I'm using NAudio to convert & trim some audio files, and I'm trying to add a fade-out to the last few seconds of each file.
I have checked this question, this, and this, but all the answers are talking about playing the wav file with fade, while I need to actually write that fade to an output file.
So, is there any way to do this using NAudio? If not, I'm open to other suggestions.
Edit: This is what I've tried:
private void PerformFadeOut(string inputPath, string outputPath)
{
WaveFileReader waveSource = new WaveFileReader(inputPath);
ISampleProvider sampleSource = waveSource.ToSampleProvider();
OffsetSampleProvider fadeOutSource = new OffsetSampleProvider(sampleSource);
// Assume the length of the audio file is 122 seconds.
fadeOutSource.SkipOver = TimeSpan.FromSeconds(120); // Hard-coded values for brevity
// Two seconds fade
var fadeOut = new FadeInOutSampleProvider(fadeOutSource);
fadeOut.BeginFadeOut(2000);
Player = new WaveOut();
Player.Init(fadeOut);
Player.Play();
}
When I play the audio after applying the fade using Player.Play()
-as shown in the method above-, it works perfectly as expected, and I can hear the fade. Now, I would like to export this result to an output WAV file.
I tried doing that by adding the following line:
WaveFileWriter.CreateWaveFile(outputPath, waveSource);
However, the output file doesn't have any fade applied to it. So, what am I missing here?
Okay, let's wrap everything up in case someone encounters the same issue in the future:
With the great help of @yms, I managed to write the fade to a file by using:
WaveFileWriter.CreateWaveFile(outputPath, new SampleToWaveProvider(fadeOut));
But that caused the wave writer to only write the last two seconds which makes sense, so I tried using the DelayFadeOutSampleProvider
class instead of FadeInOutSampleProvider
. With that I was able to write the whole file, but it ended up causing the fading to start in a wrong position (it's more obvious when saving though. Not when playing).
I generated a 10 seconds wav file with Audacity, and used the following method for testing:
private static void PerformFadeOut(string inputPath, string outputPath, bool playNoSave = false)
{
WaveFileReader waveSource = new WaveFileReader(inputPath);
ISampleProvider sampleSource = waveSource.ToSampleProvider();
// Two seconds fade
var fadeOut = new DelayFadeOutSampleProvider(sampleSource);
fadeOut.BeginFadeOut(8000, 2000);
if(playNoSave)
{
// Here the fade is played exactly where expected (@00:08)
var player = new WaveOut();
player.Init(fadeOut);
player.Play();
}
else
{
// But when saving, the fade is applied @00:04!
WaveFileWriter.CreateWaveFile(outputPath, new SampleToWaveProvider(fadeOut));
}
}
Here's the file, before & after writing the fade-out:
As shown above, the fade-out doesn't start at the right position.
After some investigation in the DelayFadeOutSampleProvider
, I found a bug in the Read
method, so I modified it like this:
public int Read(float[] buffer, int offset, int count)
{
int sourceSamplesRead = source.Read(buffer, offset, count);
lock (lockObject)
{
if (fadeOutDelaySamples > 0)
{
int oldFadeOutDelayPos = fadeOutDelayPosition;
fadeOutDelayPosition += sourceSamplesRead / WaveFormat.Channels;
if (fadeOutDelayPosition > fadeOutDelaySamples)
{
int normalSamples = (fadeOutDelaySamples - oldFadeOutDelayPos) * WaveFormat.Channels;
int fadeOutSamples = (fadeOutDelayPosition - fadeOutDelaySamples) * WaveFormat.Channels;
// apply the fade-out only to the samples after fadeOutDelayPosition
FadeOut(buffer, offset + normalSamples, fadeOutSamples);
fadeOutDelaySamples = 0;
fadeState = FadeState.FadingOut;
return sourceSamplesRead;
}
}
if (fadeState == FadeState.FadingIn)
{
FadeIn(buffer, offset, sourceSamplesRead);
}
else if (fadeState == FadeState.FadingOut)
{
FadeOut(buffer, offset, sourceSamplesRead);
}
else if (fadeState == FadeState.Silence)
{
ClearBuffer(buffer, offset, count);
}
}
return sourceSamplesRead;
}
And now everything works just fine.
Here's my fork of the whole class if someone is interested, and I already asked the author (@mark-heath) to update the original gist with this fix.