video call in c# - c#

I want to make a similar application to Skype, and the main problem is working with video and audio. The first problem is how to get a bytes array of the video (to be specific, I need to get bytes which represent the video, so that I can send them over the internet), and same with audio. The second problem is to play bytes that come from the other computer.
I've been thinking to do that in WPF. I'm new in WPF (I have practiced a little bit, and made couple of programs among which is a basic chat program). I'm doing this for practice, and I want to code by myself as much as I can, server, client, transmision of data, and so on...
I've been searching over the internet, and only one solution seems to me to be good, or better to say feasible, is to use DirectShow.
Just to add, I know that camera and microphone is supported in Silverlight, and I've tried that (actually, I've tried to host an HTML page with silverlight project in WPF project in which were webbrowser control, and I've succeeded to show video from my webcam), but I don't know how to get bytes which represent video.
Is that possible to do with WPF or silverlight?
I'll be very grateful for suggesting any solution, advice, or useful links.

Using DirectShow filter graphs, you'll have a direct access to image and audio buffers from input devices (such as cameras and microphones) as bytes array, sample by sample. You'll be able to directly manipulate the data, to chose a coding or compression format (using specific filters), and to control the data rate and synchronization.
However :
if you've entirely new to this environment, it will be hard. Also, I know it works nicely with C++, but I've never coded any Directshow application in C#. (You may want to look this way : CodeProject Tutorials, MSDN DirectShow topics, and tests using graphedit)
streaming media accross a network and receiving it with Directshow is not trivial and can be quite a pain. Network renderers and network source filters are available all around, but are always difficult to use in my opinion. And depending on your video format (H264, MPEG, MJPEG...) and network protocol (RTSP, plain old simple UDP...) choices, you might end up having to write your own stream/source filters, which is hard and time consuming.
Nevertheless, it IS feasible, and if your main objective is practice with coding, then why not !
(Never used WPF, maybe it's actually way simpler !)

I can't speak to WPF or Silverlight, but I've done this in DirectShow, and it's a pain in the ass.
If you want to use .NET, there's an open source wrapper called DirectShow.NET, that helps alot, and it's still a pain in the ass.
Microsoft did a good job with DirectShow and the whole Filter-Graph thing, but then they sort of dropped the ball a while ago and haven't updated it in years.
I'd recommend looking for a different technology(although it probably sits on DirectShow), and I'd be interested to hear what you find.

To all who are interested in this subject,
After spending hours and hours searching the internet, i managed to find a solution that should work. With Silverlight i take captures, resizing them to 160x120 (or less), and than convert them with imagetools. One thread that is responsible for taking pictures, starts capture, and when it is finished (capturing is asynchronous, so you need semaphores to use) it sleeps for 200ms; thats almost equivalent to 5 frames per second. I'm doing all of this because i have slow upload bandwidth, about 16 kilobytes per second, so i have to compress one frame as much as i can. Result is low detailed picture, but if u use 100x100 rectangle for viewing it, it isn't too bad. I haven't tried it with the internet yet, but, as i have said, it should work. I've also tried using compress methods, to compress picture a little more, if it is possible, but i don't know how to use that class (something is not working well), so left that for another time. Now i just want to make it work, and latter i'll try to make better performance.
Oh, one more thing, I also have to solve problem with audio transmission, and that needs a lot of work.
So, hear latter.

Related

Suggestions for a video montage application (extracting and playing randomized short clips from a playlist)?

I'm an electronics engineer used to coding in embedded C and assembly, but I decided to start learning higher-level stuff like C#, .NET, etc., so I can start making software as a hobby. I have a great idea for one of my first projects, but after searching several forums for days on end, I'm left not really knowing what would be the easiest path forward.
The functionality that I'm looking to create is pretty similar to the idea of a photo slideshow, but applied to videos instead. The program would open a playlist or a folder full of videos and then play the videos in a random order, starting from a random starting position, and with a fixed duration (let's say 10 seconds as an example). You would end up being able to watch a sort of "video montage" that consisted of small clips from random parts of the videos in the playlist, shown in a random order, ad infinitum until the program is closed.
There are a number of ways I could tackle the problem:
Develop a standalone video player with the fixed functionality of showing "video slideshows." DirectX has the Microsoft.DirectX.AudioVideoPlayback API that
could be a good starting point. I found an example here: http://www.dreamincode.net/forums/topic/111181-adding-video-to-an-application/
Modify an open source project to add the desired functionality. I've seen a few cool projects that could get me started, like this simple C# Movie Player: http://www.codeproject.com/Articles/18552/C-Movie-Player
Use a scripting interface to implement this functionality on an existing media player, like VLC or Winamp. You could also control VLC via C#, like the example here: Controlling VLC via c#
I realize that the obvious answer for most people would be to "use whatever you're most comfortable with," but since I'm a pure beginner, I don't really have any allegiances to a particular language or development environment. So, I was just curious if anybody had an idea of what might be the least painful option for a beginner.
I also apologize that this is not a very specific programming question. I'm sort of just testing the waters to get my footing. Hopefully, once I get started on the project, I'll be able to come back and post more intelligent and relevant questions!
While your background would lend you toward C#, I recommend investigating something like this and using WPF for the media player. You can then control the media player using a background worker in order to stop the video or queue up the next one. Some other .NET concepts that will be of use to you are FileInfo and DirectoryInfo objects, to provide you with the necessary information about the files. I'm not sure if you've had experience with generic data structures in .NET, but the System.Collections.Generic namespace would be a good place to start to get a feel for data structure you want to keep your playlist in. WPF will also be able to help you with transitions between video clips.
Admittedly WPF is easier with an understanding of the MVVM or MVC design patterns, but I think you'll be able to get something working without having to delve too far into that right up front.

C# WinForms application to display waveforms of playback and recorded sound

I wish to write a C# WinForms application that can play a WAV file. While playing the file, it shows a waveform (similar to an oscilloscope).
At the same time, a user can record sound via the microphone, attempting to follow the original sound played (like a karaoke). The program displays the waveform of the recorded sound real-time, so comparisons can be seen from the waveform display of the original
wave file and the recorded one by the user. The comparisons will be done as in the difference in time (the delay) of the original and recorded sound. The waveform displays don't have to be very advanced (there is no need for cut, copy or paste); just being able to see it with a timeline would suffice.
I hope this is clear enough. Please do not hesitate to ask for more clarification if it's not clear. Thank you very much.
You can do what you want with C#, but it isn't going to work like you think. There is effectively no relationship at all between how a recording looks in an oscilloscope-type display and how that recording sounds to a human ear. So, for example, if I showed you two WAV files displayed in an oscilloscope display and told you that one recording was of a tuba playing and the other was of a person speaking a sentence, you would have no idea which was which just from looking at them.
If you want to compare a user's sounds to a pre-recorded WAV, you have to get more sophisticated and do FFT analysis of both and compare the frequency spectra, but even that won't really work for what you're trying to do.
Update: after some thought, I don't think I fully agree with my above statements. What you want to do might sort of work if what you want to do is to use the oscilloscope-type effect to compare the pitch (or frequency) of the WAV and the person's voice. If you tuned the oscilloscope to show a relatively small number of wavelengths at a time (like 20, maybe), the user would be able to quickly see the effect of raising or lowering the pitch of their voice.
I have a small sample C# app that I wrote about 2 years ago that does something kind of like this, only it displays an FFT-produced spectrograph instead of an oscilloscope (the difference is basically that a spectrograph shows frequency-domain information while an oscilloscope shows time-domain information). It's realtime, so you can talk/sing/whatever into a microphone and watch the spectrograph change dynamically.
I can dig this out and post the code here if you like. Or if you want the fun of doing it all yourself, I can post some links to the code resources you'd need.
The NAudio library has plenty of functionality that will (possibly) give you what you need. I've used it in the past for some simple operations, but it is much more powerful than I've had need to use.
#ZombieSheep
Naudio is indeed useful, but it has limitations. For example, there is not much control over the waveform display, it cannot be cleared and redrawn again. Besides, if it gets too long its impossible to scroll back to see the waveform in the front part. One more thing is that it only works with playing the sound but does not work with recording the sound.
Thank you.

Pretty printing math in C# desktop application

What is the best method of printing math equations in a C# (winforms) desktop application? The format for the source is not important; I can generate almost anything with a little effort. What is important is that it should be relatively high performance and low overhead (I know, I'm only supposed to pick 2 of { performance, size, features } but I want all 3.)
Things I have considered:
LaTeX via System.Process() -> dvipng. Problem: even a minimal LaTeX instal is about 200 MB. Considering that my app is currently ~400k I think this is a bit excessive.
Some sort of JS-based math rendering library designed for the web, e.g. JSMath. Problem: creates HTML output, which still needs to be displayed in a WebBrowser. Low (probably very low) performance.
Rolling my own. Problems: Takes a lot of time and effort to duplicate the works of those who have gone before. Difficult to draw text in C#.
Any suggestions? Have any of you done this sort of thing in the past?
Some googling lead me to this CodeProject article: it uses MimeTex, a library that generates gif from latex formulas. You'll have to use PInvoke to have it in C#, but everything seems to be in the article.
You can use MEEL for WinForms. It realy easy to use.
A potential solution for your application, if it is feasible, would be to host an online active server page that you could pass LaTeX markup and have it return an image. Obvious constraints include bandwidth, network access, and speed.
Using the CodeProject and MineTex links provided by CharlesB would be great starting points, from which a C#/ASP solution could be implemented.
Then, from winforms, you could make the request and obtain an image which could be displayed within a control, or even rendered using GDI+.

C# Video Playback

I'm looking at trying to create a simple 'slider puzzle' game. You've seen the ones, you have an image and you shuffle the tiles.
However, I want to make one that will play back videos instead. What I'm trying to determine is whether it's possible to playback a video in C# and render the video on different controls (probably buttons, or panels). I've spotted the Microsoft.DirectX.AudioVideoPlayback classes but haven't found much documentation on them yet.
So to throw it up in the air, is this going to be possible to do without too much difficulty? Are there any useful (free) libraries that might help me along?
Have a look at DirectShowNet that wraps the DirectShow API, in the samples page there is a sample called PlayWnd the shows how to play a video file.
Depending upon how large and how long your video sources are, you could accomplish this very simply by first converting your videos to animated GIFs. A .Net PictureBox control will display and animate a GIF automatically, and you could easily use PictureBoxes for your tiles.
One big advantage of this approach is that (thanks to Mono) your application could work unaltered on Windows, Mac and the iPhone (also Linux and a couple others).

Where can I find, or how can I build, a cartoonizer for C#?

I am working on the development of a Massively Multiplayer Online Role Playing Game (MMORPG) in .NET using C# and Silverlight. One of the features that has been requested for this game is to allow players to upload their own avatars.
Rather than displaying the uploaded images in their raw forms, we want to convert the images to a cartoon form--in other words to cartoonize the image.
Several sites which can accomplish such a task are listed at http://www.hongkiat.com/blog/11-sites-to-create-cartoon-characters-of-yourself/
I realize that these sites are applying an image filter to create the cartoon image. Frankly, I have no reasonable idea what these cartoon image filter algorithms might look like or if there is anything already available in C# or .NET that I could use. If there are no libraries available, I am curious how difficult it would be to roll my own.
This is a minor game feature so I am not interested in devoting a week or more of coding time to implement this. However, if I can code up what I need within a day, then it is probably viable.
At this point, I am primarily looking for guidance as to
what is possible
what libraries are already available (preferably as open source)
where i may find additional information
any other advice or guidance you may be able to provide
Thank you in advance!
Apparently you apply a Gaussian Blur filter to the image. Then you sharpen the image. Perhaps the AForge libraries would help you out.
I've used code from the image processing lab on code project before with success. (update: here's the library it uses)
Christian Graus also has written a whole series on GDI image processing which I found useful (and has the effects listed above for filtering capabilities).

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