Either way you look at it, unless you want to used unmanaged code, you're going to have to build a WAV to play it. However, below is a code snippet from Eric Lippert's blog that will show you how to roll your own WAV file using frequencies.
namespace Wave
{
using System;
using System.IO;
class MainClass {
public static void Main() {
FileStream stream = new FileStream("test.wav", FileMode.Create);
BinaryWriter writer = new BinaryWriter(stream);
int RIFF = 0x46464952;
int WAVE = 0x45564157;
int formatChunkSize = 16;
int headerSize = 8;
int format = 0x20746D66;
short formatType = 1;
short tracks = 1;
int samplesPerSecond = 44100;
short bitsPerSample = 16;
short frameSize = (short)(tracks * ((bitsPerSample + 7)/8));
int bytesPerSecond = samplesPerSecond * frameSize;
int waveSize = 4;
int data = 0x61746164;
int samples = 88200 * 4;
int dataChunkSize = samples * frameSize;
int fileSize = waveSize + headerSize + formatChunkSize + headerSize + dataChunkSize;
writer.Write(RIFF);
writer.Write(fileSize);
writer.Write(WAVE);
writer.Write(format);
writer.Write(formatChunkSize);
writer.Write(formatType);
writer.Write(tracks);
writer.Write(samplesPerSecond);
writer.Write(bytesPerSecond);
writer.Write(frameSize);
writer.Write(bitsPerSample);
writer.Write(data);
writer.Write(dataChunkSize);
double aNatural = 220.0;
double ampl = 10000;
double perfect = 1.5;
double concert = 1.498307077;
double freq = aNatural * perfect;
for (int i = 0; i < samples / 4; i++) {
double t = (double)i / (double)samplesPerSecond;
short s = (short)(ampl * (Math.Sin(t * freq * 2.0 * Math.PI)));
writer.Write(s);
}
freq = aNatural * concert;
for (int i = 0; i < samples / 4; i++) {
double t = (double)i / (double)samplesPerSecond;
short s = (short)(ampl * (Math.Sin(t * freq * 2.0 * Math.PI)));
writer.Write(s);
}
for (int i = 0; i < samples / 4; i++) {
double t = (double)i / (double)samplesPerSecond;
short s = (short)(ampl * (Math.Sin(t * freq * 2.0 * Math.PI) + Math.Sin(t * freq * perfect * 2.0 * Math.PI)));
writer.Write(s);
}
for (int i = 0; i < samples / 4; i++) {
double t = (double)i / (double)samplesPerSecond;
short s = (short)(ampl * (Math.Sin(t * freq * 2.0 * Math.PI) + Math.Sin(t * freq * concert * 2.0 * Math.PI)));
writer.Write(s);
}
writer.Close();
stream.Close();
}
}
}
Break it apart for your needs, but notice the aNatural
variable - it's a frequency - just like what you're looking for.
Now, you can place that into a MemoryStream
and then play it with SoundPlayer
if you like.