NAudio
CSCore
NAudio | CSCore | |
---|---|---|
27 | 7 | |
5,263 | 2,097 | |
1.3% | - | |
5.3 | 0.0 | |
5 days ago | almost 3 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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NAudio
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DIY Wavetable Synthesis Sequencer
Thanks for the suggestion. I have to rewrite most of the audio signal processing code anyway as I am using NAudio currently. Have heard of PiSound before, and will definitely check it out as it is pretty popular. I just need a way to output an array of numbers, representing the processed sound wave, to turn into an analog signal. Writing this from scratch is unnecessarily complicated when these libraries already exist.
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ButterWorth signal processing
https://github.com/naudio/NAudio/blob/master/NAudio.Core/Dsp/BiQuadFilter.cs Simple formulas for all major types of filters
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Cross-platform audio playback
Not tried it but there is also NAudio (https://github.com/naudio/NAudio)
I’ve used NAudio for this. You get Windows support for free, and it’s not too difficult to implement for other platforms. I have gists published for Android and iOS that should get you going.
- Playback audio from microphone to default speaker
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What is the best C# Library for detecting pitch from voice singing (through microphone)?
This might help: NAudio, they have a doc file for working with pitch here
- How to install NAudio in unity
- Show HN: Tone v0.0.4 – hackable command line audio tagger – any feedback?
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Trying to play a wave file slowed down
Hello. I'm working on a school assignment where I'm creating an application where the user can play .wav files slowed down to 0.5 speed. I'm using Naudio and Varispeed to accomplish this. There is a varispeed demo that shows how to do it and from what I can tell, I'm doing more or less the exact same in my code as the demo. But the wave file is played in the normal speed anyways. Does anyone have a clue on what I'm doing wrong?
- What programming environment do you recommend for implementing some DSP theory?
CSCore
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Arduino volume control for windows?
Another route (the one I'm taking) is to build the software yourself. For mine, I'm using Csharp and cscore so I can control the exact functionality I want. This gets really complicated if you are new, so I'd only take this route for a specific reason.
- Audio Editor with React and ASP
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Analyze MP3 file without playing
This is one library has been used for rythym games (which I have no experience with): https://github.com/filoe/cscore/tree/netstandard https://morioh.com/p/0c9a89be2fa8
- Why is there a lack of cool repos?
- Show HN: Tone v0.0.4 – hackable command line audio tagger – any feedback?
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I've created a funky marble
In this case I'm not using an audio source. I'm listening to the desktop audio. This is possible with the LoopbackAudio script from this repository. It uses the CSCore library for that.
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Is possible record any audio coming out of your computer in real time in C#?
A simple Google search leads to this project; https://github.com/filoe/cscore
What are some alternatives?
Xabe.FFmpeg - .NET Standard wrapper for FFmpeg. It allows to process media without know how FFmpeg works, and can be used to pass customized arguments to FFmpeg from dotnet core application.
Audio Switcher - .NET Library which facilitates interacting with Audio Devices on Windows
vosk-api - Offline speech recognition API for Android, iOS, Raspberry Pi and servers with Python, Java, C# and Node
TagLib# - Library for reading and writing metadata in media files
Bufdio - A cross platform audio playback library for .NET with PortAudio and FFmpeg
SeeShark - Simple C# camera library.
atldotnet - Fully managed, portable and easy-to-use C# library to read and edit audio data and metadata (tags) from various audio formats, playlists and CUE sheets