Reputation: 644
I can't seem to record the audio from default audio device, and play it on another audio device.. I don't want to record the microphone, but the audio device..
When I play a movie, I can hear sound, through my headphones, I want to copy that sound to any audio device I choose..
If you have any suggestions, it doesn't have to be with NAudio..
As far as I can tell, NAudio can't do this..
This is the code I use for the task at this time, but it only takes input from my Microphone: Code snippet with NAudio..
void playSoundCopy(int dv0)
{
disposeWave0();// stop previous sounds before starting
var waveOut0 = new WaveOut();
waveOut0.DeviceNumber = dv0;
wave0 = waveOut0;
Defaultwave0 = new WaveIn();
Defaultwave0.DeviceNumber = (int)GetDefaultDevice(Defaultdevice.FriendlyName);
var waveinReader0 = new WaveInProvider(Defaultwave0);
wave0.Init(waveinReader0);
play0 = false;
Thread.Sleep(1000);
play0 = true;
t0 = new Thread(() => { timeline0(); });
t0.IsBackground = true;
t0.Start();
Defaultwave0.StartRecording();
wave0.Play();
}
The real problem is actually that I can't record from a WaveOut device, only WaveIn..
Working Result:
void playSoundCopy(int dv0)
{
disposeWave0();// stop previous sounds before starting
var waveOut0 = new WaveOut();
waveOut0.DeviceNumber = dv0;
wave0 = waveOut0;
var format0 = Defaultdevice.AudioClient.MixFormat;
buffer0 = new BufferedWaveProvider(format0);
wave0.Init(buffer0);
capture = new WasapiLoopbackCapture(Defaultdevice);
capture.ShareMode = AudioClientShareMode.Shared;
capture.DataAvailable += CaptureOnDataAvailable;
play0 = false;
Thread.Sleep(1000);
play0 = true;
t0 = new Thread(() => { timeline0(); });
t0.IsBackground = true;
t0.Start();
capture.StartRecording();
wave0.Play();
}
void CaptureOnDataAvailable(object sender, WaveInEventArgs waveInEventArgs)
{
try
{
var itm = new byte[waveInEventArgs.BytesRecorded];
Array.Copy(waveInEventArgs.Buffer, itm, waveInEventArgs.BytesRecorded);
buffer0.AddSamples(itm, 0, itm.Length);
}
catch { }
}
Upvotes: 0
Views: 1364
Reputation: 49522
You can capture audio being sent to a device using WasapiLoopbackCapture
. Then you could pipe that into a BufferedWaveProvider
and use that to feed another output device. There would be some latency introduced though, so don't expect the two devices to be in sync.
Upvotes: 1