My problem is if I want to create 3 buttons and I have 3 sound cards and each button is related to a sound card (for example button1 is related to sound card1...) and when I click on button1 I want to hear sound from the speaker which is related to sound card1 (the same for button2 and button3.
My friends gave me two codes: the first use Naudio it works but worked for I still cant play sound in the three sound cards. I mean only one sound card work when I install the three sound cards. It's like the program is always choosing a default audio card from the three external sound cards.
The second use DirectX and it works for me but I didn't understand how he call the device number. I mean in the code which use NAudio there is "devicenumber= 1 for example". I need to know how because I'll specify a device for each button (for example when I click on button1 the sound will be played in sound card1)?
I want to know how we can correct one of the two codes and how can I specify a "Device " in the second code.
This is the Code of Form2 (from the project which use NAudio) you can notices how it specify a device for each button but unfortunately it cause the problem mentioned:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using NAudio.Wave;
using NAudio.CoreAudioApi;
namespace AudioWithNAudio
{
public partial class Form2 : Form
{
string fileName = null;
WaveOut wave = null;
private NAudio.Wave.WaveFileReader waveReader = null;
private NAudio.Wave.DirectSoundOut output = null;
public Form2()
{
InitializeComponent();
}
private void Form2_Load(object sender, EventArgs e)
{
hideButtons();
fileName = ("alarm.wav");
detectDevices();
}
public void hideButtons()
{
bttnAudioDevice1.Visible = false;
bttnAudioDevice2.Visible = false;
bttnAudioDevice3.Visible = false;
bttnAudioDevice4.Visible = false;
bttnAudioDevice5.Visible = false;
}
public void detectDevices()
{
int waveOutDevices = WaveOut.DeviceCount;
switch (waveOutDevices)
{
case 1:
bttnAudioDevice1.Visible = true;
break;
case 2:
bttnAudioDevice2.Visible = true;
bttnAudioDevice1.Visible = true;
break;
case 3:
bttnAudioDevice2.Visible = true;
bttnAudioDevice1.Visible = true;
bttnAudioDevice3.Visible = true;
break;
case 4:
bttnAudioDevice2.Visible = true;
bttnAudioDevice1.Visible = true;
bttnAudioDevice3.Visible = true;
bttnAudioDevice4.Visible = true;
break;
case 5:
bttnAudioDevice2.Visible = true;
bttnAudioDevice1.Visible = true;
bttnAudioDevice3.Visible = true;
bttnAudioDevice4.Visible = true;
bttnAudioDevice5.Visible = true;
break;
}
}
private void bttnAudioDevice1_Click(object sender, EventArgs e)
{
wave = new WaveOut();
wave.DeviceNumber = 0;
playSound();
}
private void bttnAudioDevice2_Click(object sender, EventArgs e)
{
wave = new WaveOut();
wave.DeviceNumber = 1;
playSound();
}
private void bttnAudioDevice3_Click(object sender, EventArgs e)
{
wave.DeviceNumber = 2;
playSound();
}
private void bttnAudioDevice4_Click(object sender, EventArgs e)
{
wave.DeviceNumber = 3;
playSound();
}
private void bttnAudioDevice5_Click(object sender, EventArgs e)
{
wave.DeviceNumber = 4;
playSound();
}
public void playSound()
{
disposeWave();// stop previous sounds before starting
waveReader = new NAudio.Wave.WaveFileReader(fileName);
output = new NAudio.Wave.DirectSoundOut();
output.Init(new NAudio.Wave.WaveChannel32(waveReader));
output.Play();
}
public void disposeWave()
{
if (output != null)
{
if (output.PlaybackState == NAudio.Wave.PlaybackState.Playing)
{
output.Stop();
output.Dispose();
output = null;
}
}
if (wave != null)
{
wave.Dispose();
wave = null;
}
}
private void Form2_FormClosing(object sender, FormClosingEventArgs e)
{
disposeWave();
}
private void bttnStop_Click(object sender, EventArgs e)
{
if (output != null)
{
if (output.PlaybackState == NAudio.Wave.PlaybackState.Playing)
{
output.Stop();
}
}
}
}
}
And this is the code of Form1 (from the project using DirectX):
using System;
using System.Windows.Forms;
using Microsoft.DirectX.DirectSound;
using DirectSound = Microsoft.DirectX.DirectSound;
namespace DirectSoundPlay
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
ReSizeControls();
}
private void playToolStripMenuItem_Click(object sender, EventArgs e)
{
if (listBox2.SelectedItems.Count == 0)
return;
if (listBox2.SelectedItems.Count > 1)
{
MessageBox.Show("Too many SelectedItems");
return;
}
ClassAudioDevice ad = listBox2.SelectedItem as ClassAudioDevice;
if (ad == null)
{
MessageBox.Show("SelectedItem is not a ClassAudioDevice");
return;
}
DirectSound.Device Device = new DirectSound.Device(ad.DriverGuid);
Device.SetCooperativeLevel(this.Handle, DirectSound.CooperativeLevel.Priority);
DirectSound.Buffer AudioBuffer = new DirectSound.Buffer("C:\\Windows\\Media\\notify.wav", Device);
AudioBuffer.Play(0, BufferPlayFlags.Default);
}
private void exitToolStripMenuItem_Click(object sender, EventArgs e)
{
Close();
}
private void Form1_SizeChanged(object sender, EventArgs e)
{
ReSizeControls();
}
private void ReSizeControls()
{
int w = ClientSize.Width >> 1;
listBox1.Width = w - 1;
listBox2.Width = w - 1;
listBox1.Height = ClientSize.Height;
listBox2.Height = ClientSize.Height;
}
private void Form1_Load(object sender, EventArgs e)
{
DirectSound.DevicesCollection DevicesList = new DirectSound.DevicesCollection();
DirectSound.CaptureDevicesCollection CaptureDevicesList = new DirectSound.CaptureDevicesCollection();
ClassAudioDevice ad;
//
foreach (DirectSound.DeviceInformation di in CaptureDevicesList)
{
ad = new ClassAudioDevice();
ad.Description = di.Description;
ad.DriverGuid = di.DriverGuid;
listBox1.Items.Add(ad);
}
foreach (DirectSound.DeviceInformation di in DevicesList)
{
ad = new ClassAudioDevice();
ad.Description = di.Description;
ad.DriverGuid = di.DriverGuid;
listBox2.Items.Add(ad);
}
}
}
}
And this is the code of ClassAudioDevice (from the same project):
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace DirectSoundPlay
{
class ClassAudioDevice
{
public string Description = "";
public Guid DriverGuid = new Guid();
public override string ToString()
{
return Description;
}
}
}
In your button click handlers you are creating a WaveOut device, setting its device number, and then your playSound function plays sound using a completely different IWavePlayer (an instance of DirectSoundOut). There are several problems with your code as it stands (particularly with concurrent playbacks), but I would start by passing the device number into the playSound function.
public void playSound(int deviceNumber)
{
disposeWave();// stop previous sounds before starting
waveReader = new NAudio.Wave.WaveFileReader(fileName);
var waveOut = new NAudio.Wave.WaveOut();
waveOut.DeviceNumber = deviceNumber;
waveOut.Init(waveReader);
waveOut.Play();
}
I had a similar problem in which I needed to be able to control which sound device to play a sound on and I found a nice library (irrKlang) that makes doing so very easy. For anyone interested, here's the link: http://www.ambiera.com/irrklang/downloads.html. With this library it is only a few lines of code to select your desired sound device and play a sound with it.
//Get the list of installed sound devices.
sdl = new IrrKlang.ISoundDeviceList(IrrKlang.SoundDeviceListType.PlaybackDevice);
//Add each device to a combo box.
for(int i = 0; i < sdl.DeviceCount; i++)
{
comboBox1.Items.Add(sdl.getDeviceDescription(i) + "\n");
}
//Place this code in your play sound event handler.
//Create a sound engine for the selected device (uses the ComboBox index to
//get device ID).
irrKlangEngine = new IrrKlang.ISoundEngine(IrrKlang.SoundOutputDriver.AutoDetect,
IrrKlang.SoundEngineOptionFlag.DefaultOptions,
sdl.getDeviceID(comboBox1.SelectedIndex));
//Play the selected file
playSelectedFile(fileName);
I hope this helps someone.
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