Is there a way to stream bytes directly to Android.Media.MediaPlayer
? So when I receive a bunch of bytes I can throw them to this class and play them and repeat? I couldn't find any examples of feeding MediaPlayer
with bytes and it seems like the most reasonable approach.
Currently I'm playing around with storing each packet as a temporary file, so I can play a small portion of music and dispose it right away, but I haven't gotten it to work yet and it feels like a terrible approach.
This is what I've tried so far. I receive a small portion of sound (bArray
) and I append .wav
header to it so that I can play it. I do this with each packet I receive. This header matches the data I receive (I use NAudio
library to record sound):
public void PlayAudio(byte[] bArray)
{
var player = new MediaPlayer();
player.Prepared += (sender, args) =>
{
player.Start();
};
var header = new byte[]
{
0x52, 0x49, 0x46, 0x46, // b Chunk ID (RIFF)
//0x24, 0xDC, 0x05, 0x00, // l Chunk size
0x32, 0x4B, 0x00, 0x00,
0x57, 0x41, 0x56, 0x45, // b Format WAVE
0x66, 0x6d, 0x74, 0x20, // b Subchunk 1 id
0x12, 0x00, 0x00, 0x00, // l Subchunk 1 size (size of the rest of the header) = 16
0x03, 0x00, // l Audio format, 1 = Linear Quantization, others = compression
0x02, 0x00, // l Number of channels, 1 = mono, 2 = stereo
0x80, 0xBB, 0x00, 0x00, // l Sample rate
0x00, 0xDC, 0x05, 0x00, // l Byte rate (SampleRate * NumChannels * BitsPerSample / 8)
0x08, 0x00, // l Block align (NumChannels * BitsPerSample / 8)
0x20, 0x00, // l Bits per sample
0x00, 0x00, 0x66, 0x61, // compression data
0x63, 0x74, 0x04, 0x00, // compression data
0x00, 0x00, 0x60, 0x09, // compression data
0x00, 0x00, // compression data
0x64, 0x61, 0x74, 0x61, // b Subchunk 2 id (Contains the letters "data")
0x00, 0x4B, 0x00, 0x00, // l Subchunk 2 Size
};
var file = File.CreateTempFile("example", ".wav");
var fos = new FileOutputStream(file);
fos.Write(header);
fos.Write(bArray);
fos.Close();
player.Reset();
var fis = new FileInputStream(file);
player.SetDataSource(fis.FD);
player.Prepare();
}
Obviously this code is not optimized, but I cannot even get it to work and I've spent a lot of time on it, so hopefully there is a different solution to this problem.
As far as I know, MediaPlayer
cannot play continous stream (was not designed for that). However, there is more low-level class, AudioTrack
, which is capable of doing that.
Here is small sample from one of my projects:
private int _bufferSize;
private AudioTrack _output;
// in constructor
_bufferSize = AudioTrack.GetMinBufferSize(8000, ChannelOut.Mono, Encoding.Pcm16bit);
// when starting to play audio
_output = new AudioTrack(Stream.Music, 8000, ChannelOut.Mono, Encoding.Pcm16bit, _bufferSize, AudioTrackMode.Stream);
_output.Play();
// when data arrives via UDP socket
byte[] decoded = _codec.Decode(decrypted, 0, decrypted.Length);
// just write to AudioTrack
_output.Write(decoded, 0, decoded.Length);
Of course you need to understand what all those parameters mean (like Pcm16bit
or sample rate) to implement it correctly.