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Sending and playing microphone audio over network

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3 Aug 20072 min read 518.6K   42.9K   336   172
Sending and playing microphone audio over network

Screenshot - view.jpg

Introduction

This example shows you how to receive data from a microphone and stream it over UDP to another computer. The example application can act like a direct phone, if both endpoints listen for data and send microphone data to each other. One would probably suspect that no source code exists for that, but of course it does. I hate those who will do commercial advertising. There is also a second related project what will contain a UDP server that we need to send/receive audio and compress it with g711 codec.Though only UDP is not the best way to transport audio data, RTP is the right way to go. RTP adds quality of service to transported audio, you can see how many packets are lost and can even arrange disordered packets. I will try to add an RTP example soon, so be calm, it's under way. There are some similar example applications, but most of them aren't well commented and missing some parts, so I will try to fill this part.

The package contains:

  • LumiSoft.Media - Audio related API (Included in example app)
  • LumiSoft.Net - UDP server, G711 codec
  • Example Application

Using the code

  • WaveIn - class provides a simple way to receive audio from a microphone.
    Actually all what you need to do is:
    WavIn.Devices - returns all available input devices from where we can get data.
    C#
    /// <summary>
    /// Application main class.
    /// </summary>
    public class Test
    {
        private WavIn m_pSoundReceiver = null;
    
        /// <summary>
        /// Default constructor.
        /// </summary>
        public Test()
        {
            // G711 needs 8KHZ 16 bit 1 channel audio, 
            // 400kb buffer gives us 25ms audio frame.
            m_pSoundReceiver = new WavIn(WavIn.Devices[0],8000,16,1,400);
            m_pSoundReceiver.BufferFull += new BufferFullHandler 
                                             (m_pSoundReceiver_BufferFull);
            m_pSoundReceiver.Start();
        }
    
        /// <summary>
        /// This method is called when recording buffer is full 
        /// and we need to process it.
        /// </summary>
        /// <param name="buffer">Recorded data.</param>
        private void m_pSoundReceiver_BufferFull(byte[] buffer)
        {
            // Just store audio data or stream it over the network ... 
        }
    }

  • WaveOut - class provides methods for playing out streaming data.
    The only thing you need to do is just call waveoutInstance.Play method.
    In my opinion, the whole example application has been coded well enough, so dig into the code.

    Note: Sound quality depends on network delay jittering, if there will be too big a variance in delays, voice will have holes in it. In addition, UDP packet loss and disordered packets will affect it too.

History

  • 03.08.2006 - Initial release

Links

License

This article has no explicit license attached to it but may contain usage terms in the article text or the download files themselves. If in doubt please contact the author via the discussion board below.

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Written By
Estonia Estonia
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Comments and Discussions

 
GeneralRe: newbie question Pin
Member 79558494-Sep-11 19:20
Member 79558494-Sep-11 19:20 
GeneralRe: newbie question Pin
Ivar Lumi4-Sep-11 19:21
Ivar Lumi4-Sep-11 19:21 
GeneralRe: newbie question Pin
Member 79558494-Sep-11 19:28
Member 79558494-Sep-11 19:28 
GeneralRe: newbie question Pin
Ivar Lumi4-Sep-11 19:37
Ivar Lumi4-Sep-11 19:37 
GeneralRe: newbie question Pin
Member 795584916-Sep-11 1:24
Member 795584916-Sep-11 1:24 
GeneralRe: newbie question Pin
Ivar Lumi16-Sep-11 1:29
Ivar Lumi16-Sep-11 1:29 
GeneralRe: newbie question Pin
Member 795584916-Sep-11 1:38
Member 795584916-Sep-11 1:38 
GeneralRe: newbie question Pin
Ivar Lumi16-Sep-11 1:40
Ivar Lumi16-Sep-11 1:40 
You may try my another project if it does same ...
Simple SIP (VOIP) based phone in C#[^]
GeneralRe: newbie question Pin
Member 795584916-Sep-11 4:24
Member 795584916-Sep-11 4:24 
GeneralDelay in Audio Pin
allen33117-Apr-11 18:04
allen33117-Apr-11 18:04 
GeneralRe: Delay in Audio Pin
Ivar Lumi17-Apr-11 19:01
Ivar Lumi17-Apr-11 19:01 
GeneralRe: Delay in Audio Pin
Zypper22-Jan-12 3:30
Zypper22-Jan-12 3:30 
GeneralRe: Delay in Audio Pin
Ivar Lumi22-Jan-12 6:14
Ivar Lumi22-Jan-12 6:14 
GeneralRe: Delay in Audio Pin
Zypper22-Jan-12 6:57
Zypper22-Jan-12 6:57 
GeneralRe: Delay in Audio Pin
Ivar Lumi22-Jan-12 19:59
Ivar Lumi22-Jan-12 19:59 
GeneralRe: Delay in Audio Pin
Zypper23-Jan-12 8:17
Zypper23-Jan-12 8:17 
GeneralRe: Delay in Audio Pin
Ivar Lumi23-Jan-12 19:31
Ivar Lumi23-Jan-12 19:31 
GeneralRe: Delay in Audio Pin
Zypper24-Jan-12 3:53
Zypper24-Jan-12 3:53 
GeneralRe: Delay in Audio Pin
Ivar Lumi24-Jan-12 4:10
Ivar Lumi24-Jan-12 4:10 
GeneralRe: Delay in Audio Pin
Zypper24-Jan-12 4:51
Zypper24-Jan-12 4:51 
QuestionIs it possible to use with the latest version of your base... Pin
Noam Ilovich10-Mar-11 0:06
Noam Ilovich10-Mar-11 0:06 
AnswerRe: Is it possible to use with the latest version of your base... Pin
Ivar Lumi10-Mar-11 0:23
Ivar Lumi10-Mar-11 0:23 
QuestionRe: Is it possible to use with the latest version of your base... Pin
Noam Ilovich10-Mar-11 2:59
Noam Ilovich10-Mar-11 2:59 
AnswerRe: Is it possible to use with the latest version of your base... Pin
Ivar Lumi10-Mar-11 3:25
Ivar Lumi10-Mar-11 3:25 
GeneralRe: Is it possible to use with the latest version of your base... Pin
Noam Ilovich10-Mar-11 4:15
Noam Ilovich10-Mar-11 4:15 

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