Play .oni-File on loop in C# / WPF - c#

I'd like to play a previously recordet *.oni-File in C#/WPF. While, with the help of this tutorial I was able to get to RGB- and Depth-Stream to show up on my UI, I don't know how to play an *.oni-file.
The OpenNI page mentions, that I'd just have to "connect" to the file instead of the device, but I can't find the proper piece of code to do so.
The openni::Device class provides an interface to a single physical hardware device (via a driver). It can also provide an interface to a simulated hardware device via a recorded ONI file taken from a physical device.
If connecting to an ONI file instead of a physical device, it is only required that the ONI recording be available on the system running the application, and that the application have read access to this file.
I also found some clues / discussions, but none of it did help much
C# problem with .oni player
OpenNI-dev: Not able to play the skeletonRec.oni
EDIT: I found a way to at least get the recording played using the SamplesConfig.xml. I just inserted the following code into the <ProductionNodes>:
<Recording file="\test.oni" playbackSpeed="1.0"/>
Sadly, that recording crashes to program when it's done playing - I'm now looking for a way to loop the recording...
EDIT 2: Just if anybody should be interested, I'm using those lines to set the recording on loop:
ScriptNode scriptNode;
context = Context.CreateFromXmlFile(path + "\\" + configuration, out scriptNode);
Player p = (Player)context.FindExistingNode(NodeType.Player);
if (p!=null) p.SetRepeat(true); //Make sure it's really a recording.

If anybody should need the code one day - I managed to load the file and play the recording without the need of a config file:
Context context = new Context();
// Add license
License license = new License();
license.Vendor = "vendor";
license.Key = "key";
context.AddLicense(license);
// Open file
context.OpenFileRecordingEx("record.oni");
// Set to repeat
Player p = (Player)context.FindExistingNode(NodeType.Player);
if (p != null) p.SetRepeat(true);

Related

CSCore - not working for a specific device

i'm using CScore to play an mp3 file,
first, i have this on my public partial public MMDevice SelfDevice;
next, i get the default playback device with this code:-
MMDeviceEnumerator enumerator = new MMDeviceEnumerator();
SelfDevice = enumerator.GetDefaultAudioEndpoint(DataFlow.Render, Role.Console);
now selfDevice has the default playback device.
then, i run this code to play an mp3 file
if (CSCore.SoundOut.WasapiOut.IsSupportedOnCurrentPlatform)
_soundOutToSelf = new CSCore.SoundOut.WasapiOut() { Device = SelfDevice };
else
_soundOutToSelf = new DirectSoundOut();
var source = CodecFactory.Instance.GetCodec(pathToMP3())
.Loop()
.ChangeSampleRate(32000)
.ToSampleSource()
.AppendSource(Equalizer.Create10BandEqualizer)
.ToWaveSource();
_soundOutToSelf.Initialize(source);
_soundOutToSelf.Play();
_soundOutToSelf.Volume = 1;
MessageBox.Show(SelfDevice.FriendlyName);
it works, but only when i set my HDMI Audio as my default playback device, it plays no music when my Speakers are on default, also the messagebox is returning the right playback device name, so there's no problem with the device variable. what's the problem here?
also, i tried to make a new project and run the code there and it worked without any problem, so i reverted to an older version to the project when it was working, but now it's not working either.
i deleted the debug folder and the problem still occurs.
EDIT: i found out i can fix the problem by changing the assemblyname of the program, but i still don't know why windows is blocking my program?
changing the assemblyname or create a new project fixes the problem, still don't know what's the real cause.

Change sample rate of audiocard with WasapiOut Naudio

I want to chose a specific sample rate for my audio card programmatically in c# with Naudio.
My output is a WasapiOut in exclusive mode.
I already tried a lot of things, but nothing worked and I've searched everywhere and I only found this : How to Change Speaker Configuration in Windows in C#?
But they didn't really find a right solution.
Here's my WasapiOut :
var enumerator = new MMDeviceEnumerator();
MMDevice device = enumerator.EnumerateAudioEndPoints(DataFlow.Render, DeviceState.Active).FirstOrDefault(d => d.DeviceFriendlyName == name);
outputDevice = new WasapiOut(device, AudioClientShareMode.Exclusive, false,200);
What I don't understand is that here :
https://github.com/naudio/NAudio/blob/master/Docs/WasapiOut.md
It says that :
"If you choose AudioClientShareMode.Exclusive then you are requesting exclusive access to the sound card. The benefits of this approach are that you can specify the exact sample rate you want"
And I didn't find anywhere how to specify the sample rate.
If someone here know the answer it would be great, thanks !
Edit :
I think I found a way by doing this :
var waveFormat5 = WaveFormat.CreateIeeeFloatWaveFormat(Int32.Parse(comboBox1.Text), 2);
var test2 = new MixingSampleProvider(waveFormat5);
var audioFile = new AudioFileReader("test.wav");
var input = audioFile;
test2.ReadFully = true;
test2.AddMixerInput(new AutoDisposeFileReader(input,waveFormat5));
outputDevice.Init(test2);
With "outputDevice" as my WasapiOut.
So I set the ouputDevice sample rate to the one that I chose with the Mixing Sample Provider and then I send an audiofile to that Mixer, is that the right way to do it ?
Because my audiofile sample rate is at 44100, and I chose to put my outputDevice sample rate to also 44100, but when I make outputDevice.Play(), the sound that I ear is faster than the original.
Once you've created an instance of WasapiOut you call Init passing the audio you want to play. It will try to use the sample rate (and WaveFormat) of that audio directly, assuming the soundcard supports it. Usi
I solved my problem, I used an AudioPlaybackEngine (https://markheath.net/post/fire-and-forget-audio-playback-with) with a MixingSampleProvider, and a try/catch to handle the message error of "the inputs are not a the same sample rate".

using an Audio Endpoint other than 'DefaultAudioEndpoint' in C#

This program is an audio visualizer for an rgb keyboard that listens to windows' default audio device. My audio setup is a bit more involved, and I use way more than just the default audio device. For instance, when I play music from Winamp it goes through the device Auxillary 1 (Synchronous Audio Router) instead of Desktop Input (Synchronous Audio Router) which I have set as Default. I'd like to be able change the device that the program listens to for the visualization.
I found in the source where the audio device is declared; Lines 32-36 in CSCoreAudioInput.cs:
public void Initialize()
{
MMDevice captureDevice = MMDeviceEnumerator.DefaultAudioEndpoint(DataFlow.Render, Role.Console);
WaveFormat deviceFormat = captureDevice.DeviceFormat;
_audioEndpointVolume = AudioEndpointVolume.FromDevice(captureDevice);
}
The way that I understand it from the documentation, the section MMDeviceEnumerator.DefaultAudioEndpoint(DataFlow.Render, Role.Console) is where Windows gives the application my default IMMEndpoint "Desktop Input."
How would I go about changing DefaultAudioEndpoint?
Further Reading shows a few ways to get an IMMDevice, with DefaultAudioEnpoint being one of them. It seems to me that I'd have to enumerate the devices, and then separate out Auxillary 1 (Synchronous Audio Router) using PKEY_Device_FriendlyName. That's a bit much for me, as I have little to no C# experience. Is there an easier way to go about choosing a different endpoint? Am I on the right track? or am I missing the mark completely?
Also, what is the difference between MMDevice and IMMDevice? The source only seems to use MMDevice while all the Microsoft documentation references IMMDevice.
Thanks.
I DID IT!
I've found why the program uses MMDevice rather than IMMDevice. The developer has chosen to use the CSCore Library rather than Windows' own Core Audio API.
From continued reading of the CSCore MMDeviceEnumerator Documentation, it looks like I'll have to make a separate program that outputs all endpoints and their respective Endpoint ID Strings. Then I can substitute the DefaultAudioEndpoint method with the GetDevice(String id) method, where String id is the ID of whichever Endpoint I chose from the separate program.
To find the the Endpoint I wanted, I wrote this short program to find all the info I wanted:
static void Main(string[] args)
{
MMDeviceEnumerator enumerator = new MMDeviceEnumerator();
MMDeviceCollection collection = enumerator.EnumAudioEndpoints(DataFlow.Render,DeviceState.Active);
Console.WriteLine($"\nNumber of active Devices: {collection.GetCount()}");
int i = 0;
foreach (MMDevice device in collection){
Console.WriteLine($"\n{i} Friendly name: {device.FriendlyName}");
Console.WriteLine($"Endpoint ID: {device.DeviceID}");
i++;
}
Console.ReadKey();
}
This showed me that the Endpoint I wanted was item number 3 (2 in an array) on my list, and instead of using GetDevice(String id) I used ItemAt(int deviceIndex).
MMDeviceEnumerator enumerator = new MMDeviceEnumerator();
MMDeviceCollection collection = enumerator.EnumAudioEndpoints(DataFlow.Render,DeviceState.Active);
MMDevice captureDevice = collection.ItemAt(2);
However in this case, the program was not using captureDevice to bring in the audio data. These were the magic lines:
_capture = new WasapiLoopbackCapture(100, new WaveFormat(deviceFormat.SampleRate, deviceFormat.BitsPerSample, i));
_capture.Initialize();
I found that WasapiLoopbackCapture uses Windows' default device unless changed, and the code was using DefaultAudioEndpoint to get the properties of the default device. So I added
_capture.Device = captureDevice;
//before
_capture.Initialize();
And now the program properly pulls the audio data off of my non-default audio endpoint.
I had been asked to solve a similar type of problem this week. Although there are a few librarys to do this I was specifically asked to do this for "non ish" programmers so I developed this in PowerShell.
Powershell default audio device changer - Github
Maybe you can alter it to your needs.

verbot 5 sdk - loading KnowledgeBases

I'm looking for help from anyone who's worked with the verbot sdk.
I'm making a program that I want to use the LearnedKnowledge.vkb, Teacher.vkb, and any standard bot (julia, for example). Those who've used this before will know that with the rules in Teacher, you can essentially write responses to things that the bot doesn't understand, and train it on the fly.
I'm planning on using speech recognition and text-to-speech, but my problem right now is that after I load the knowledgebases, I can't seem to get any response from the bot.
Here's what I have: The Verbot5Library.dll, from verbots.sourceforge.net (I got the editor and player too, to make sure the files were working). In my program, I set up the variables as such:
Verbot5Engine verbot = new Verbot5Engine();
KnowledgeBase kb = new KnowledgeBase();
KnowledgeBaseItem kbi = new KnowledgeBaseItem();
State state = new State();
XMLToolbox xmlToolboxKB = new XMLToolbox(typeof(KnowledgeBase));
Then I initialize the verbot engine and load the kbs:
// using the xmlToolboxKB method I saw in this forum: http://www.verbots.com/forums/viewtopic.php?t=2984
kbi.Fullpath = #"C:\\[full path to kb...]\\";
kbi.Filename = "LearnedKnowledge.vkb";
kb = (KnowledgeBase)xmlToolboxKB.LoadXML(kbi.Fullpath + kbi.Filename);
verbot.AddKnowledgeBase(kb, kbi);
kbi.Filename = "julia.vkb";
kb = (KnowledgeBase)xmlToolboxKB.LoadXML(kbi.Fullpath + kbi.Filename);
verbot.AddKnowledgeBase(kb, kbi);
//trying to use LoadKnowledgeBase and LoadCompiledKnowledgeBase methods: verbot.LoadKnowledgeBase("C:\\[full path to kb...]\\LearnedKnowledge.vkb");
//verbot.LoadCompiledKnowledgeBase("C:\\[full path...]\\julia.ckb");
//verbot.LoadCompiledKnowledgeBase("C:\\[full path...]\\Teacher.ckb");
// set up state
state.CurrentKBs.Add("C:\\[full path...]\\LearnedKnowledge.vkb");
state.CurrentKBs.Add("C:\\[full path...]\\Teacher.vkb");
state.CurrentKBs.Add("C:\\[full path...]\\julia.ckb");
Finally, I attempt to get a response from the verbot engine:
Reply reply = verbot.GetReply("hello", state);
if (reply != null)
Console.WriteLine(reply.AgentText);
else
Console.WriteLine("No reply found.");
I know julia has a response for "hello", as I've tested it with the editor. But all it ever returns is "No reply found". This code has been taken from the example console program in the SDK download (as very little documentation is available). That's why I need some pointers from someone who's familiar with the SDK.
Am I not loading the KBs correctly? Do they all need to be compiled (.ckb) instead of the XML files (.vkb)? I've used the verbot.OnKnowledgeBaseLoadError event handler and I get no errors. I even removed the resource file Default.vsn needed to load the Teacher, and it throws an error when trying to load it so I'm pretty sure it's all loading correctly. So why do I always get "No reply found"?
resolved: see http://www.verbots.com/forums/viewtopic.php?p=13021#13021

I need to open several VLC clients in order to "monitor" the stream they're receiving

I want to be able to specify how many clients do I want opened, and be able to manually switch between the windows after they're opened- meaning "streaming in background" (if such a thing is possible? ) won't do here.
I need to specify different inputs for the different clients as well.
Additionally -and this is the part I'm totally clueless about as it's VLC-specific - I need the clients to be logging some info re:the stream they're receiving, so as to be able to determine that it has been received completely etc -such as frame rate/total frames' number or similar.
I'd appreciate helpful suggestions for
running the instances+ controlling
them
getting info about
the stream
Language-wise - I know Java, some C#, and wouldn't mind learning some new language for this purpose if it's a better solution .
Thanks!
Depending on your version of VLC, you may need to enable an option to run multiple instances. See here: http://wiki.videolan.org/How_to_play_multiple_instances_of_VLC
It does sound like a 'run windows processes in a loop' thing, which you could do several ways.
You could make a windows batch file (.bat):
"C:\path\to\vlc.exe" -vvv "http://www.whatever.com/mystream.mms"
"C:\path\to\vlc.exe" -vvv "http://www.whatever.com/mystream2.mms"
"C:\path\to\vlc.exe" -vvv "C:\music\whatever.mp3"
Or you could use a real programming language and perhaps open a variable number of instances... C# for example:
using System.Diagnostics;
...
foreach (string stream in streamList) {
Process myProc = new Process();
string myCmd = #"C:\path\to\vlc.exe";
string myArgs = "-vvv \"" + stream + "\"";
ProcessStartInfo myStart = new ProcessStartInfo(myCmd, myArgs);
myStart.UseShellExecute = false;
myProc.StartInfo = myStart;
myProc.Start();
}
See this page for a full list of VLC command line options: http://www.videolan.org/doc/vlc-user-guide/en/ch04.html
Hope this helps.
You'll either need to run several processes (as above) or hook somehow into libvlc and instruct it to start up several players.
A good demo of this is the python wrapper to libvlc--I think--it shows how to sample to know where the stream is--however I've never tried it with multiple things running at the same time but I think it would work.
Another option might be something like http://wiki.videolan.org/Mosaic

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