Crossfading - Best way of getting audio C# .NET Compact Framework? - c#

I'm using .NET Compact Framework 3.5 and I'm wanting to crossfade two tracks of music.
The time at which they would crossfade isn't known, the idea is one would loop and something would trigger a crossfade.
I know SoundPlayer can play multiple tracks on top of one another and that (though I've not been able to get it to work), WaveOut is able to control volume (maybe fade?!).
Is there any way of incorporating these functionalites?
Thanks

the audio capabilities built into .NET CF are quite limited. for serious audio capabilities, you'll need to use a separate library - FMOD is popular for this.

.Net CF runs on multiple type of devices with different capabilites. Depending on the specific features of your target device, you might be able to use Windows Media Player activex control. OpenNetCF team has a commercial component allowing to use this activex control from .Net CF.

Related

Detect is any audio playing

I want to detect is any audio playing from any application using Windows API functions like waveout... or mixer functions. I am going to use it in the program I am writing for Windows CE 6 using C#. Note that I am programming Windows CE so there are some limits, and I don't want to use DirectX.
Need more specification on the device that will be used.
It's not wise to use other things - DirectX is well prepared for common problems, that you will have.
Also please look at Platform Builder - maybe this is more complex but you will know what kind of IN/OUT's you will be using.

c# mixing two audio files in windows phone 8.1 silverlight project

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/

How can I play .ogg, mp3, without Directsound libs in Windows CE 5.0 (Build 1400) in C#?

I've been facing a road block in trying to incorporate .ogg and .mp3 files in a WinCE 5.0 (build 1400) environment. Many of the answers I've found require some part of the Directsound libraries which are no longer supported.
Is there any way to implement playing of .ogg and .mp3 files on WinCE 5.0 without using Directsound libraries?
For this situation I would recommend taking a look at GSPlayer or TCPMP Player (open source software, C++), you could use the code to create a dll. GSPlayer uses WaveOut internally, so no worries about DirectSound. However you will need to check the license and make sure you are not violating it. After creating such dll you could use it with p/invoke.
If you are the OEM of your target device, another option that excludes .ogg would be to add Windows Media Player Control in your OS image, and use it from C# as an ActiveX control. There is more information on how to do this here, here and here
Update:
In answers to a similar question it is recommended to use FMOD, although this is not free for commercial use as #mack369 pointed out in a comment.

How do I control audio volume in .NET 3.5?

I want to create a volume slider for my application. I don't mind whether it controls master volume or program volume, but I don't want to use pinvoke if there's an alternative. I'm using C# with .NET 3.5.
As mentioned in the Changing Master Volume Level question, there are 2 different APIs, depending on your OS (Xp or Vista).
Still, if you can call from your .net program some of the winapi functions mentionned in that question, you should be able to implement what you are asking for.

Compact Framework : any Finger Friendly GUI?

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.

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