Unity with Naudio RadioStreaming - c#

I'm working in a script based on the NAudio Demo modified for streaming a Shoutcast inside my Unity game.
I have tried to remove the original while loop using the update from the MonoBehvaiour class, I only get some noises but not music during the time I'm streaming with this script.
I usually get an error while the execution related with the format
MmException: AcmNotPossible calling acmStreamConvert
NAudio.MmException.Try (MmResult result, System.String function)
NAudio.Wave.Compression.AcmStreamHeader.Convert (Int32 bytesToConvert,
System.Int32& sourceBytesConverted)
NAudio.Wave.Compression.AcmStream.Convert (Int32 bytesToConvert,
System.Int32& sourceBytesConverted)
NAudio.Wave.AcmMp3FrameDecompressor.DecompressFrame
(NAudio.Wave.Mp3Frame frame, System.Byte[] dest, Int32 destOffset)
I have tried with different radios online, but I always get that error. I don't know what is happening... Any help?
public class NAudioStreamer : MonoBehaviour {
private IWavePlayer mWaveOutDevice;
private WaveStream mMainOutputStream;
private WaveChannel32 mVolumeStream;
private VolumeWaveProvider16 volumeProvider;
private string m_Url = "http://37.59.32.115:8122/";
enum StreamingPlaybackState
{
Stopped,
Playing,
Buffering,
Paused
}
private volatile StreamingPlaybackState playbackState = StreamingPlaybackState.Stopped;
private bool fullyDownloaded = false;
public bool m_Play = false;
float timer;
void Update()
{
if (m_Play)
{
playbackState = StreamingPlaybackState.Buffering;
StreamMP3(m_Url);
m_Play = false;
}
switch (playbackState)
{
case StreamingPlaybackState.Buffering:
case StreamingPlaybackState.Playing:
StreamMP3(m_Url);
break;
default:
break;
}
}
HttpWebRequest webRequest;
BufferedWaveProvider bufferedWaveProvider = null;
byte[] buffer = new byte[16384 * 4];
private void StreamMP3(string lUrl)
{
this.fullyDownloaded = false;
webRequest = (HttpWebRequest)WebRequest.Create(lUrl);
int metaInt = 0; // blocksize of mp3 data
webRequest.Headers.Clear();
webRequest.Headers.Add("GET", "/ HTTP/1.0");
webRequest.Headers.Add("Icy-MetaData", "1");
webRequest.UserAgent = "WinampMPEG/5.09";
HttpWebResponse resp = null;
try
{
resp = (HttpWebResponse)webRequest.GetResponse();
}
catch(WebException e)
{
if (e.Status != WebExceptionStatus.RequestCanceled)
{
Debug.LogError(e.Message);
}
return;
}
// needs to be big enough to hold a decompressed frame
try
{
// read blocksize to find metadata block
metaInt = Convert.ToInt32(resp.GetResponseHeader("icy-metaint"));
}
catch
{
}
IMp3FrameDecompressor decompressor = null;
try
{
using (var responseStream = resp.GetResponseStream())
{
ReadFullyStream readFullyStream = new ReadFullyStream(responseStream);
//do
{
if (bufferedWaveProvider != null && bufferedWaveProvider.BufferLength - bufferedWaveProvider.BufferedBytes < bufferedWaveProvider.WaveFormat.AverageBytesPerSecond / 4)
{
Debug.LogError("Buffer getting full, taking a break");
Thread.Sleep(500);
}
else
{
Mp3Frame frame = null;
try
{
frame = Mp3Frame.LoadFromStream(readFullyStream, true);
}
catch (EndOfStreamException)
{
this.fullyDownloaded = true;
Debug.LogError("reached the end of the MP3 file / stream");
// reached the end of the MP3 file / stream
// break;
}
catch (WebException)
{
// probably we have aborted download from the GUI thread
// break;
}
if (decompressor == null && frame != null)
{
// 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);
if(bufferedWaveProvider == null)
{
this.bufferedWaveProvider = new BufferedWaveProvider(decompressor.OutputFormat);
this.bufferedWaveProvider.BufferDuration = TimeSpan.FromSeconds(20); // allow us to get well ahead of ourselves
}
}
int decompressed = decompressor.DecompressFrame(frame, buffer, 0);
if(bufferedWaveProvider != null)
{
bufferedWaveProvider.AddSamples(buffer, 0, decompressed);
}
}
}
if (this.mWaveOutDevice == null && this.bufferedWaveProvider != null)
{
Debug.Log("Creating WaveOut Device");
this.mWaveOutDevice = new WaveOut();
this.volumeProvider = new VolumeWaveProvider16(bufferedWaveProvider);
this.volumeProvider.Volume = 100.0f;
mWaveOutDevice.Init(volumeProvider);
}
else if (bufferedWaveProvider != null)
{
double bufferedSeconds = bufferedWaveProvider.BufferedDuration.TotalSeconds;
if(bufferedSeconds > 0.2f && playbackState == StreamingPlaybackState.Buffering)
{
Debug.Log("PLaying music...");
mWaveOutDevice.Play();
playbackState = StreamingPlaybackState.Playing;
}
}
}
}
finally
{
if (decompressor != null)
{
decompressor.Dispose();
}
}
}
}

The ACM error either means there is no ACM MP3 decoder on the machine, or that possibly a corrupt frame has been received (or some album art misinterpreted as a frame). It it's the latter, you can just catch the error and ignore it. If the former, you'll need to install a decoder, or use a different MP3 frame decompressor. (Possibly the NLayer one).

Related

Bluetooth connection getting read failed, socket might closed or timeout, read ret: -1

I am creating an app in Xamarin(Android app), that allows user to send data on his phone via bluetooth connection to another phone. When I click the button it should run the bluetooth getAllPairedDevices and then openConnection, but when it tries to connect it goes into throw exception.
This string sets data variable:
private string data = null;
This is my call button, that checks if any devices are paired:
Button btConnect = FindViewById<Button>(Resource.Id.connect);
btConnect.Click += (sender, e) =>
{
BluetoothManager manager = new BluetoothManager();
if (manager.getAllPairedDevices() != false)
{
System.Threading.Thread thread = new System.Threading.Thread(() =>
{
while (true)
{
data = manager.getDataFromDevice();
}
});
thread.IsBackground = true;
thread.Start();
}
};
And then this is my bluetooth class:
public class BluetoothManager
{
// Unique ID for connecting
private const string UuidUniverseProfile = "00001101-0000-1000-8000-00805f9b34fb";
// Incoming bluetooth data from UART
private BluetoothDevice result;
// Input/Output stream of this communication
private BluetoothSocket mSocket;
// Convert byte[] to strings
private BufferedReader reader;
private System.IO.Stream mStream;
private InputStreamReader mReader;
public BluetoothManager()
{
reader = null;
}
private UUID getUUIDfromString()
{
return UUID.FromString(UuidUniverseProfile);
}
private void close(IDisposable connectedObject)
{
if (connectedObject == null) return;
try
{
connectedObject.Dispose();
}
catch (Exception ex)
{
throw ex;
}
connectedObject = null;
}
private void openDeviceConnection(BluetoothDevice btDevice)
{
try
{
// Getting socket from specific device
mSocket = btDevice.CreateRfcommSocketToServiceRecord(getUUIDfromString());
mSocket.Connect();
// Input stream
mStream = mSocket.InputStream;
// Output stream
//mStream.OutputStream;
mReader = new InputStreamReader(mStream);
reader = new BufferedReader(mReader);
System.Threading.Thread.Sleep(1000);
mSocket.Close();
}
catch (IOException ex)
{
close(mSocket);
close(mStream);
close(mReader);
throw ex;
}
}
public String getDataFromDevice()
{
return reader.ReadLine();
}
public bool getAllPairedDevices()
{
// Default android phone bluetooth
BluetoothAdapter btAdapter = BluetoothAdapter.DefaultAdapter;
var devices = btAdapter.BondedDevices;
if (devices != null && devices.Count > 0)
{
// All paired devices
foreach (BluetoothDevice mDevice in devices)
{
openDeviceConnection(mDevice);
}
return true;
}
else
{
return false;
}
}
}
Since I am new to Bluetooth communication I am not exactly sure where the problem is, I already checked multiple answers, and android.library but it is so complicated, so no luck.
Also a subquestion, how would you send a simple string via this setup?

WasapiLoopbackCapture.DataAvailable reading silence bytes

I am trying to record the speaker sound to a wave file using NAudio's WasapiLoopbackCapture by writing the stream of bytes available. The WasapiLoopbackCapture.DataAvailable BytesRecorded will be 0 is there is no sound. however in my case i am getting bytecount in BytesRecorded even though the speakers are silent. could you please let me know whats wrong here.
class CallResponse
{
private WaveFileWriter _writer;
private WasapiLoopbackCapture _waveIn;
private string _inFile;
private string _inFileCompressed;
private int _duration;
public bool _isRecording;
public bool _speechDetected;
public CallResponse()
{
_inFile = #"C:\Naresh\test.wav";
_inFileCompressed = #"C:\Naresh\test16Hz.wav";
_waveIn = new WasapiLoopbackCapture();
_waveIn.DataAvailable += (s, e) =>
{
Console.WriteLine(e.BytesRecorded);
_writer.Write(e.Buffer, 0, e.BytesRecorded);
if (_writer.Position > _waveIn.WaveFormat.AverageBytesPerSecond * _duration)
{
Console.Write("\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\bRecording stopped...");
_waveIn.StopRecording();
}
};
_waveIn.RecordingStopped += (s, e) =>
{
if (_writer != null)
{
_writer.Close();
_writer.Dispose();
_writer = null;
}
Console.Write("\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\bCompressing Audio...");
using (var reader = new AudioFileReader(_inFile))
{
var resampler = new WdlResamplingSampleProvider(reader, 16000);
WaveFileWriter.CreateWaveFile16(_inFileCompressed, resampler);
}
_isRecording = false;
};
}
public void DisposeObjects()
{
if (_waveIn != null)
{
_waveIn.Dispose();
_waveIn = null;
}
}
public void StartRecording(int duration = 5)
{
_writer = new WaveFileWriter(_inFile, _waveIn.WaveFormat);
this._duration = duration;
_speechDetected = false;
_isRecording = true;
Console.WriteLine("\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\bRecording....");
_waveIn.StartRecording();
}
}
if something is playing audio, then WasapiLoopbackCapture will capture that audio, even if it contains silence. So there's nothing particularly wrong or surprising that you are getting non-zero BytesRecorded values. In fact, if no applications are sending audio to the device being captured, then what typically happens is that you won't get any DataAvailable callbacks at all.

Play Real Time from Byte array

Im sending audio from micro to PC using dma(LAN-TCP):
while (1) {
U32 max;
int r,i;
main_TcpNet ();
if(tcpSend & sendBuffer)
{
if(selectBuffer)
{
send_datalog(ADC_RegularConvertedValueTab2,sizeof(ADC_RegularConvertedValueTab2));
sendBuffer = 0;
}
else
{
send_datalog(ADC_RegularConvertedValueTab,sizeof(ADC_RegularConvertedValueTab));
sendBuffer = 0;
}
main_TcpNet ();
}
}
}
I need to play it in real time .this is what Ive done so far using NAudio:
byte[] recBuff = new byte[1400];
public void OnDataReceived(IAsyncResult asyn)
{
try
{
SocketPacket theSockId = (SocketPacket)asyn.AsyncState;
int iRx = theSockId.thisSocket.EndReceive(asyn);
recBuff [count]= theSockId.dataBuffer[0];
count++;
if (count >= 1400)
{
//--------------------------------------------------------------------
for (int i = 0; i < 1400; i += 2)
recieveSound[i / 2] = recBuff[i] + (recBuff[i + 1] * 256); //turn back to 16bit
//--------------------------------------------------------------------
foreach(int data in recieveSound)
sound.Add(data);
//----------------------------------
if (playStauts)
{
if (firstplay)
{
IWaveProvider provider = new RawSourceWaveStream(
new MemoryStream(recBuff), new WaveFormat());
_waveOut.Init(provider);
_waveOut.Play();
//playThread.Start();
//firstplay = false;
}
}
else
{
player.Stop();
}
count = 0; //RESET THE RecBuff
}
//---------------------------------------------------------------
}
catch (ObjectDisposedException)
{
System.Diagnostics.Debugger.Log(0, "1", "\nOnDataReceived: Socket has been closed\n");
}
catch (SocketException se)
{
MessageBox.Show(se.Message);
}
}
private void exitToolStripMenuItem_Click(object sender, EventArgs e)
{
if (m_clientSocket != null)
{
m_clientSocket.Close();
m_clientSocket = null;
}
Close();
}
private void frmMain_Load(object sender, EventArgs e)
{
playThread = new Thread(new ThreadStart(play));
player = new SoundPlayer(filePath);
toolStriplbIP.Text = "Your IP: " + GetIP();
btnDisconnect.Enabled = false;
}
#region Palying Sound
private void btnPlay_Click(object sender, EventArgs e)
{
try
{
//Array.Clear(sound, 0, sound.Count);
buffCount = 0;
offsetSound = 0;
sound.Clear();
Object objData = "7";
byte[] byData = System.Text.Encoding.ASCII.GetBytes(objData.ToString());
if (m_clientSocket != null)
m_clientSocket.Send(byData);
playStauts = true;
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
private void btnPause_Click(object sender, EventArgs e)
{
playStauts = false;
}
#endregion
public void play()
{
while(true){
using (SoundPlayer player = new SoundPlayer(filePath))
{
//????????
}
}
}
I just hear like a bijilion Buzzes in sec. But When I save it and then play it I hear the song very clear and loud.
What is wrong? How can I play my byte array when its growing?
does this even work for me?
byte[] bytes = new byte[1400];
IWaveProvider provider = new RawSourceWaveStream(
new MemoryStream(bytes), new WaveFormat());
_waveOut.Init(provider);
_waveOut.Play();
For one thing, you're using the default WaveFormat, which may or may not be correct. Disagreement between source and destination formats will definitely cause you problems.
Once you're sure the WaveFormat is correct, I would suggest using a BufferedWaveProvider as the input to your wave player rather than the MemoryStream, something like this:
WaveFormat Format = new WaveFormat(/* fill in the right parameters here */);
BufferedWaveProvider Provider = new BufferedWaveProvider(Foramt);
Then, whenever you're happy with your recBuff, you just call Provider.AddSamples to drop the data into the BufferedWaveProvider, which will then be picked up by your WaveOut player.
There's some other strangeness going on. Are you receiving only one byte at a time? It looks like that's what your asynchronous handler is doing. This might not be the best thing, since that will result in lots and lots of context switching. If you're receiving more than one byte at a time, then you're only grabbing the first one and ignoring the rest. That will undoubtedly result in "unexpected" sounds during playback.

(Pause) Stop download without dropping connection

I want to be able to pause a download. I can stop them by dropping the existing connections.
What I'm referring to is almost similar to what's described here: https://superuser.com/questions/170509/whats-the-difference-in-using-pause-stop-in-%C2%B5torrent
My download class:
public class Download
{
public event EventHandler<DownloadStatusChangedEventArgs> DownloadStatusChanged;
public event EventHandler<DownloadProgressChangedEventArgs> DownloadProgressChanged;
public event EventHandler DownloadCompleted;
public bool stop = true; // by default stop is true
public void DownloadFile(string DownloadLink, string Path)
{
stop = false; // always set this bool to false, everytime this method is called
long ExistingLength = 0;
FileStream saveFileStream;
if (File.Exists(Path))
{
FileInfo fileInfo = new FileInfo(Path);
ExistingLength = fileInfo.Length;
}
if (ExistingLength > 0)
saveFileStream = new FileStream(Path, FileMode.Append, FileAccess.Write, FileShare.ReadWrite);
else
saveFileStream = new FileStream(Path, FileMode.Create, FileAccess.Write, FileShare.ReadWrite);
var request = (HttpWebRequest)HttpWebRequest.Create(DownloadLink);
request.Proxy = null;
request.AddRange(ExistingLength);
try
{
using (var response = (HttpWebResponse)request.GetResponse())
{
long FileSize = ExistingLength + response.ContentLength; //response.ContentLength gives me the size that is remaining to be downloaded
bool downloadResumable; // need it for sending empty progress
if ((int)response.StatusCode == 206)
{
Console.WriteLine("Resumable");
var downloadStatusArgs = new DownloadStatusChangedEventArgs();
downloadResumable = true;
downloadStatusArgs.ResumeSupported = downloadResumable;
OnDownloadStatusChanged(downloadStatusArgs);
}
else // sometimes a server that supports partial content will lose its ability to send partial content(weird behavior) and thus the download will lose its resumability
{
Console.WriteLine("Resume Not Supported");
ExistingLength = 0;
var downloadStatusArgs = new DownloadStatusChangedEventArgs();
downloadResumable = false;
downloadStatusArgs.ResumeSupported = downloadResumable;
OnDownloadStatusChanged(downloadStatusArgs);
// restart downloading the file from the beginning because it isn't resumable
// if this isn't done, the method downloads the file from the beginning and starts writing it after the previously half downloaded file, thus increasing the filesize and corrupting the downloaded file
saveFileStream.Dispose(); // dispose object to free it for the next operation
File.WriteAllText(Path, string.Empty); // clear the contents of the half downloaded file that can't be resumed
saveFileStream = saveFileStream = new FileStream(Path, FileMode.Append, FileAccess.Write, FileShare.ReadWrite); // reopen it for writing
}
using (var stream = response.GetResponseStream())
{
byte[] downBuffer = new byte[4096];
int byteSize = 0;
long totalReceived = byteSize + ExistingLength;
var sw = new Stopwatch();
sw.Start();
while ((byteSize = stream.Read(downBuffer, 0, downBuffer.Length)) > 0)
{
saveFileStream.Write(downBuffer, 0, byteSize);
totalReceived += byteSize;
var args = new DownloadProgressChangedEventArgs();
args.BytesReceived = totalReceived;
args.TotalBytesToReceive = FileSize;
float currentSpeed = totalReceived / (float)sw.Elapsed.TotalSeconds;
args.CurrentSpeed = currentSpeed;
if (downloadResumable == true)
{
args.ProgressPercentage = ((float)totalReceived / (float)FileSize) * 100;
long bytesRemainingtoBeReceived = FileSize - totalReceived;
args.TimeLeft = (long)(bytesRemainingtoBeReceived / currentSpeed);
}
else
{
//args.ProgressPercentage = Unknown;
//args.TimeLeft = Unknown;
}
OnDownloadProgressChanged(args);
if (stop == true)
return;
}
sw.Stop();
}
}
var completedArgs = new EventArgs();
OnDownloadCompleted(completedArgs);
saveFileStream.Dispose();
}
catch (WebException e)
{
string filename = System.IO.Path.GetFileName(Path);
Console.WriteLine(e.Message);
saveFileStream.Dispose();
return; //not needed because this is the last line of the method, but let's keep it here
}
}
public void StopDownload()
{
stop = true;
}
protected virtual void OnDownloadStatusChanged(DownloadStatusChangedEventArgs e)
{
EventHandler<DownloadStatusChangedEventArgs> handler = DownloadStatusChanged;
if (handler != null)
{
handler(this, e);
}
}
protected virtual void OnDownloadProgressChanged(DownloadProgressChangedEventArgs e)
{
EventHandler<DownloadProgressChangedEventArgs> handler = DownloadProgressChanged;
if (handler != null)
{
handler(this, e);
}
}
protected virtual void OnDownloadCompleted(EventArgs e)
{
EventHandler handler = DownloadCompleted;
if (handler != null)
{
handler(this, e);
}
}
}
public class DownloadStatusChangedEventArgs : EventArgs
{
public bool ResumeSupported { get; set; }
}
public class DownloadProgressChangedEventArgs : EventArgs
{
public long BytesReceived { get; set; }
public long TotalBytesToReceive { get; set; }
public float ProgressPercentage { get; set; }
public float CurrentSpeed { get; set; } // in bytes
public long TimeLeft { get; set; } // in seconds
}
Can anybody help me with this?
Note: I can already resume downloads, that's not what I want, if you were wondering.
In your code (you should copy it into your question, by the way), you have a loop that reads bytes from a stream. You have a flag that will stop the loop.
You do the exact same thing except for pausing instead of stopping. It could be another flag, but you will also need to know when to resume, so you need something for the loop to wait on. One fairly neat way to do this would be with a lock (mutex).
I don't know C# so I can't give you working code, but here is pseudocode for it. With your pointer to the reference docs, it looks like SemaphoreSlim is the simplest thing suitable for this purpose.
bool stop = false
bool paused = false
SemaphoreSlim pauseLock = new SemaphoreSlim(1)
method download():
while (stuff to read):
read from stream
write to file
if stop:
break
// This will do nothing if not paused, or will block if paused
pauseLock.Wait()
pauseLock.Release()
method stop():
stop = true
self.unpause() // stop waiting on lock if needed
method pause()
if not paused:
paused = true
// Note this cannot block for more than a moment
// since the download thread doesn't keep the lock held
pauseLock.Wait()
method unpause()
if paused:
paused = false
pauseLock.Release()
Of course, doing this may cause the server to drop your connection eventually (at which point you need to resume anyway, and you'll only notice this after unpausing).

Kinect SDK 2.0: how to track one body

I am using Kinect SDK 2.0 and I want to track just one skeleton.
How do I achieve this?
I already tried the FindClosestSkeleton method in HD Face Basics sample, but that stopped my program from updating every frame, and I didn't entirely understand it.
Can someone kindly explain and show me how to do this?
The following code is based on the BodyBasics-WPF sample.
public class KinectManager
{
// Active Kinect sensor
private KinectSensor kinectSensor = null;
// Reader for body frames
private BodyFrameReader bodyFrameReader = null;
// Array for the bodies
private Body[] bodies = null;
// index for the currently tracked body
private int bodyIndex;
// flag to asses if a body is currently tracked
private bool bodyTracked = false;
public KinectManager()
{
this.kinectSensor = KinectSensor.GetDefault();
// open the reader for the body frames
this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader();
// open the sensor
this.kinectSensor.Open();
this.bodyFrameReader.FrameArrived += this.Reader_FrameArrived;
}
// Handles the body frame data arriving from the sensor
private void Reader_FrameArrived(object sender, BodyFrameArrivedEventArgs e)
{
bool dataReceived = false;
using (BodyFrame bodyFrame = e.FrameReference.AcquireFrame())
{
if (bodyFrame != null)
{
if (this.bodies == null)
{
this.bodies = new Body[bodyFrame.BodyCount];
}
bodyFrame.GetAndRefreshBodyData(this.bodies);
dataReceived = true;
}
}
if (dataReceived)
{
Body body = null;
if(this.bodyTracked) {
if(this.bodies[this.bodyIndex].IsTracked) {
body = this.bodies[this.bodyIndex];
} else {
bodyTracked = false;
}
}
if(!bodyTracked) {
for (int i=0; i<this.bodies.Length; ++i)
{
if(this.bodies[i].IsTracked) {
this.bodyIndex = i;
this.bodyTracked = true;
break;
}
}
}
if (body != null && this.bodyTracked && body.IsTracked)
{
// body represents your single tracked skeleton
}
}
}
}

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