////////////////////////////////////////////////////////////////////////////// /// /// C# wrapper to access SoundTouch APIs from an external SoundTouch.dll library /// /// Author : Copyright (c) Olli Parviainen /// Author e-mail : oparviai 'at' iki.fi /// SoundTouch WWW: http://www.surina.net/soundtouch /// //////////////////////////////////////////////////////////////////////////////// // // License : // // SoundTouch audio processing library // Copyright (c) Olli Parviainen // // This library is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser General Public // License as published by the Free Software Foundation; either // version 2.1 of the License, or (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //////////////////////////////////////////////////////////////////////////////// using System; using System.Runtime.InteropServices; namespace soundtouch { public class SoundTouch { private IntPtr handle; public SoundTouch() { handle = soundtouch_createInstance(); } ~SoundTouch() { soundtouch_destroyInstance(handle); } /// /// Get SoundTouch version string /// public static String GetVersionString() { // convert "char *" data to c# string return Marshal.PtrToStringAnsi(soundtouch_getVersionString()); } /// /// Returns number of processed samples currently available in SoundTouch for immediate output. /// public uint NumSamples() { return soundtouch_numSamples(handle); } /// /// Adds 'numSamples' pcs of samples from the 'samples' memory position into /// the input of the object. Notice that sample rate _has_to_ be set before /// calling this function, otherwise throws a runtime_error exception. /// /// Sample buffer to input /// Number of sample frames in buffer. Notice /// that in case of multi-channel sound a single sample frame contains /// data for all channels public void PutSamples(float[] samples, uint numSamples) { soundtouch_putSamples(handle, samples, numSamples); } /// /// Sets the number of channels /// /// 1 = mono, 2 = stereo, n = multichannel public void SetChannels(uint numChannels) { soundtouch_setChannels(handle, numChannels); } /// /// Sets sample rate. /// /// Samplerate, e.g. 44100 public void SetSampleRate(uint srate) { soundtouch_setSampleRate(handle, srate); } /// /// Receive processed samples from the processor. /// /// Buffer where to copy output samples /// Max number of sample frames to receive /// public uint ReceiveSamples(float[] outBuffer, uint maxSamples) { return soundtouch_receiveSamples(handle, outBuffer, maxSamples); } /// /// Flushes the last samples from the processing pipeline to the output. /// Clears also the internal processing buffers. // /// Note: This function is meant for extracting the last samples of a sound /// stream. This function may introduce additional blank samples in the end /// of the sound stream, and thus it's not recommended to call this function /// in the middle of a sound stream. /// public void Flush() { soundtouch_flush(handle); } /// /// Clears all the samples in the object's output and internal processing /// buffers. /// public void Clear() { soundtouch_clear(handle); } /// /// Sets new tempo control value. /// /// Tempo setting. Normal tempo = 1.0, smaller values /// represent slower tempo, larger faster tempo. public void SetTempo(float newTempo) { soundtouch_setTempo(handle, newTempo); } /// /// Sets new tempo control value as a difference in percents compared /// to the original tempo (-50 .. +100 %); /// /// Tempo setting in % public void SetTempoChange(float newTempo) { soundtouch_setTempoChange(handle, newTempo); } /// /// Sets new rate control value. /// /// Rate setting. Normal rate = 1.0, smaller values /// represent slower rate, larger faster rate. public void SetRate(float newRate) { soundtouch_setTempo(handle, newRate); } /// /// Sets new rate control value as a difference in percents compared /// to the original rate (-50 .. +100 %); /// /// Rate setting in % public void SetRateChange(float newRate) { soundtouch_setRateChange(handle, newRate); } /// /// Sets new pitch control value. /// /// Pitch setting. Original pitch = 1.0, smaller values /// represent lower pitches, larger values higher pitch. public void SetPitch(float newPitch) { soundtouch_setPitch(handle, newPitch); } /// /// Sets pitch change in octaves compared to the original pitch /// (-1.00 .. +1.00 for +- one octave); /// /// Pitch setting in octaves public void SetPitchOctaves(float newPitch) { soundtouch_setPitchOctaves(handle, newPitch); } /// /// Sets pitch change in semi-tones compared to the original pitch /// (-12 .. +12 for +- one octave); /// /// Pitch setting in semitones public void SetPitchSemiTones(float newPitch) { soundtouch_setPitchSemiTones(handle, newPitch); } /// /// int16 version of soundtouch_putSamples(): This accept int16 (short) sample data /// and internally converts it to float format before processing /// /// Sample input buffer. /// Number of sample frames in buffer. Notice /// that in case of multi-channel sound a single /// sample frame contains data for all channels. public void PutSamples_i16(short[] samples, uint numSamples) { soundtouch_putSamples_i16(handle, samples, numSamples); } /// /// Changes a setting controlling the processing system behaviour. See the /// 'SETTING_...' defines for available setting ID's. /// /// Setting ID number. see SETTING_... defines. /// /// nonzero if successful, otherwise zero public int SetSetting(int settingId, int value) { return soundtouch_setSetting(handle, settingId, value); } /// /// Reads a setting controlling the processing system behaviour. See the /// 'SETTING_...' defines for available setting ID's. /// /// Setting ID number /// The setting value public int soundtouch_getSetting(int settingId) { return soundtouch_getSetting(handle, settingId); } /// /// Returns number of samples currently unprocessed in SoundTouch internal buffer /// /// Number of sample frames public uint NumUnprocessedSamples() { return soundtouch_numUnprocessedSamples(handle); } /// /// int16 version of soundtouch_receiveSamples(): This converts internal float samples /// into int16 (short) return data type /// /// Buffer where to copy output samples. /// How many samples to receive at max. /// Number of received sample frames public uint soundtouch_receiveSamples_i16(short[] outBuffer, uint maxSamples) { return soundtouch_receiveSamples_i16(handle, outBuffer, maxSamples); } /// /// Check if there aren't any samples available for outputting. /// /// nonzero if there aren't any samples available for outputting public int IsEmpty() { return soundtouch_isEmpty(handle); } [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getVersionId")] /// /// Get SoundTouch library version Id /// public static extern int GetVersionId(); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern IntPtr soundtouch_createInstance(); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_destroyInstance(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern IntPtr soundtouch_getVersionString(); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setRate(IntPtr h, float newRate); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setTempo(IntPtr h, float newTempo); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setRateChange(IntPtr h, float newRate); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setTempoChange(IntPtr h, float newTempo); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setPitch(IntPtr h, float newPitch); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setPitchOctaves(IntPtr h, float newPitch); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setPitchSemiTones(IntPtr h, float newPitch); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setChannels(IntPtr h, uint numChannels); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_setSampleRate(IntPtr h, uint srate); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_flush(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_putSamples(IntPtr h, float[] samples, uint numSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_putSamples_i16(IntPtr h, short[] samples, uint numSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern void soundtouch_clear(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern int soundtouch_setSetting(IntPtr h, int settingId, int value); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern int soundtouch_getSetting(IntPtr h, int settingId); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern uint soundtouch_numUnprocessedSamples(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern uint soundtouch_receiveSamples(IntPtr h, float[] outBuffer, uint maxSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern uint soundtouch_receiveSamples_i16(IntPtr h, short[] outBuffer, uint maxSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern uint soundtouch_numSamples(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)] private static extern int soundtouch_isEmpty(IntPtr h); } }