it small required unsubtle choices, pinvoke fell on the floor.
So no, you'll have no use at all for NAudio. You'll have to dip into the built-in support for audio. The relevant oversight MSDN page is this one. This blog post is relevant.
As you can tell, XAudio2 is your ticket with direct support for mixing. There is a learning curve of course, the language is probably the first obstacle given the question tags. Get started with this sample to get the basics.
Maybe you should consider taking the step to upgrade from WP8.1 Silverlight (WPS) project to WP8.1 (WinRT) one so that you have better access to audio APIs...
...or directly to a UWP/Win10 app (if you don't plan to release immediately to phones). If you choose that path, you could try maybe a free preview tool that converts WPS to UWP, just released from Microsoft and Mobilize.NET - https://blogs.windows.com/buildingapps/2015/09/17/initial-preview-of-silverlight-bridge-to-uwp/
This may be a dumb question...
When I log into Starcraft 2 and see that beautiful UI, I can't help but wonder if it's designed using Windows Forms (.Net or C#). Is the login box just some kind of Windows dialog or do they do their own thing - whatever that may be?
Is it possible to get that much customization within Windows Forms?
No. Games and other apps that use DirectX to take control of the video device don't use WinForms or even the Win32 API for screen output.
StarCraft 2 most likely implements its own windowing and UI system, completely independent of the Windows API or WinForms library.
Yes, you can write an app in C# to perform similar DirectX graphics output, but using DirectX is not as simple as working with WinForms. I wouldn't recommend attempting to write a DirectX app as a way to teach yourself C# unless you are already very experienced with DirectX through other languages or tools (C++, mostly).
WinForms is fine for learning C# and whatever IDE tool chain you choose to use. After you're comfortable with C# patterns and terminology, then tackle learning how to write DirectX code with C#.
No. They use DirectX. DirectX bypasses normal windows and operates at alower level.
You can customize a form to a great degree. You have full control over painting it to look however you want.
I'm trying to develop an application on Windows CE. My device has a camera and I would like to handle it in my application. I've found many samples for windows mobile and try to implement it but without success.
Is there a specific class or assembly for Windows CE about camera handling ???
Thanks
No, there is no generic "camera class" for using camera data under CE. Windows Mobile has the CameraCaptureDialog, but it requires a specific software interface that is only required from WinMo OEMs. Since cameras can have a wide variety of software interfaces and since there is not requirement for any OEM to use any specific one, there wasn't a way for the CF team to wrap it in a control.
In many cases the camera input stream can be gotten through Direct Show. If your device has DShow and the camera driver provides a DSHow interface (two big ifs) then you can probably create a filtergraph to import it. Doing so involves a fair bit of complex COM interop, so it's not what I'd call simple, but it's at least achievable.
i m developing a little tool on my Pocket PC using WM6 SDK but i would like to implement a finger friendly user interface (iphone-like).
So i m looking for a free .NET framework that offers the possibility to easily integrate a finger friendly interface for Windows Mobile 6 Pro .
Any ideas ?
EDIT : Finger friendly means big icons, big buttons , scrollable screens with a simple touch of the thumb... Because the Winforms in Compact framework are made for the stylus, not fingers !!
I know of no such interface API.
I would code such an interface from scratch, overriding Paint and mouse events. If you need more fancy drawing tools that compact framework provides, you should look for pinvoke to access GDI+.
You should really check out Resco's MobileForms Toolkit 2009.
I bet their controls are exactly what you are looking for. Plus they have a whitepaper and videos to show off the controls.
I am not sure it is what you are looking for (I didn't have time to examine it yet myself, but I definately intend to); this UI Framework looks interesting:
http://code.msdn.microsoft.com/uiframework
Check out the Fluid windows mobile controls available at http://fluid.codeplex.com/
This might be what you are looking for, and its open source.
Any current readers on this thread should check out SlideUI (http://www.devslide.com/products/slideui). It's a current (and supported) product which offers touch friendly (iphone-like) scrolling and controls.
I'm not entirely sure what you're asking here... Windows Mobile 6.0 Pro is touch-screen enabled, so you should simply have to create your project targeting the Windows Mobile 6.0 Pro (note, however, that your application will not be compatible with Windows Mobile 6.0 Standard devices).
I know exactly what you are talking about. All the .NET Controls are designed for the stylus. When you make them bigger for the finger, there is no guarantee they will respond well. Add to that every hardware devices sensitivity is different and its even harder.
I recently built an application attempting to incorporate some touch like functionality. it was a pain having hand code all this stuff.
The problem with a 3rd party library, as opposed as coming in Windows MObile is then everyone is designing their own library and navigation techiques. Hopefully MS will wise up on this front.
http://sites.google.com/site/nebowiki/
If you are developing finger friendly apps, your target device needs a process to handle finger input as opposed to the stylus. HTC devices (Such as the Kaiser, Mogul, Touch Pro, etc.) use TouchFlo for this purpose. There are a few different versions of TouchFlo and I'm not sure if there is an SDK, but you need to incorporate it into whatever you program. xda-developers.com will have lots of info about it.
It IS amazing that with WM6.1 Pro, .NET CF 3.5 and VS2008 that all we have available are the basic stylus-sized controls that are are spartan in the extreme. i.e., coyote-ugly. I'm about ready to chew my hand off rather than use them in an app.
So where is the third-party collection of controls that all WM developers are flocking to, to provide touch-friendly apps?
Ugly is truly the correct word for most (mine included) mobile win apps.
I am developing for an older piece of hardware with a mono screen which makes it even worse.
Take a look here:
http://www.windowsfordevices.com/news/NS9328208835.html
and here:
http://msdn.microsoft.com/en-us/library/dd630622.aspx
This is not free, but it is affordable - some of the screen shots are pretty nice looking:
http://www.basic4ppc.com/?gclid=CIiO1di1nJoCFRAhDQodYX8-9A
Anyway...sorry if this was just googledragging - maybe it had something you had missed.
--Joe
Finger Freindlyness is a result of the touch screen technology (capacitive screens are less accurate, but require zero pressure; resistive screens require physical pressure and are harder to swipe, flick, etc.)
With Windows Mobile 6.5, they have introduced a system gestures library (and if you'd rather not have to P/Invoke it, there is a sample wrapper on MSDN Code Gallery). Theoretically, it would be possible to write to this new library, and maybe emulate the gestures on pre-WM6.5 devices, if required.