So, I have a piece of code that reads out an ISampleSource
in to a float[][]
, the first array layer being for the number of channels and the second being for the sample data within the channel. I am going to take this data and attempt to apply signal processing to it, however for debugging purposes I might want to manipulate the sample array and then play it back so that I can "hear" what the code is doing. is there an easy way to take the data returned by ISampleSource.Read
and stick it back in to a new ISampleSource
so it can then be converted to an IWaveSource
and played using WasapiOut
?
Here is the class I tried to make so far, you pass it the float[][]
and basically all the data in a WaveFormat
for it to make one from.. but it doesn't actually do anything. doesn't error, doesn't play.. just does nothing. What am I doing wrong?
private class SampleSource : ISampleSource
{
public long Position { get; set; }
public WaveFormat WaveFormat { get; private set; }
public bool CanSeek => true;
public long Length => _data.Length;
private float[] _data;
private long readPoint = 0;
public SampleSource(float[][] samples, int sampleRate, int bits, int channels)
{
WaveFormat = new WaveFormat(sampleRate, bits, channels);
if (samples.Length <= 0) return;
_data = new float[samples[0].Length * samples.Length];
int cchannels = samples.Length;
int sampleLength = samples[0].Length;
for (var i = 0; i < sampleLength; i += cchannels)
for (var n = 0; n < cchannels; n++)
_data[i + n] = samples[n][i / cchannels];
}
public int Read(float[] buffer, int offset, int count)
{
if (_data.Length < Position + count)
count = (int) (_data.Length - Position);
float[] outFloats = new float[count];
for (var i = 0; i < count; i++)
outFloats[i] = _data[i + Position + offset];
buffer = outFloats;
Position += count;
return count;
}
public void Dispose() =>_data = null;
}
Rather than trying to set buffer
to a new array (which makes no sense) I needed to directly write to the buffer
array elements, so that they can be used outside of the function call. I don't really like doing it this way, maybe it's to fix an issue I don't see, but clearly that's how the library I'm using does it.
private class SampleSource : ISampleSource
{
public long Position { get; set; }
public WaveFormat WaveFormat { get; private set; }
public bool CanSeek => true;
public long Length => _data.Length;
private float[] _data;
private long readPoint = 0;
public SampleSource(float[][] samples, int sampleRate, int bits, int channels)
{
WaveFormat = new WaveFormat(sampleRate, bits, channels);
if (samples.Length <= 0) return;
_data = new float[samples[0].Length * samples.Length];
int cchannels = samples.Length;
int sampleLength = samples[0].Length;
for (var i = 0; i < sampleLength; i += cchannels)
for (var n = 0; n < cchannels; n++)
_data[i + n] = samples[n][i / cchannels];
}
public int Read(float[] buffer, int offset, int count)
{
/*THIS IS THE CHANGED FUNCTION*/
if (_data.Length < Position + count)
count = (int) (_data.Length - Position);
for (var i = 0; i < count; i++)
buffer[i] = _data[i + Position + offset];
Position += count;
return count;
}
public void Dispose() =>_data = null;
}