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Set audio balance using core audio api
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public static class BalanceExtensions | |
{ | |
// left=0, right=1 | |
private const int LeftChan = 0; | |
private const int RightChan = 1; | |
/// <summary> | |
/// Gets the ratio of volume across the left and right speakers in a range between -1 (left) and 1 (right). The default is 0 (center). | |
/// </summary> | |
/// <param name="volume">The audio volume endpoint</param> | |
/// <returns></returns> | |
public static float GetBalance(this AudioEndpointVolume volume) | |
{ | |
VerifyChannels(volume); | |
var masterVol = Math.Max(1e-6f, volume.MasterVolumeLevelScalar); | |
var leftVol = volume.Channels[LeftChan].VolumeLevelScalar; | |
var rightVol = volume.Channels[RightChan].VolumeLevelScalar; | |
var balance = (rightVol - leftVol)/masterVol; | |
return balance; | |
} | |
public static void SetBalance(this AudioEndpointVolume volume, float balance) | |
{ | |
VerifyChannels(volume); | |
var safeBalance = Math.Max(-1, Math.Min(1, balance)); | |
var masterVol = volume.MasterVolumeLevelScalar; | |
var rightVol = 1f + Math.Min(0f, safeBalance); | |
var leftVol = 1f - Math.Max(0f, safeBalance); | |
volume.Channels[LeftChan].VolumeLevelScalar = leftVol * masterVol; | |
volume.Channels[RightChan].VolumeLevelScalar = rightVol * masterVol; | |
} | |
public static AudioEndpointVolume GetDefaultVolumeEndpoint() | |
{ | |
return new MMDeviceEnumerator() | |
.GetDefaultAudioEndpoint(DataFlow.Render, Role.Multimedia) | |
.AudioEndpointVolume; | |
} | |
private static void VerifyChannels(AudioEndpointVolume volume) | |
{ | |
if (volume == null) throw new ArgumentNullException(nameof(volume)); | |
if (volume.Channels.Count < 2) | |
throw new InvalidOperationException("The specified audio endpoint does not expose left/right volume channels"); | |
} | |
} |
Here a simple test panning left-right:
[Test]//, Explicit]
public void BalanceTest()
{
var volume = _device.AudioEndpointVolume;
var duration = TimeSpan.FromSeconds(5);
const int n = 50;
var dt = (int)(duration.TotalMilliseconds/n);
for (var i = 1; i<=n; i++)
{
var balance = (float) Math.Sin(2*i*Math.PI/n);
volume.SetBalance(balance);
Thread.Sleep(dt);
var eps = 1e-6f / Math.Max(1e-6f, volume.MasterVolumeLevelScalar);
volume.GetBalance().Should().BeApproximately(balance, eps);
}
}
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Use with NAudio or roll your own wrapper for the Core Audio API