Question

I am having an awful time trying to come up with a good solution to this problem of mine.

I have 3 sound effects that are marked as content on the phone, all the same bitrate.

  • sound1.wav
  • sound2.wav
  • sound3.wav

I want the user to be able to be able to select in any order, or however many times they like, the play order of the wav files, and then generate a new wav file based on their choices which can be stored and brought back from isolated storage.

So Thank You Walt Ritscher with the help so far, but as you will eventually see my coding skills are fragmented at best. What I'm trying to convey in the following code is that a user will be prompted to select any/all of the sounds with a tap event, and his selections will determine what the new soundeffect will sound like (it's order, etc) However there is still a lot I don't know about and here is the code I came up with (while not on my coding computer);

//SO I have this master list of sounds to use, indicated in this block of code:
//sound1.wav, sound2.wav, sound3.wav
// my wav files are marked as resources
// get the wav file from the DLL
var streamInfo1 = Application.GetResourceStream(
    new Uri(sound1.wav, UriKind.Relative));
var streamInfo2 = Application.GetResourceStream(
    new Uri(sound2.wav, UriKind.Relative));
var streamInfo3 = Application.GetResourceStream(
    new Uri(sound3.wav, UriKind.Relative));

//With the above declarations made, I run each one as a stream as a variable.
var stream1 = streamInfo1.Stream as UnmanagedMemoryStream;
var stream2 = streamInfo2.Stream as UnmanagedMemoryStream;
var stream3 = streamInfo3.Stream as UnmanagedMemoryStream;



//The user can choose the sounds in any order, and repeat if desired.
//Let us assume the user chose in this order:
//sound1.wav + sound1.wav + sound2.wav +sound3.wav


for (int i = 0; i < 10; i++)
{
  var bytesA = new byte[stream1.Length];
  var bytesB = new byte[stream1.Length];
  var bytesC = new byte[stream2.Length];
}

// read the bytes from the stream into the array
stream1.Read(bytesA, 0, (int)stream1.Length);
stream2.Read(bytesB, 0, (int)stream1.Length);
stream3.Read(bytesC, 0, (int)stream2.Length);

var combined = new byte[bytesA.Length + bytesA.Length + bytesB.Length] + bytesC.Length]];

// copy the bytes into the combined array
System.Buffer.BlockCopy(bytesA, 0, combined, 0, bytesA.Length);
System.Buffer.BlockCopy(bytesB, 0, combined, bytesA.Length, bytesB.Length);

var outputStream = new MemoryStream();
outputStream.Write(combined, 0, combined.Length);

// substitute your own sample rate
var effect = new SoundEffect(
      buffer: outputStream.ToArray(),
      sampleRate: 48000,
      channels: AudioChannels.Mono);
var instance = effect.CreateInstance();
instance.Play();

// save stream to IsolatedStorage
Was it helpful?

Solution

Basically you have to get the bytes from the stream and combine into a new byte array. Then store that array into an UnmanagedMemoryStream.

   // my wav files are marked as resources
   // get the wav file from the DLL
   var streamInfo1 = Application.GetResourceStream(
        new Uri(loopWav, UriKind.Relative));
   var streamInfo2 = Application.GetResourceStream(
        new Uri(beatWav, UriKind.Relative));

    var stream1 = streamInfo1.Stream as UnmanagedMemoryStream;
    var stream2 = streamInfo2.Stream as UnmanagedMemoryStream;

    var bytesA = new byte[stream1.Length];
    var bytesB = new byte[stream2.Length];

    // read the bytes from the stream into the array
    stream1.Read(bytesA, 0, (int)stream1.Length);
    stream2.Read(bytesB, 0, (int)stream2.Length);

    var combined = new byte[bytesA.Length + bytesB.Length];

    // copy the bytes into the combined array
    System.Buffer.BlockCopy(bytesA, 0, combined, 0, bytesA.Length);
    System.Buffer.BlockCopy(bytesB, 0, combined, bytesA.Length, bytesB.Length);

    var outputStream = new MemoryStream();
    outputStream.Write(combined, 0, combined.Length);

    // substitute your own sample rate
    var effect = new SoundEffect(
          buffer: outputStream.ToArray(),
          sampleRate: 48000,
          channels: AudioChannels.Mono);


    var instance = effect.CreateInstance();
    instance.Play();

    // save stream to IsolatedStorage

I've written more about WP7 audio for CoDe Magazine.

http://www.code-magazine.com/Article.aspx?quickid=1109071

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