mirror of
https://github.com/RPCS3/soundtouch.git
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293 lines
9.1 KiB
C#
293 lines
9.1 KiB
C#
//////////////////////////////////////////////////////////////////////////////
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///
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/// WaveStream processor class for manipulating audio stream in C# with
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/// SoundTouch library.
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///
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/// This module uses NAudio library for C# audio file input / output
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///
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/// Author : Copyright (c) Olli Parviainen
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/// Author e-mail : oparviai 'at' iki.fi
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/// SoundTouch WWW: http://www.surina.net/soundtouch
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///
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////////////////////////////////////////////////////////////////////////////////
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//
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// License for this source code file: Microsoft Public License(Ms-PL)
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//
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////////////////////////////////////////////////////////////////////////////////
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using NAudio.Wave;
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using soundtouch;
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using System;
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namespace csharp_example
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{
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/// <summary>
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/// Helper class that allow writing status texts to the host application
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/// </summary>
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public class StatusMessage
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{
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/// <summary>
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/// Handler for status message events. Subscribe this from the host application
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/// </summary>
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public static event EventHandler<string> statusEvent;
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/// <summary>
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/// Pass a status message to the host application
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/// </summary>
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public static void Write(string msg)
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{
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if (statusEvent != null)
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{
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statusEvent(null, msg);
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}
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}
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}
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/// <summary>
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/// NAudui WaveStream class for processing audio stream with SoundTouch effects
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/// </summary>
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public class WaveStreamProcessor : WaveStream
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{
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private WaveChannel32 inputStr;
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public SoundTouch st;
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private byte[] bytebuffer = new byte[4096];
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private float[] floatbuffer = new float[1024];
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bool endReached = false;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="input">WaveChannel32 stream used for processor stream input</param>
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public WaveStreamProcessor(WaveChannel32 input)
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{
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inputStr = input;
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st = new SoundTouch();
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st.Channels = (uint)input.WaveFormat.Channels;
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st.SampleRate = (uint)input.WaveFormat.SampleRate;
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}
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/// <summary>
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/// True if end of stream reached
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/// </summary>
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public bool EndReached
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{
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get { return endReached; }
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}
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public override long Length
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{
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get
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{
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return inputStr.Length;
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}
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}
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public override long Position
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{
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get
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{
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return inputStr.Position;
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}
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set
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{
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inputStr.Position = value;
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}
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}
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public override WaveFormat WaveFormat
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{
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get
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{
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return inputStr.WaveFormat;
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}
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}
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/// <summary>
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/// Overridden Read function that returns samples processed with SoundTouch. Returns data in same format as
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/// WaveChannel32 i.e. stereo float samples.
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/// </summary>
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/// <param name="buffer">Buffer where to return sample data</param>
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/// <param name="offset">Offset from beginning of the buffer</param>
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/// <param name="count">Number of bytes to return</param>
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/// <returns>Number of bytes copied to buffer</returns>
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public override int Read(byte[] buffer, int offset, int count)
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{
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try
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{
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// Iterate until enough samples available for output:
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// - read samples from input stream
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// - put samples to SoundStretch processor
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while (st.AvailableSampleCount < count)
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{
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int nbytes = inputStr.Read(bytebuffer, 0, bytebuffer.Length);
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if (nbytes == 0)
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{
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// end of stream. flush final samples from SoundTouch buffers to output
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if (endReached == false)
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{
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endReached = true; // do only once to avoid continuous flushing
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st.Flush();
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}
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break;
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}
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// binary copy data from "byte[]" to "float[]" buffer
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Buffer.BlockCopy(bytebuffer, 0, floatbuffer, 0, nbytes);
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st.PutSamples(floatbuffer, (uint)(nbytes / 8));
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}
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// ensure that buffer is large enough to receive desired amount of data out
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if (floatbuffer.Length < count / 4)
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{
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floatbuffer = new float[count / 4];
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}
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// get processed output samples from SoundTouch
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int numsamples = (int)st.ReceiveSamples(floatbuffer, (uint)(count / 8));
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// binary copy data from "float[]" to "byte[]" buffer
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Buffer.BlockCopy(floatbuffer, 0, buffer, offset, numsamples * 8);
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return numsamples * 8; // number of bytes
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}
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catch (Exception exp)
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{
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StatusMessage.Write("exception in WaveStreamProcessor.Read: " + exp.Message);
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return 0;
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}
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}
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/// <summary>
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/// Clear the internal processor buffers. Call this if seeking or rewinding to new position within the stream.
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/// </summary>
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public void Clear()
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{
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st.Clear();
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endReached = false;
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}
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}
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/// <summary>
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/// Class that opens & plays MP3 file and allows real-time audio processing with SoundTouch
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/// while playing
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/// </summary>
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public class SoundProcessor
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{
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Mp3FileReader mp3File;
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WaveOut waveOut;
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public WaveStreamProcessor streamProcessor;
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/// <summary>
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/// Start / resume playback
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/// </summary>
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/// <returns>true if successful, false if audio file not open</returns>
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public bool Play()
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{
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if (waveOut == null) return false;
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if (waveOut.PlaybackState != PlaybackState.Playing)
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{
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waveOut.Play();
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}
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return true;
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}
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/// <summary>
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/// Pause playback
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/// </summary>
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/// <returns>true if successful, false if audio not playing</returns>
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public bool Pause()
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{
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if (waveOut == null) return false;
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if (waveOut.PlaybackState == PlaybackState.Playing)
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{
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waveOut.Stop();
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return true;
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}
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return false;
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}
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/// <summary>
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/// Stop playback
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/// </summary>
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/// <returns>true if successful, false if audio file not open</returns>
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public bool Stop()
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{
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if (waveOut == null) return false;
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waveOut.Stop();
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mp3File.Position = 0;
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streamProcessor.Clear();
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return true;
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}
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/// <summary>
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/// Event for "playback stopped" event. 'bool' argument is true if playback has reached end of stream.
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/// </summary>
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public event EventHandler<bool> PlaybackStopped;
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/// <summary>
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/// Proxy event handler for receiving playback stopped event from WaveOut
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/// </summary>
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protected void EventHandler_stopped(object sender, StoppedEventArgs args)
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{
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bool isEnd = streamProcessor.EndReached;
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if (isEnd)
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{
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Stop();
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}
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if (PlaybackStopped != null)
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{
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PlaybackStopped(sender, isEnd);
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}
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}
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/// <summary>
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/// Open MP3 file
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/// </summary>
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/// <param name="filePath">Path to file to open</param>
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/// <returns>true if successful</returns>
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public bool OpenMp3File(string filePath)
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{
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try
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{
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mp3File = new Mp3FileReader(filePath);
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WaveChannel32 inputStream = new WaveChannel32(mp3File);
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inputStream.PadWithZeroes = false; // don't pad, otherwise the stream never ends
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streamProcessor = new WaveStreamProcessor(inputStream);
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waveOut = new WaveOut()
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{
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DesiredLatency = 100
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};
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waveOut.Init(streamProcessor); // inputStream);
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waveOut.PlaybackStopped += EventHandler_stopped;
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StatusMessage.Write("Opened file " + filePath);
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return true;
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}
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catch (Exception exp)
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{
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// Error in opening file
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waveOut = null;
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StatusMessage.Write("Can't open file: " + exp.Message);
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return false;
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}
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}
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}
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}
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