I have developed a system in which a C# program receives sound buffers (byte arrays) from another subsystem. It is supposed to play the incoming buffers continuously. I searched in the web and I decided to use SoundPlayer
. It works perfectly in the offline mode (play the buffers after receiving them all). However, I have a problem in the real-time mode.
In the real-time mode the program at first waits for a number of buffer arrays (for example 200) to receive and accumulate them. Then it adds a wav header and plays it. However, after that for each next 200 arrays it plays repeatedly the first buffer.
I have read following pages:
and according to their suggestions I implemented my code as follow:
public class MediaPlayer
{
System.Media.SoundPlayer soundPlayer;
public MediaPlayer(byte[] buffer)
{
byte[] headerPlusBuffer = AddWaveHeader(buffer, false, 1, 16, 8000, buffer.Length / 2); //add wav header to the **first** buffer
MemoryStream memoryStream = new MemoryStream(headerPlusBuffer, true);
soundPlayer = new System.Media.SoundPlayer(memoryStream);
}
public void Play()
{
soundPlayer.PlaySync();
}
public void Play(byte[] buffer)
{
soundPlayer.Stream.Seek(0, SeekOrigin.Begin);
soundPlayer.Stream.Write(buffer, 0, buffer.Length);
soundPlayer.PlaySync();
}
}
I use it like this:
MediaPlayer _mediaPlayer;
if (firstBuffer)
{
_mediaPlayer = new MediaPlayer(dataRaw);
_mediaPlayer.Play();
}
else
{
_mediaPlayer.Play(dataRaw);
}
Each time _mediaPlayer.Play(dataRaw)
is called, the first buffer is played again and again; the dataRaw
is updated though.
I appreciate your help.