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@neilt6
Last active January 19, 2025 13:43
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NAudio Driver for Xamarin.Android
using Android.Media;
using NAudio.Wave;
using System;
using System.Threading;
namespace NAudio.Wave
{
/// <summary>
/// Represents an Android wave player implemented using <see cref="AudioTrack"/>.
/// </summary>
public class AudioTrackOut : IWavePlayer
{
#region Fields
IWaveProvider m_WaveProvider;
AudioTrack m_AudioTrack;
Thread m_PlaybackThread;
float m_Volume;
bool m_IsDisposed;
#endregion
#region Properties
/// <summary>
/// Gets the current playback state.
/// </summary>
public PlaybackState PlaybackState { get; private set; }
/// <summary>
/// Gets or sets the volume in % (0.0 to 1.0).
/// </summary>
public float Volume
{
get => m_Volume;
set
{
m_Volume = (value < 0.0f) ? 0.0f : (value > 1.0f) ? 1.0f : value;
m_AudioTrack?.SetVolume(m_Volume);
}
}
/// <summary>
/// Gets or sets the desired latency in milliseconds.
/// </summary>
public int DesiredLatency { get; set; }
/// <summary>
/// Gets or sets the number of buffers to use.
/// </summary>
public int NumberOfBuffers { get; set; }
/// <summary>
/// Gets or sets the usage.
/// </summary>
public AudioUsageKind Usage { get; set; }
/// <summary>
/// Gets or sets the content type.
/// </summary>
public AudioContentType ContentType { get; set; }
/// <summary>
/// Gets or sets the performance mode.
/// </summary>
public AudioTrackPerformanceMode PerformanceMode { get; set; }
#endregion
#region Events
/// <summary>
/// Occurs when the player has stopped.
/// </summary>
public event EventHandler<StoppedEventArgs> PlaybackStopped;
#endregion
#region Constructors
/// <summary>
/// Initializes a new instance of the <see cref="AudioTrackOut"/> class.
/// </summary>
public AudioTrackOut()
{
//Initialize the fields and properties
m_WaveProvider = null;
m_AudioTrack = null;
m_PlaybackThread = null;
m_Volume = 1.0f;
m_IsDisposed = false;
PlaybackState = PlaybackState.Stopped;
DesiredLatency = 300;
NumberOfBuffers = 2;
Usage = AudioUsageKind.Media;
ContentType = AudioContentType.Music;
PerformanceMode = AudioTrackPerformanceMode.None;
}
/// <summary>
/// Releases the unmanaged resources used by the current instance of the <see cref="AudioTrackOut"/> class.
/// </summary>
~AudioTrackOut()
{
//Dispose of this object
Dispose(false);
}
#endregion
#region Public Methods
/// <summary>
/// Initializes the player with the specified wave provider.
/// </summary>
/// <param name="waveProvider">The wave provider to be played.</param>
public void Init(IWaveProvider waveProvider)
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
if (m_WaveProvider != null)
{
throw new InvalidOperationException("This wave player instance has already been initialized");
}
//Initialize the wave provider
Encoding encoding;
if (waveProvider == null)
{
throw new ArgumentNullException(nameof(waveProvider));
}
else if (waveProvider.WaveFormat.Encoding == WaveFormatEncoding.Pcm || waveProvider.WaveFormat.Encoding == WaveFormatEncoding.IeeeFloat)
{
encoding = waveProvider.WaveFormat.BitsPerSample switch
{
8 => Encoding.Pcm8bit,
16 => Encoding.Pcm16bit,
32 => Encoding.PcmFloat,
_ => throw new ArgumentException("Input wave provider must be 8-bit, 16-bit, or 32-bit", nameof(waveProvider))
};
}
else
{
throw new ArgumentException("Input wave provider must be PCM or IEEE float", nameof(waveProvider));
}
m_WaveProvider = waveProvider;
//Determine the channel mask
ChannelOut channelMask = m_WaveProvider.WaveFormat.Channels switch
{
1 => ChannelOut.Mono,
2 => ChannelOut.Stereo,
_ => throw new ArgumentException("Input wave provider must be mono or stereo", nameof(waveProvider))
};
//Determine the buffer size
int minBufferSize = AudioTrack.GetMinBufferSize(m_WaveProvider.WaveFormat.SampleRate, channelMask, encoding);
int bufferSize = m_WaveProvider.WaveFormat.ConvertLatencyToByteSize(DesiredLatency);
if (bufferSize < minBufferSize)
{
bufferSize = minBufferSize;
}
//Initialize the audio track
m_AudioTrack = new AudioTrack.Builder()
.SetAudioAttributes(new AudioAttributes.Builder()
.SetUsage(Usage)
.SetContentType(ContentType)
.Build())
.SetAudioFormat(new AudioFormat.Builder()
.SetEncoding(encoding)
.SetSampleRate(m_WaveProvider.WaveFormat.SampleRate)
.SetChannelMask(channelMask)
.Build())
.SetBufferSizeInBytes(bufferSize)
.SetTransferMode(AudioTrackMode.Stream)
.SetPerformanceMode(PerformanceMode)
.Build();
m_AudioTrack.SetVolume(Volume);
}
/// <summary>
/// Starts the player.
/// </summary>
public void Play()
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
ThrowIfNotInitialized();
if (PlaybackState == PlaybackState.Playing)
{
return;
}
//Start the wave player
PlaybackState = PlaybackState.Playing;
m_AudioTrack.Play();
if (m_PlaybackThread == null || !m_PlaybackThread.IsAlive)
{
m_PlaybackThread = new Thread(PlaybackThread);
m_PlaybackThread.Priority = ThreadPriority.Highest;
m_PlaybackThread.Start();
}
}
/// <summary>
/// Pauses the player.
/// </summary>
public void Pause()
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
ThrowIfNotInitialized();
if (PlaybackState == PlaybackState.Stopped || PlaybackState == PlaybackState.Paused)
{
return;
}
//Pause the wave player
PlaybackState = PlaybackState.Paused;
m_AudioTrack.Pause();
}
/// <summary>
/// Stops the player.
/// </summary>
public void Stop()
{
//Make sure we haven't been disposed
ThrowIfDisposed();
//Check the player state
ThrowIfNotInitialized();
if (PlaybackState == PlaybackState.Stopped)
{
return;
}
//Stop the wave player
PlaybackState = PlaybackState.Stopped;
m_AudioTrack.Stop();
m_PlaybackThread.Join();
}
/// <summary>
/// Releases all resources used by the current instance of the <see cref="AudioTrackOut"/> class.
/// </summary>
public void Dispose()
{
//Dispose of this object
Dispose(true);
GC.SuppressFinalize(this);
}
#endregion
#region Protected Methods
/// <summary>
/// Raises the <see cref="PlaybackStopped"/> event with the provided arguments.
/// </summary>
/// <param name="exception">An optional exception that occured.</param>
protected virtual void OnPlaybackStopped(Exception exception = null)
{
//Raise the playback stopped event
PlaybackStopped?.Invoke(this, new StoppedEventArgs(exception));
}
/// <summary>
/// Releases the unmanaged resources used by the <see cref="AudioTrackOut"/>, and optionally releases the managed resources.
/// </summary>
/// <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
protected virtual void Dispose(bool disposing)
{
//Clean up any managed and unmanaged resources
if (!m_IsDisposed)
{
if (disposing)
{
if (PlaybackState != PlaybackState.Stopped)
{
Stop();
}
m_AudioTrack?.Release();
m_AudioTrack?.Dispose();
}
m_IsDisposed = true;
}
}
#endregion
#region Private Methods
private void PlaybackThread()
{
//Run the playback logic
Exception exception = null;
try
{
PlaybackLogic();
}
catch (Exception e)
{
exception = e;
}
finally
{
PlaybackState = PlaybackState.Stopped;
OnPlaybackStopped(exception);
}
}
private void PlaybackLogic()
{
//Initialize the wave buffer
int waveBufferSize = (m_AudioTrack.BufferSizeInFrames + NumberOfBuffers - 1) / NumberOfBuffers * m_WaveProvider.WaveFormat.BlockAlign;
waveBufferSize = (waveBufferSize + 3) & ~3;
WaveBuffer waveBuffer = new WaveBuffer(waveBufferSize);
waveBuffer.ByteBufferCount = waveBufferSize;
//Run the playback loop
while (PlaybackState != PlaybackState.Stopped)
{
//Check the playback state
if (PlaybackState != PlaybackState.Playing)
{
Thread.Sleep(10);
continue;
}
//Fill the wave buffer with new samples
int bytesRead = m_WaveProvider.Read(waveBuffer.ByteBuffer, 0, waveBuffer.ByteBufferCount);
if (bytesRead > 0)
{
//Clear the unused space in the wave buffer if necessary
if (bytesRead < waveBuffer.ByteBufferCount)
{
waveBuffer.ByteBufferCount = (bytesRead + 3) & ~3;
Array.Clear(waveBuffer.ByteBuffer, bytesRead, waveBuffer.ByteBufferCount - bytesRead);
}
//Write the wave buffer to the audio track
WriteBuffer(waveBuffer);
}
else
{
//Stop the audio track
m_AudioTrack.Stop();
break;
}
}
//Flush the audio track
m_AudioTrack.Flush();
}
private void WriteBuffer(IWaveBuffer waveBuffer)
{
//Write the specified wave buffer to the audio track
if (m_WaveProvider.WaveFormat.Encoding == WaveFormatEncoding.Pcm)
{
m_AudioTrack.Write(waveBuffer.ByteBuffer, 0, waveBuffer.ByteBufferCount);
}
else if (m_WaveProvider.WaveFormat.Encoding == WaveFormatEncoding.IeeeFloat)
{
//AudioTrack.Write doesn't appreciate WaveBuffer.FloatBuffer
float[] floatBuffer = new float[waveBuffer.FloatBufferCount];
for (int i = 0; i < waveBuffer.FloatBufferCount; i++)
{
floatBuffer[i] = waveBuffer.FloatBuffer[i];
}
m_AudioTrack.Write(floatBuffer, 0, floatBuffer.Length, WriteMode.Blocking);
}
}
private void ThrowIfNotInitialized()
{
//Throw an exception if this object has not been initialized
if (m_WaveProvider == null)
{
throw new InvalidOperationException("This wave player instance has not been initialized");
}
}
private void ThrowIfDisposed()
{
//Throw an exception if this object has been disposed
if (m_IsDisposed)
{
throw new ObjectDisposedException(GetType().FullName);
}
}
#endregion
}
}
@SineVector241
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SineVector241 commented Oct 11, 2024

I've also made an android recorder based off of this too https://gist.github.com/SineVector241/58152564e615066132b081e8e2d00645 and NAudio's winmm implementation. Still yet to make one for iOS, Linux and MacOS.

@ShowTune
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Hi! An app UWF audio output works fine, app ANDROID without sound... How to use NAudio Driver for Xamarin.Android in multiplatform development for android app to output audio using NAudio? Help me with advice, this is my first android app... :)

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