i have develop winfrom application using media file, recording and editing with wave form.
private void RecorderOnDataAvailable(object sender, WaveInEventArgs waveInEventArgs)
{
try
{
bufferedWaveProvider.AddSamples(waveInEventArgs.Buffer, 0, waveInEventArgs.BytesRecorded);
byte[] waveData = new byte[100 * Bytes_Per_Sample1];
short low = 0;
short high = 0;
for (int n = 0; n < waveInEventArgs.BytesRecorded; n += 2)
{
short sample = BitConverter.ToInt16(waveInEventArgs.Buffer, n);
if (sample < low)
low = sample;
if (sample > high)
high = sample;
}
float lowPercent = ((((float)low) - short.MinValue) / ushort.MaxValue);
float highPercent = ((((float)high) - short.MinValue) / ushort.MaxValue);
g.DrawLine(Draw_lIne, d, Wave_Control_Main_Player.Height * lowPercent, d, Wave_Control_Main_Player.Height * highPercent);
d++;
if (d == Wave_Control_Main_Player.Width)
{
Wave_Control_Main_Player.Invalidate();
d = 0;
}
}
Used for capturing:
WasapiLoopbackCapture class used to get the output sounds.
public void OnDataAvailable(object sender, WaveInEventArgs e)
{
_writer.Write(e.Buffer, 0, e.BytesRecorded);
//byte[] waveData = new byte[100 * Bytes_Per_Sample1];
//short low = 0;
//short high = 0;
//stream.Read(waveData, 0, waveData.Length);
//for (int n = 0; n < waveData.Length; n += 8)
//{
// short sample = BitConverter.ToInt16(waveData, n);
// if (sample < low) low = sample;
// if (sample > high)
// high = sample;
//}
//float lowPercent = ((((float)low) - short.MinValue) / ushort.MaxValue);
//float highPercent = ((((float)high) - short.MinValue) / ushort.MaxValue);
//g.DrawLine(Draw_lIne, d, Wave_Control_Main_Player.Height * lowPercent, d, Wave_Control_Main_Player.Height * highPercent);
//d++;
//if (d == Wave_Control_Main_Player.Width)
//{
// Wave_Control_Main_Player.Invalidate();
// d = 0;
//}
}