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681 lines
28 KiB
C#
681 lines
28 KiB
C#
//////////////////////////////////////////////////////////////////////////////
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///
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/// C# wrapper to access SoundTouch APIs from an external SoundTouch.dll library
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///
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/// Author : Copyright (c) Olli Parviainen
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/// Author e-mail : oparviai 'at' iki.fi
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/// SoundTouch WWW: http://www.surina.net/soundtouch
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///
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/// The C# wrapper improved by Mario Di Vece
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///
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////////////////////////////////////////////////////////////////////////////////
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//
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// License :
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//
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// SoundTouch audio processing library
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// Copyright (c) Olli Parviainen
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////
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using System;
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using System.Runtime.InteropServices;
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namespace soundtouch
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{
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public sealed class SoundTouch : IDisposable
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{
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#region Internal Members
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internal const string SoundTouchLibrary = "SoundTouch.dll";
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#endregion
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#region Private Members // hahaha what a curious region
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private readonly object SyncRoot = new object();
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private bool IsDisposed = false;
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private IntPtr handle;
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#endregion
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#region Constructor
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/// <summary>
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/// Initializes a new instance of the <see cref="SoundTouch"/> class.
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/// </summary>
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public SoundTouch()
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{
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handle = NativeMethods.CreateInstance();
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="SoundTouch"/> class.
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/// </summary>
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~SoundTouch()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(false);
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}
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/// <summary>
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/// Settings as defined in SoundTouch.h
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/// </summary>
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public enum Setting
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{
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/// <summary>
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/// Enable/disable anti-alias filter in pitch transposer (0 = disable)
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/// </summary>
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UseAntiAliasFilter = 0,
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/// <summary>
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/// Pitch transposer anti-alias filter length (8 .. 128 taps, default = 32)
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/// </summary>
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AntiAliasFilterLength = 1,
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/// <summary>
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/// Enable/disable quick seeking algorithm in tempo changer routine
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/// (enabling quick seeking lowers CPU utilization but causes a minor sound
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/// quality compromising)
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/// </summary>
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UseQuickSeek = 2,
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/// <summary>
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/// Time-stretch algorithm single processing sequence length in milliseconds. This determines
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/// to how long sequences the original sound is chopped in the time-stretch algorithm.
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/// See "STTypes.h" or README for more information.
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/// </summary>
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SequenceMilliseconds = 3,
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/// <summary>
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/// Time-stretch algorithm seeking window length in milliseconds for algorithm that finds the
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/// best possible overlapping location. This determines from how wide window the algorithm
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/// may look for an optimal joining location when mixing the sound sequences back together.
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/// See "STTypes.h" or README for more information.
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/// </summary>
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SeekWindowMilliseconds = 4,
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/// <summary>
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/// Time-stretch algorithm overlap length in milliseconds. When the chopped sound sequences
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/// are mixed back together, to form a continuous sound stream, this parameter defines over
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/// how long period the two consecutive sequences are let to overlap each other.
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/// See "STTypes.h" or README for more information.
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/// </summary>
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OverlapMilliseconds = 5,
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/// <summary>
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/// Call "getSetting" with this ID to query processing sequence size in samples.
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/// This value gives approximate value of how many input samples you'll need to
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/// feed into SoundTouch after initial buffering to get out a new batch of
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/// output samples.
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///
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/// This value does not include initial buffering at beginning of a new processing
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/// stream, use SETTING_INITIAL_LATENCY to get the initial buffering size.
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///
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/// Notices:
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/// - This is read-only parameter, i.e. setSetting ignores this parameter
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/// - This parameter value is not constant but change depending on
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/// tempo/pitch/rate/samplerate settings.
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/// </summary>
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NominalInputSequence = 6,
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/// <summary>
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/// Call "getSetting" with this ID to query nominal average processing output
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/// size in samples. This value tells approcimate value how many output samples
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/// SoundTouch outputs once it does DSP processing run for a batch of input samples.
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///
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/// Notices:
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/// - This is read-only parameter, i.e. setSetting ignores this parameter
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/// - This parameter value is not constant but change depending on
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/// tempo/pitch/rate/samplerate settings.
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/// </summary>
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NominalOutputSequence = 7,
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/// <summary>
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/// Call "getSetting" with this ID to query initial processing latency, i.e.
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/// approx. how many samples you'll need to enter to SoundTouch pipeline before
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/// you can expect to get first batch of ready output samples out.
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///
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/// After the first output batch, you can then expect to get approx.
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/// SETTING_NOMINAL_OUTPUT_SEQUENCE ready samples out for every
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/// SETTING_NOMINAL_INPUT_SEQUENCE samples that you enter into SoundTouch.
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///
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/// Example:
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/// processing with parameter -tempo=5
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/// => initial latency = 5509 samples
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/// input sequence = 4167 samples
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/// output sequence = 3969 samples
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///
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/// Accordingly, you can expect to feed in approx. 5509 samples at beginning of
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/// the stream, and then you'll get out the first 3969 samples. After that, for
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/// every approx. 4167 samples that you'll put in, you'll receive again approx.
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/// 3969 samples out.
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///
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/// This also means that average latency during stream processing is
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/// INITIAL_LATENCY-OUTPUT_SEQUENCE/2, in the above example case 5509-3969/2
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/// = 3524 samples
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///
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/// Notices:
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/// - This is read-only parameter, i.e. setSetting ignores this parameter
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/// - This parameter value is not constant but change depending on
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/// tempo/pitch/rate/samplerate settings.
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/// </summary>
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InitialLatency = 8,
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}
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#endregion
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#region Properties
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/// <summary>
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/// Get SoundTouch version string
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/// </summary>
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public static string Version
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{
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get
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{
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// convert "char *" data to c# string
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return Marshal.PtrToStringAnsi(NativeMethods.GetVersionString());
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}
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}
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/// <summary>
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/// Gets a value indicating whether the SoundTouch Library (dll) is available
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/// </summary>
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public static bool IsAvailable
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{
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get
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{
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try
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{
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var versionId = NativeMethods.GetVersionId();
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return versionId != 0;
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}
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catch
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{
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return false;
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}
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}
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}
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/// <summary>
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/// Returns number of processed samples currently available in SoundTouch for immediate output.
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/// </summary>
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public uint AvailableSampleCount
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{
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get { lock (SyncRoot) { return NativeMethods.NumSamples(handle); } }
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}
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/// <summary>
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/// Returns number of samples currently unprocessed in SoundTouch internal buffer
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/// </summary>
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/// <returns>Number of sample frames</returns>
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public uint UnprocessedSampleCount
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{
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get { lock (SyncRoot) { return NativeMethods.NumUnprocessedSamples(handle); } }
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}
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/// <summary>
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/// Check if there aren't any samples available for outputting.
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/// </summary>
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/// <returns>nonzero if there aren't any samples available for outputting</returns>
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public int IsEmpty
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{
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get { lock (SyncRoot) { return NativeMethods.IsEmpty(handle); } }
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}
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/// <summary>
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/// Sets the number of channels
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///
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/// Value: 1 = mono, 2 = stereo, n = multichannel
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/// </summary>
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public uint Channels
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{
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set { lock (SyncRoot) { NativeMethods.SetChannels(handle, value); } }
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}
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/// <summary>
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/// Sets sample rate.
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/// Value: Sample rate, e.g. 44100
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/// </summary>
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public uint SampleRate
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{
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set { lock (SyncRoot) { NativeMethods.SetSampleRate(handle, value); } }
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}
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/// <summary>
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/// Sets new tempo control value.
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///
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/// Value: Tempo setting. Normal tempo = 1.0, smaller values
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/// represent slower tempo, larger faster tempo.
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/// </summary>
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public float Tempo
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{
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set { lock (SyncRoot) { NativeMethods.SetTempo(handle, value); } }
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}
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/// <summary>
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/// Sets new tempo control value as a difference in percents compared
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/// to the original tempo (-50 .. +100 %);
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/// </summary>
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public float TempoChange
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{
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set { lock (SyncRoot) { NativeMethods.SetTempoChange(handle, value); } }
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}
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/// <summary>
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/// Sets new rate control value.
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/// Rate setting. Normal rate = 1.0, smaller values
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/// represent slower rate, larger faster rate.
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/// </summary>
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public float Rate
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{
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set { lock (SyncRoot) { NativeMethods.SetTempo(handle, value); } }
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}
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/// <summary>
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/// Sets new rate control value as a difference in percents compared
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/// to the original rate (-50 .. +100 %);
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///
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/// Value: Rate setting is in %
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/// </summary>
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public float RateChange
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{
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set { lock (SyncRoot) { NativeMethods.SetRateChange(handle, value); } }
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}
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/// <summary>
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/// Sets new pitch control value.
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///
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/// Value: Pitch setting. Original pitch = 1.0, smaller values
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/// represent lower pitches, larger values higher pitch.
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/// </summary>
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public float Pitch
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{
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set { lock (SyncRoot) { NativeMethods.SetPitch(handle, value); } }
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}
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/// <summary>
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/// Sets pitch change in octaves compared to the original pitch
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/// (-1.00 .. +1.00 for +- one octave);
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///
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/// Value: Pitch setting in octaves
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/// </summary>
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public float PitchOctaves
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{
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set { lock (SyncRoot) { NativeMethods.SetPitchOctaves(handle, value); } }
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}
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/// <summary>
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/// Sets pitch change in semi-tones compared to the original pitch
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/// (-12 .. +12 for +- one octave);
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///
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/// Value: Pitch setting in semitones
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/// </summary>
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public float PitchSemiTones
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{
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set { lock (SyncRoot) { NativeMethods.SetPitchSemiTones(handle, value); } }
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}
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/// <summary>
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/// Changes or gets a setting controlling the processing system behaviour. See the
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/// 'SETTING_...' defines for available setting ID's.
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/// </summary>
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/// <value>
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/// The <see cref="System.Int32"/>.
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/// </value>
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/// <param name="settingId">The setting identifier.</param>
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/// <returns>The value of the setting</returns>
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public int this[Setting settingId]
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{
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get
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{
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lock (SyncRoot) { return NativeMethods.GetSetting(handle, (int)settingId); }
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}
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set
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{
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lock (SyncRoot) { NativeMethods.SetSetting(handle, (int)settingId, value); }
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}
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}
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#endregion
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#region Sample Stream Methods
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/// <summary>
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/// Flushes the last samples from the processing pipeline to the output.
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/// Clears also the internal processing buffers.
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///
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/// Note: This function is meant for extracting the last samples of a sound
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/// stream. This function may introduce additional blank samples in the end
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/// of the sound stream, and thus it's not recommended to call this function
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/// in the middle of a sound stream.
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/// </summary>
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public void Flush()
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{
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lock (SyncRoot) { NativeMethods.Flush(handle); }
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}
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/// <summary>
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/// Clears all the samples in the object's output and internal processing
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/// buffers.
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/// </summary>
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public void Clear()
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{
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lock (SyncRoot) { NativeMethods.Clear(handle); }
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}
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/// <summary>
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/// Adds 'numSamples' pcs of samples from the 'samples' memory position into
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/// the input of the object. Notice that sample rate _has_to_ be set before
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/// calling this function, otherwise throws a runtime_error exception.
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/// </summary>
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/// <param name="samples">Sample buffer to input</param>
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/// <param name="numSamples">Number of sample frames in buffer. Notice
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/// that in case of multi-channel sound a single sample frame contains
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/// data for all channels</param>
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public void PutSamples(float[] samples, uint numSamples)
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{
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lock (SyncRoot) { NativeMethods.PutSamples(handle, samples, numSamples); }
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}
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/// <summary>
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/// int16 version of putSamples(): This accept int16 (short) sample data
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/// and internally converts it to float format before processing
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/// </summary>
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/// <param name="samples">Sample input buffer.</param>
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/// <param name="numSamples">Number of sample frames in buffer. Notice
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/// that in case of multi-channel sound a single
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/// sample frame contains data for all channels.</param>
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public void PutSamplesI16(short[] samples, uint numSamples)
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{
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lock (SyncRoot) { NativeMethods.PutSamples_i16(handle, samples, numSamples); }
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}
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/// <summary>
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/// Receive processed samples from the processor.
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/// </summary>
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/// <param name="outBuffer">Buffer where to copy output samples</param>
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/// <param name="maxSamples">Max number of sample frames to receive</param>
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/// <returns>The number of samples received</returns>
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public uint ReceiveSamples(float[] outBuffer, uint maxSamples)
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{
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lock (SyncRoot) { return NativeMethods.ReceiveSamples(handle, outBuffer, maxSamples); }
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}
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/// <summary>
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/// int16 version of receiveSamples(): This converts internal float samples
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/// into int16 (short) return data type
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/// </summary>
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/// <param name="outBuffer">Buffer where to copy output samples.</param>
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/// <param name="maxSamples">How many samples to receive at max.</param>
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/// <returns>Number of received sample frames</returns>
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public uint ReceiveSamplesI16(short[] outBuffer, uint maxSamples)
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{
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lock (SyncRoot) { return NativeMethods.ReceiveSamples_i16(handle, outBuffer, maxSamples); }
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}
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#endregion
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#region IDisposable Support
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/// <summary>
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/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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/// <summary>
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/// Releases unmanaged and - optionally - managed resources.
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/// </summary>
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/// <param name="alsoManaged"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
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private void Dispose(bool alsoManaged)
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{
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if (!IsDisposed)
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{
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if (alsoManaged)
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{
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// NOTE: Placeholder, dispose managed state (managed objects).
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// At this point, nothing managed to dispose
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}
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NativeMethods.DestroyInstance(handle);
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handle = IntPtr.Zero;
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IsDisposed = true;
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}
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}
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#endregion
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#region Native Methods
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/// <summary>
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/// Provides direct access to mapped DLL methods
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/// </summary>
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private static class NativeMethods
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{
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getVersionId")]
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public static extern int GetVersionId();
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_createInstance")]
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public static extern IntPtr CreateInstance();
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_destroyInstance")]
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public static extern void DestroyInstance(IntPtr h);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getVersionString")]
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public static extern IntPtr GetVersionString();
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setRate")]
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public static extern void SetRate(IntPtr h, float newRate);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setTempo")]
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public static extern void SetTempo(IntPtr h, float newTempo);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setRateChange")]
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public static extern void SetRateChange(IntPtr h, float newRate);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setTempoChange")]
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public static extern void SetTempoChange(IntPtr h, float newTempo);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setPitch")]
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public static extern void SetPitch(IntPtr h, float newPitch);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setPitchOctaves")]
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public static extern void SetPitchOctaves(IntPtr h, float newPitch);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setPitchSemiTones")]
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public static extern void SetPitchSemiTones(IntPtr h, float newPitch);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setChannels")]
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public static extern void SetChannels(IntPtr h, uint numChannels);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setSampleRate")]
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public static extern void SetSampleRate(IntPtr h, uint srate);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_flush")]
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public static extern void Flush(IntPtr h);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_putSamples")]
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public static extern void PutSamples(IntPtr h, float[] samples, uint numSamples);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_putSamples_i16")]
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public static extern void PutSamples_i16(IntPtr h, short[] samples, uint numSamples);
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[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_clear")]
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public static extern void Clear(IntPtr h);
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|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_setSetting")]
|
|
public static extern int SetSetting(IntPtr h, int settingId, int value);
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|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getSetting")]
|
|
public static extern int GetSetting(IntPtr h, int settingId);
|
|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_numUnprocessedSamples")]
|
|
public static extern uint NumUnprocessedSamples(IntPtr h);
|
|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_receiveSamples")]
|
|
public static extern uint ReceiveSamples(IntPtr h, float[] outBuffer, uint maxSamples);
|
|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_receiveSamples_i16")]
|
|
public static extern uint ReceiveSamples_i16(IntPtr h, short[] outBuffer, uint maxSamples);
|
|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_numSamples")]
|
|
public static extern uint NumSamples(IntPtr h);
|
|
|
|
[DllImport(SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_isEmpty")]
|
|
public static extern int IsEmpty(IntPtr h);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
|
|
public sealed class BPMDetect : IDisposable
|
|
{
|
|
#region Private Members
|
|
|
|
private readonly object SyncRoot = new object();
|
|
private bool IsDisposed = false;
|
|
private IntPtr handle;
|
|
|
|
#endregion
|
|
|
|
#region Constructor
|
|
|
|
/// <summary>
|
|
/// Initializes a new instance of the <see cref="BPMDetect"/> class.
|
|
/// </summary>
|
|
public BPMDetect(int numChannels, int sampleRate)
|
|
{
|
|
handle = NativeMethods.BpmCreateInstance(numChannels, sampleRate);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finalizes an instance of the <see cref="BPMDetect"/> class.
|
|
/// </summary>
|
|
~BPMDetect()
|
|
{
|
|
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
|
|
Dispose(false);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Properties
|
|
|
|
/// <summary>
|
|
/// Returns the analysed BPM rate.
|
|
/// </summary>
|
|
public float Bpm
|
|
{
|
|
get { lock (SyncRoot) { return NativeMethods.BpmGet(handle); } }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Sample Stream Methods
|
|
|
|
/// <summary>
|
|
/// Feed 'numSamples' sample into the BPM detector
|
|
/// </summary>
|
|
/// <param name="samples">Sample buffer to input</param>
|
|
/// <param name="numSamples">Number of sample frames in buffer. Notice
|
|
/// that in case of multi-channel sound a single sample frame contains
|
|
/// data for all channels</param>
|
|
public void PutSamples(float[] samples, uint numSamples)
|
|
{
|
|
lock (SyncRoot) { NativeMethods.BpmPutSamples(handle, samples, numSamples); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// int16 version of putSamples(): This accept int16 (short) sample data
|
|
/// and internally converts it to float format before processing
|
|
/// </summary>
|
|
/// <param name="samples">Sample input buffer.</param>
|
|
/// <param name="numSamples">Number of sample frames in buffer. Notice
|
|
/// that in case of multi-channel sound a single
|
|
/// sample frame contains data for all channels.</param>
|
|
public void PutSamplesI16(short[] samples, uint numSamples)
|
|
{
|
|
lock (SyncRoot) { NativeMethods.BpmPutSamples_i16(handle, samples, numSamples); }
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region IDisposable Support
|
|
|
|
/// <summary>
|
|
/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
|
|
/// </summary>
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Releases unmanaged and - optionally - managed resources.
|
|
/// </summary>
|
|
/// <param name="alsoManaged"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
|
|
private void Dispose(bool alsoManaged)
|
|
{
|
|
if (!IsDisposed)
|
|
{
|
|
if (alsoManaged)
|
|
{
|
|
// NOTE: Placeholder, dispose managed state (managed objects).
|
|
// At this point, nothing managed to dispose
|
|
}
|
|
|
|
NativeMethods.BpmDestroyInstance(handle);
|
|
handle = IntPtr.Zero;
|
|
|
|
IsDisposed = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Native Methods
|
|
|
|
/// <summary>
|
|
/// Provides direct access to mapped DLL methods
|
|
/// </summary>
|
|
private static class NativeMethods
|
|
{
|
|
[DllImport(SoundTouch.SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "bpm_createInstance")]
|
|
public static extern IntPtr BpmCreateInstance(int numChannels, int sampleRate);
|
|
|
|
[DllImport(SoundTouch.SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "bpm_destroyInstance")]
|
|
public static extern void BpmDestroyInstance(IntPtr h);
|
|
|
|
[DllImport(SoundTouch.SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "bpm_putSamples")]
|
|
public static extern void BpmPutSamples(IntPtr h, float[] samples, uint numSamples);
|
|
|
|
[DllImport(SoundTouch.SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "bpm_putSamples_i16")]
|
|
public static extern void BpmPutSamples_i16(IntPtr h, short[] samples, uint numSamples);
|
|
|
|
[DllImport(SoundTouch.SoundTouchLibrary, CallingConvention = CallingConvention.Cdecl, EntryPoint = "bpm_getBpm")]
|
|
public static extern float BpmGet(IntPtr h);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
} |