I realize that you can use SoundPlayer
to play a sound in C#; however, I want to be able to play a sound with the OS-default sound player using this method from a sound represented in a byte array. Is this possible?
The SoundPlayer constructor accepts a Stream to play. You can get a Stream from a byte[] by creating a MemoryStream.
Opening any file with an application, e.g. media player, requires a file.
Thus you need to save your byte array into file in some format, e.g. WAV, and open it:
byte[] bytes = ...
string name = Path.ChangeExtension(Path.GetRandomFileName(), ".wav");
string path = Path.Combine(Path.GetTempPath(), name);
File.WriteAllBytes(path, bytes);
Process.Start(path);
This code will open user default media player, the same as you clicked on it in Windows Explorer.
abatishchev has a good answer, but you don't need to save the bytes to a file and then play the file. you can write those bytes to a MemoryStream and then play the MemoryStream as this method does:
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Windows.Forms;
public static void PlayBeep(UInt16 frequency, int msDuration, UInt16 volume = 16383)
{
var mStrm = new MemoryStream();
BinaryWriter writer = new BinaryWriter(mStrm);
const double TAU = 2 * Math.PI;
int formatChunkSize = 16;
int headerSize = 8;
short formatType = 1;
short tracks = 1;
int samplesPerSecond = 44100;
short bitsPerSample = 16;
short frameSize = (short)(tracks * ((bitsPerSample + 7) / 8));
int bytesPerSecond = samplesPerSecond * frameSize;
int waveSize = 4;
int samples = (int)((decimal)samplesPerSecond * msDuration / 1000);
int dataChunkSize = samples * frameSize;
int fileSize = waveSize + headerSize + formatChunkSize + headerSize + dataChunkSize;
// var encoding = new System.Text.UTF8Encoding();
writer.Write(0x46464952); // = encoding.GetBytes("RIFF")
writer.Write(fileSize);
writer.Write(0x45564157); // = encoding.GetBytes("WAVE")
writer.Write(0x20746D66); // = encoding.GetBytes("fmt ")
writer.Write(formatChunkSize);
writer.Write(formatType);
writer.Write(tracks);
writer.Write(samplesPerSecond);
writer.Write(bytesPerSecond);
writer.Write(frameSize);
writer.Write(bitsPerSample);
writer.Write(0x61746164); // = encoding.GetBytes("data")
writer.Write(dataChunkSize);
{
double theta = frequency * TAU / (double)samplesPerSecond;
// 'volume' is UInt16 with range 0 thru Uint16.MaxValue ( = 65 535)
// we need 'amp' to have the range of 0 thru Int16.MaxValue ( = 32 767)
double amp = volume >> 2; // so we simply set amp = volume / 2
for (int step = 0; step < samples; step++)
{
short s = (short)(amp * Math.Sin(theta * (double)step));
writer.Write(s);
}
}
mStrm.Seek(0, SeekOrigin.Begin);
new System.Media.SoundPlayer(mStrm).Play();
writer.Close();
mStrm.Close();
} // public static void PlayBeep(UInt16 frequency, int msDuration, UInt16 volume = 16383)
For your question, you don't need most the code in this method that creates the WAV-formatted byte stream, but you can use the trick at the end of the method to avoid having to save the bytes to a file.
Try from How to play from an array
PlayerEx pl = new PlayerEx();
private static void PlayArray(PlayerEx pl)
{
double fs = 8000; // sample freq
double freq = 1000; // desired tone
short[] mySound = new short[4000];
for (int i = 0; i < 4000; i++)
{
double t = (double)i / fs; // current time
mySound[i] = (short)(Math.Cos(t * freq) * (short.MaxValue));
}
IntPtr format = AudioCompressionManager.GetPcmFormat(1, 16, (int)fs);
pl.OpenPlayer(format);
byte[] mySoundByte = new byte[mySound.Length * 2];
Buffer.BlockCopy(mySound, 0, mySoundByte, 0, mySoundByte.Length);
pl.AddData(mySoundByte);
pl.StartPlay();
}
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