Play and Visualize WAV Files using Managed Direct Sound with VB.NET
“Circular Buffers” is an application developed in VB.NET (VS 2003).
Introduction
As a VB.NET developer, I must admit that it is difficult getting decent code for DirectSound
on the internet. Most of the examples are either in cryptic C/C++ or in C# (a close relation to VB.NET). The benefit of the latter is that it uses the familiar .NET Framework.
This tutorial takes you through the process of creating a simple utility application which will display and play a WAV file or portions of it as selected from a simple user interface.
For the non-initiated in the work of managed direct sound, I will take you through a brief introduction of DirectSound
and jump into the topic of circular buffers in direct sound. For the already initiated, I will delve into the WAV file structure culminating with a class to parse a WAV file. To get the application working, the use of system timers will follow. Last but not least is putting all the code together.
An assumption made is that you are already familiar with DirectX and you have installed the DirectX SDK on your development platform.
About the Application
“Circular Buffers” is an application developed in VB.NET (VS 2003). It demonstrates the following concepts:
- Playing a WAV file using a
DirectSound
static buffer - Reading a WAV file and parsing it in preparation of playing
- Playing a WAV file stream using a
DirectSound
circular buffer - Using the system timer to have precise control on timed events
- Visualizing WAV file data as a graph of sound values and Graphic double buffering
- Playing a WAV file data array using a
DirectSound
circular buffer - Selecting portions of a WAV file and playing it using a static buffer
- Simple mixing of two sounds
Getting Started with DirectSound
DirectSound
is part of the DirectX components and specifically handles playback of sound, including mono, stereo, 3-D sound and multi-channel sound. To begin, load the DirectSound
reference into your VB.NET project as shown.
By adding a reference to DirectSound, you expose four basic objects required in this project to play and manipulate sounds:
Object | Purpose |
Microsoft.DirectX.DirectSound.Device | This is the main audio device object required to use DirectSound . |
Microsoft.DirectX.DirectSound.WaveFormat | Holds the required header properties of a WAV. For custom sounds, you must set all the parameters. |
Microsoft.DirectX.DirectSound.SecondaryBuffer
| This is the buffer to which we write our sound data before the primary hardware mixes and plays the sound. You can have as many secondary buffers as RAM can allow but only 1 primary buffer which is found in the hardware. |
Microsoft.DirectX.DirectSound.BufferDescription | Defines the capabilities of the audio device given the WAV format. 3-D sounds, volume control, frequency, panning can be set. |
Minimum Required Code to Use DirectSound
'Play a sound wave using a default static buffer
Private Sub cmdDefault_Click(……) Handles cmdDefault.Click
Try
SoundDevice = New Microsoft.DirectX.DirectSound.Device
SoundDevice.SetCooperativeLevel(Me.Handle_
, Microsoft.DirectX.DirectSound.CooperativeLevel.Normal)
SbufferOriginal = New _ Microsoft.DirectX.DirectSound._
SecondaryBuffer(SoundFile, SoundDevice)
SbufferOriginal.Play(0,_
Microsoft.DirectX.DirectSound.BufferPlayFlags.Looping)
Catch ex As Exception
End Try
End Sub
The code shown above is the minimum code required to play a sound from a WAV file. The steps required are:
- Create a new sound device and assign a valid window handle as one parameter and set the cooperative level.
- Priority: When the application has focus, only its sound will be audible
- Normal: Restricts all sound output to 8-bit
- WritePrimary: Allows the application to write to the primary buffer
- Create a secondary sound buffer and assign a valid filename/file stream and audio device as the input.
- The sound file can only be a valid WAV file.
- Call the play method of the secondary buffer
Playing a WAV File using a DirectSound Static Buffer
A static buffer is by the name static. The content does not change in time and is loaded once. For continuous sound play, the secondary buffer play method uses the looping option. The steps outlined above use a static buffer. The contents of the WAV file are loaded into the secondary buffer and played.
A static buffer is best used when you have small WAV files whose size will not consume much resource. The procedure cmdDefault_Click
in the above code creates and plays a static buffer.
Reading a WAV File and Parsing it in Preparation of Playing
The WAV file format is a subset of Microsoft's RIFF specification for the storage of multimedia files. A RIFF file starts out with a file header followed by a sequence of data chunks. A WAVE file is often just a RIFF file with a single "WAVE" chunk which consists of two sub-chunks -- a "fmt" chunk specifying the data format and a "data" chunk containing the actual sample data.
The figure below depicts the WAV file structure. The class CWAVReader
parses the WAV file structure extracting the header details (WAV format) and actual sound data.
The code below depicts the constructor with a series of methods parsing the WAV file structure.
‘Constructor to open stream
Sub New(ByVal SoundFilePathName As String)
mWAVFileName = SoundFilePathName
mOpen = OpenWAVStream(mWAVFileName)
'******************* MAIN WORK HERE ******************
'Parse the WAV file and read the
If mOpen Then
'Read the Header Data in THIS ORDER
'Each Read results in the File Pointer Moving
mChunkID = ReadChunkID(mWAVStream)
mChunkSize = ReadChunkSize(mWAVStream)
mFormatID = ReadFormatID(mWAVStream)
mSubChunkID = ReadSubChunkID(mWAVStream)
mSubChunkSize = ReadSubChunkSize(mWAVStream)
mAudioFormat = ReadAudioFormat(mWAVStream)
mNumChannels = ReadNumChannels(mWAVStream)
mSampleRate = ReadSampleRate(mWAVStream)
mByteRate = ReadByteRate(mWAVStream)
mBlockAlign = ReadBlockAlign(mWAVStream)
mBitsPerSample = ReadBitsPerSample(mWAVStream)
mSubChunkIDTwo = ReadSubChunkIDTwo(mWAVStream)
mSubChunkSizeTwo = ReadSubChunkSizeTwo(mWAVStream)
mWaveSoundData = ReadWAVSampleData(mWAVStream)
mWAVStream.Close()
End If
End Sub
NOTE: THE ORDER MUST BE MAINTAINED! THE CODE USES A BINARY STREAM READ WHICH ADVANCES THE FILE POINTER.
Parsing the binary stream is not difficult. This involves reading a number of bytes as required using the binary reader ReadBytes
method.
The code below reads the chunk ID from a WAV file. Notice that the chunk ID is in BIG-ENDIAN.
Computer architectures differ in terms of byte ordering. In some, data is stored left to right, which is referred to as big-endian. In others data is stored from right to left, which is referred to as little-endian. A notable computer architecture that uses big-endian byte ordering is Sun's Sparc. Intel architecture uses little-endian byte ordering, as does the Compaq Alpha processor.
'Read the ChunkID and return a string
Private Function ReadChunkID(….) As String
Dim DataBuffer() As Byte
Dim DataEncoder As System.Text.ASCIIEncoding
Dim TempString As Char()
DataEncoder = New System.Text.ASCIIEncoding
DataBuffer = WAVIOstreamReader.ReadBytes(4)
'Ensure we have data to spit out
If DataBuffer.Length <> 0 Then
TempString = DataEncoder.GetChars(DataBuffer, 0, 4)
Return TempString(0) & TempString(1) & TempString(2) & TempString(3)
Else
Return ""
End If
End Function
Since we are reading the data and converting the same into text based on the relative location (the array is read from location 0 to location 3), this is a big-endian value.
Small-endian values require a much more complicated function. The binary stream is read but the values are reversed and padded to ensure correct alignment, then converted to either text or value. The code below is one such function which takes up a byte array and reverses it to return the small-endian value.
'Get the small endian value
Private Function GetLittleEndianStringValue(..) As String
Dim ValueString As String = "&h"
If DataBuffer.Length <> 0 Then
'In little endian, we reverse the array data
and pad the same where the length is 1
If Hex(DataBuffer(3)).Length = 1 Then
ValueString &= "0" & Hex(DataBuffer(3))
Else
ValueString &= Hex(DataBuffer(3))
End If
If Hex(DataBuffer(2)).Length = 1 Then
ValueString &= "0" & Hex(DataBuffer(2))
Else
ValueString &= Hex(DataBuffer(2))
End If
If Hex(DataBuffer(1)).Length = 1 Then
ValueString &= "0" & Hex(DataBuffer(1))
Else
ValueString &= Hex(DataBuffer(1))
End If
If Hex(DataBuffer(0)).Length = 1 Then
ValueString &= "0" & Hex(DataBuffer(0))
Else
ValueString &= Hex(DataBuffer(0))
End If
Else
ValueString = "0"
End If
GetLittleEndianStringValue = ValueString
End Function
After reading the WAV’s properties, the final function is to read the entire sound data. The sound is read as a series of int16
data blocks. The memory stream has a method named ReadInt16
, which is called repeatedly. The code below reads the actual sound values and converts the data from unsigned data to signed int16
.
'returns the wave data as a byte array
Public Function GetSoundDataValue() As Int16()
Dim DataCount As Integer
Dim tempStream As IO.BinaryReader
tempStream = New IO.BinaryReader(New IO.MemoryStream(mWaveSoundData))
tempStream.BaseStream.Position = 0
'Create a data array to hold the data read from the stream
'Read chunks of int16 from the stream (already aligned!)
Dim tempData(CInt(tempStream.BaseStream.Length / 2)) As Int16
While DataCount <= tempData.Length - 2
tempData(DataCount) = tempStream.ReadInt16()
DataCount += 1
End While
tempStream.Close()
tempStream = Nothing
Return tempData
End Function
Using the System Timer to have Precise Control on Timed Events
The system.timers.timer
works in much the same way as does the Windows Forms timer, but does not require the Windows message pump. Other than that, the primary difference between server timers and Windows Forms timers is that the event handlers for server timers execute on thread pool threads. This makes it possible to maintain a responsive user interface even if the event handler takes a long time to execute. Another critical difference in this case of audio programming is higher precision and thread safety.
The class timer’s constructor takes in a time interval and a function to call after the elapse of the interval. The system.timers.timer
object is set to autoreset and thus continuously calls the function after the interval. The use of delegates (pointer to a function/sub) is used. Thus the timer object gets the timer interval and a delegate (pointer) of type System.Timers.ElapsedEventHandler
to call. This class is used to monitor the sound buffer and ‘top-up’ data to play and also to paint the progress of the play bar while playing music.
Playing a WAV File Stream using a DirectSound Circular Buffer
According to Wikipedia, “A circular buffer or ring buffer is a data structure that uses a single, fixed-size buffer as if it were connected end-to-end. This structure lends itself easily to buffering data streams.” Pictorially, a circular buffer is as shown in the figure below:
The write pointer identifies a location from which we can write sound data. The play pointer identifies the location where the sound buffer will play data from. The red boxes identify a location where data can be written to.
In the first scenario, the write pointer is positioned at a location point larger than the play pointer. As the play pointer advances, the write pointer needs to advance with latency not large enough to get a distortion. In the second scenario, the write pointer has wrapped around and is now at a location smaller than the play pointer.
When the write pointer gets to location 7, it has to warp around. The following code enables wrapping around of the write pointer and returns the amount of data already played which is the location to which new data has to be written to.
'get the played data size
Function GetPlayedSize() As Integer
Dim Pos As Integer
Pos = SbufferOriginal.PlayPosition
If Pos < NextWritePos Then
Return Pos + (SbufferOriginal.Caps.BufferBytes - NextWritePos)
Else
Return Pos - NextWritePos
End If
End Function
The PlayPosition
is a property of the secondary sound buffer and returns the position of the play pointer. NextWritePos
is an internal pointer used to identify the location of where to write data to.
As the play pointer advances, we must continuously add data to the circular buffer. In this case, we shall use a memory stream from which to read data from and write to the circular stream. As mentioned before, a circular buffer is very useful if there is a large WAV file to be read and you intend to play the data in small chunks as opposed to reading the entire data to memory. There are two ways of ‘filling’ up the circular stream: use of notifications or use of polling technique. I have implemented the latter. A system timer is used to continuously ‘fill’ the circular stream with data.
At intervals of 75 milliseconds, the timer object calls the function PlayEventHandler
. This function calls other functions that determine the amount of data to write and thereafter writes this data from the stream into the secondary sound buffer.
'Update the Circular buffer based on either a stream of data array
Sub PlayerEventHandler(…)
'Stop if we have read all data
If PlayerPosition >= MYwave.SubChunkSizeTwo Then
StopPlay()
End If
'If an array, use the dataArray to top up new data to the circular buffer
If IsArray = False Then
'Get the amount of data to write and thereafter write the data
WriteData(GetPlayedSize())
Else
WriteDataArray(GetPlayedSize())
End If
End Sub
The function GetPlayedSize
uses the concept of circular buffers to return the amount of data to safely write on the secondary sound buffer. The WriteData
function thereafter writes the data to the secondary buffer. The code below demonstrates the functionality required to top up the secondary buffer (circular buffer).
'Write data to the circular buffer (secondary buffer that is)
Sub WriteData(ByVal DataSize As Integer)
Dim Tocopy As Integer
'make sure the data is less than the latency amount of 300ms
Tocopy = Math.Min(DataSize, TimeToDataSize(Latency))
'Only write data if there is something to write!
If Tocopy > 0 Then
'Restore the buffer
If SbufferOriginal.Status.BufferLost Then
SbufferOriginal.Restore()
End If
'Copy the data to the buffer
'The DataMemStream is a binary stream object.
'This can also be a large WAV file still on harddisk
SbufferOriginal.Write(NextWritePos, DataMemStream, Tocopy, _
Microsoft.DirectX.DirectSound.LockFlag.None)
'As data is read form the DataMemStream, the position
'(internal of the structure) advances
'by the size of Tcopy
'Advance the total cumulative bytes read
PlayerPosition += Tocopy
'advance the NextWrite pointer
NextWritePos += Tocopy
'If we are at the end, we wrap round
If NextWritePos >= SbufferOriginal.Caps.BufferBytes Then
NextWritePos = NextWritePos - SbufferOriginal.Caps.BufferBytes
End If
End If
End Sub
The system.timers.timer
object is also used to update the screen with the location of the player pointer with respect to the data being played and not the secondary buffer. The function MyPainPoint
is called at the same time interval of 75 milliseconds. But I use a different timer to reduce the latency and sound distortion.
'The handler to the timer tick event :
'Paints the location of the player pointer on the sound graph as the data is played
Sub MyPainPoint(ByVal obj As Object, ByVal Args As System.Timers.ElapsedEventArgs)
'Control to ensure we stop when the total cumulated bytes read is equal to
'the total data size
If PlayerPosition >= MYwave.SubChunkSizeTwo Then
StopPlay()
'Update the labels
lblPos.Text = MYwave.SubChunkSizeTwo.ToString
lbltime.Text = MYwave.PlayTimeSeconds().ToString
End If
'Draw a line red from top to bottom showing the current position based on play position
'The PlayerPOsition is the absolute location of the current played data
'This is taken as a ratio of the total data size and scaled to the width of the picture
'control
Dim XPos As Single = CSng((PlayerPosition / MYwave.SubChunkSizeTwo) * picWave.Width)
Dim posgraphic As Graphics
'Clone the original canvas (this has the original sound graph). We do not need to
're-draw this large graph as it willtake much processing time!
PlayPicture = CType(myPicture.Clone, Bitmap)
posgraphic = Graphics.FromImage(PlayPicture)
'Draw the pointer
Dim Mypen As Pen = New Pen(Color.Red)
posgraphic.DrawLine(Mypen, XPos, 0, XPos, picWave.Height)
'Draw line to myPicture
MyTime += TimerStep
posgraphic.DrawImage(PlayPicture, picWave.Width, picWave.Height)
'Update the status on the labels
lblPos.Text = PlayerPosition.ToString
lbltime.Text = (MyTime / 1000).ToString
'force a redraw of the picture updated.
Me.Invalidate(New Drawing.Rectangle(picWave.Left, picWave.Top, picWave.Width, _
picWave.Height))
End Sub
The initial drawing of the sound data graph is stored as a bitmap. This bitmap is continuously cloned and a red line is drawn onto the cloned bitmap at different locations to give an effect of movement.
Visualizing WAV File Data as a Graph of Sound Values
The function DrawGraph
takes in an array of int16
data and plots it out on the (vertical mid-point) picture control. Double buffering is used to speed up the drawing process. A bitmap is first created, thereafter the graphics are drawn. Once the entire line graph is drawn, the graphic is then drawn onto the bitmap. The bitmap is then transferred to the picture control. This process if faster than drawing directly onto the picture control.
'Draws the Sound data as a wave onto a canvas using double buffering to speed up work
Function DrawGraph(ByVal Data() As Int16) As Bitmap
'Create the Canvas
Dim myBitmap As System.Drawing.Bitmap
'Create an array to hold the wav data which we can sort
Dim tempData(Data.Length) As Integer
'Copy the data to the temporary location ... can be done better
Data.CopyTo(tempData, 0)
'Sort the array to get the maximum and minimum Y values
Array.Sort(tempData)
'generate the Canvas (drawing board in memory
myBitmap = New Bitmap(picWave.Width, picWave.Height)
'Create your paint brush, pens and drawing objects
Dim myGraphic As System.Drawing.Graphics
myGraphic = Graphics.FromImage(myBitmap)
'draw the background with a custom color
myGraphic.Clear(Color.FromArgb(181, 223, 225))
'Get the parameters to draw the data and scale to fit the canvas but
'draw from the middle
Dim YMax As Integer = tempData(Data.Length - 1)
Dim YMin As Integer = tempData(0)
Dim XMax As Integer = picWave.Width
Dim Xmin As Integer = 0
'Create an array of points to draw a line
Dim PicPoint(Data.Length - 1) As System.Drawing.PointF
Dim Count As Integer
Dim Step1 As Single 'Scale the data between Ymax and Ymin
Dim Step2 As Single 'Scale the data further to fit between the canvas height
Dim step3 As Single 'Draw the point form the middle of the canvas
Dim Mypen As New Pen(Color.FromArgb(24, 101, 123))
'Draw the lines from the series of points representing the sound wav
For Count = 0 To Data.Length - 1
Step1 = CSng(Data(Count) / (YMax - YMin))
Step2 = CSng(Step1 * picWave.Height / 2)
step3 = CSng(Step2 + (picWave.Height / 2))
PicPoint(Count) = New System.Drawing.PointF(CSng(XMax * _
(Count / Data.Length)), step3)
Next
'Draw the lines
myGraphic.DrawLines(Mypen, PicPoint)
'Draw graphics onto canvas
myGraphic.DrawImage(myBitmap, picWave.Width, picWave.Height)
'return the picture memory object
Return (myBitmap)
End Function
Playing a WAV File Data Array using a Direct Sound Circular Buffer
Playing data from an array is not very different from playing data from a memory stream. The only difference here is that the secondary buffer method has an overload to read data from an array. As the programmer, you have to fetch data from the source (a memory stream) and create the data array. As listed in the code, the memory stream is repositioned to the last location of a read (playerposition
) and data is read from there to the length of safe data to write.
'Write data to a Data Array.... similar to the above. using memory a stream
Sub WriteDataArray(ByVal DataSize As Integer)
Dim Tocopy As Integer
'ensure we do not have a big latency . the maximum is 300 ms
Tocopy = Math.Min(DataSize, TimeToDataSize(Latency))
'is we have data, then write to the array and play
If Tocopy > 0 Then
'Restore the buffer
If SbufferOriginal.Status.BufferLost Then
SbufferOriginal.Restore()
End If
'Copy the data to the Array
're-create the data array (this is very slow!!)
ReDim DataArray(Tocopy - 1)
'Position the memory stream to the last location we read from.
DataMemStream.Position = PlayerPosition
'Copy the data from the stream to the array
DataMemStream.Read(DataArray, 0, Tocopy - 1)
'Write the data to the secondary buffer
SbufferOriginal.Write(NextWritePos, DataArray, _
Microsoft.DirectX.DirectSound.LockFlag.None)
'Advance the pointers
PlayerPosition += Tocopy
NextWritePos += Tocopy
If NextWritePos >= SbufferOriginal.Caps.BufferBytes Then
NextWritePos = NextWritePos - SbufferOriginal.Caps.BufferBytes
End If
End If
End Sub
Selecting Portions of a WAV File and Playing it using a Static Buffer
To play a selected portion of the sound file, highlight the portion and select capture 1 or capture 2 . If both buttons are selected on different portions, then two different sounds can be played simultaneously (mixing).
To select a portion of the sound, toggle the left mouse button over the picture control and move the mouse to the right. Once you let go of the left mouse button, the portion to be played will be highlighted. Click on the capture 1 button. Repeat the same for another portion and click capture 2.
The selection is made possible by using the mousedown, mousemove and mouseup event of the picture control. The rectangle is made transparent by using alpha blending. The code listed below is the implementation:
'Draw the band over the selection
Sub DrawSelection()
'Draw a rubber band
Dim posgraphic As Graphics
Dim RubberRect As Rectangle
RubberRect = New Rectangle(StartPoint.X, 0, _
EndPoint.X - StartPoint.X, picWave.Height - 3)
'Clone the original canvas
PlayPicture = CType(myPicture.Clone, Bitmap)
posgraphic = Graphics.FromImage(PlayPicture)
'Draw the pointer
Dim Mypen As Pen = New Pen(Color.Green)
'Create a transparent brush using alpha blending techniques
Dim MyBrush As SolidBrush = New SolidBrush(Color.FromArgb(85, 204, 32, 92))
'Draw the boarder
posgraphic.DrawRectangle(Mypen, RubberRect)
'Fill the color
posgraphic.FillRectangle(MyBrush, RubberRect)
'Draw the picture on the form with the updated section of music to clip
posgraphic.DrawImage(PlayPicture, picWave.Width, picWave.Height)
'redraw the portion only
Me.Invalidate(New Drawing.Rectangle(picWave.Left, picWave.Top, _
picWave.Width, picWave.Height))
End Sub
To play the custom select sound, data is read to a data array. You must ensure that the data read is aligned based on the blockalign value. If not, noise results which is not very pleasant to hear!
'Plays a segment of data based on the rubber-band we have drawn prior to
'raising this event
Public Sub SetSegment(ByVal sender As System.Object, ByVal e As System.EventArgs) _
Handles cmdSeg1.Click, cmdSeg2.Click
'set local variables to use
Dim tag As Int16
Dim theButton As Button
Dim DataStart As Integer
Dim DataStop As Integer
Dim BufferSize As Integer
'initialize the direct sound objects
Dim Format As Microsoft.DirectX.DirectSound.WaveFormat
Dim Desc As Microsoft.DirectX.DirectSound.BufferDescription
Dim MixBuffer As Microsoft.DirectX.DirectSound.SecondaryBuffer
cmdBrowse.Enabled = False
cmdDefault.Enabled = False
cmdCustom.Enabled = False
cmdCircular.Enabled = False
cmdSeg1.Enabled = False
cmdSeg2.Enabled = True
cmdStop.Enabled = False
theButton = CType(sender, Button)
theButton.Enabled = False
'get the locations from where to read data from
DataStart = CInt(MYwave.SubChunkSizeTwo * (StartPoint.X / picWave.Width))
DataStop = CInt(MYwave.SubChunkSizeTwo * (EndPoint.X / picWave.Width))
StartPoint = Nothing
EndPoint = Nothing
'ensure that the data is aligned.. if not, noise results
DataStart = DataStart - (DataStart Mod CInt(MYwave.BlockAlign))
DataStop = DataStop - (DataStop Mod CInt(MYwave.BlockAlign))
'Get the data into a Data array
Dim DataSegment(DataStop - DataStart) As Byte
'Read the data from the Stream
DataMemStream.Position = DataStart
'Read from the stream to the array buffer
DataMemStream.Read(DataSegment, 0, DataStop - DataStart)
'Now play the sound.
'For custom sound, you must set the format
Format = New Microsoft.DirectX.DirectSound.WaveFormat
Format.AverageBytesPerSecond = CInt(MYwave.ByteRate)
Format.BitsPerSample = CShort(MYwave.BitsPerSample)
Format.BlockAlign = CShort(MYwave.BlockAlign)
Format.Channels = CShort(MYwave.NumChannels)
Format.FormatTag = Microsoft.DirectX.DirectSound.WaveFormatTag.Pcm
Format.SamplesPerSecond = CInt(MYwave.SampleRate)
Desc = New Microsoft.DirectX.DirectSound.BufferDescription(Format)
BufferSize = DataStop - DataStart + 1
'ensure the size is also aligned
BufferSize = BufferSize + (BufferSize Mod CInt(MYwave.BlockAlign))
Desc.BufferBytes = BufferSize
Desc.ControlFrequency = True
Desc.ControlPan = True
Desc.ControlVolume = True
Desc.GlobalFocus = True
'Play the sound
Try
MixBuffer = New Microsoft.DirectX.DirectSound.SecondaryBuffer(Desc, SoundDevice)
MixBuffer.Stop()
MixBuffer.SetCurrentPosition(0)
If MixBuffer.Status.BufferLost Then
MixBuffer.Restore()
End If
MixBuffer.Write(0, DataSegment, Microsoft.DirectX.DirectSound.LockFlag.None)
MixBuffer.Play(0, Microsoft.DirectX.DirectSound.BufferPlayFlags.Looping)
Catch ex As Exception
MsgBox(ex.Message)
End Try
End Sub
Points of Interest
Playing with DirectSound
is fun, especially when you get some real sound after hours and days of struggling. It took me a couple of days to get the circular buffer working. The WAV parser was something that got me thinking especially the endian bit! I intend to build this further and incorporate FFT (fast fourier transform) for real music mixing!
So that is it! I hope this is helpful for you VB.NET direct sound enthusiasts who have not benefited from the C/C++, C# found on the internet. Much of the work done here was trial and error, again due to scanty material and books!
Happy coding!