I am using DirectSound to write a sine wave to the audio card. The sample-size is 16-bit, one channel. My question is, how many samples should it take to make a five-second sound? The sample rate is 44100 samples per second. The math is simple: 220500 is the answer. This is driving me crazy, though, because my code plays only roughly half that time!! Here's my code:
using Microsoft.DirectX.DirectSound;
using System;
namespace Audio
{
// The class
public class Oscillator
{
static void Main(string[] args)
{
// Set up wave format
WaveFormat waveFormat = new WaveFormat();
waveFormat.FormatTag = WaveFormatTag.Pcm;
waveFormat.Channels = 1;
waveFormat.BitsPerSample = 16;
waveFormat.SamplesPerSecond = 44100;
waveFormat.BlockAlign = (short)(waveFormat.Channels * waveFormat.BitsPerSample / 8);
waveFormat.AverageBytesPerSecond = waveFormat.BlockAlign * waveFormat.SamplesPerSecond;
// Set up buffer description
BufferDescription bufferDesc = new BufferDescription(waveFormat);
bufferDesc.Control3D = false;
bufferDesc.ControlEffects = false;
bufferDesc.ControlFrequency = true;
bufferDesc.ControlPan = true;
bufferDesc.ControlVolume = true;
bufferDesc.DeferLocation = true;
bufferDesc.GlobalFocus = true;
Device d = new Device();
d.SetCooperativeLevel(new System.Windows.Forms.Control(), CooperativeLevel.Priority);
int samples = 5 * waveFormat.SamplesPerSecond * waveFormat.Channels;
char[] buffer = new char[samples];
// Set buffer length
bufferDesc.BufferBytes = buffer.Length * waveFormat.BlockAlign;
// Set initial amplitude and frequency
double frequency = 500;
double amplitude = short.MaxValue / 3;
double two_pi = 2 * Math.PI;
// Iterate through time
for (int i = 0; i < buffer.Length; i++)
{
// Add to sine
buffer[i] = (char)(amplitude *
Math.Sin(i * two_pi * frequency / waveFormat.SamplesPerSecond));
}
SecondaryBuffer bufferSound = new SecondaryBuffer(bufferDesc, d);
bufferSound.Volume = (int)Volume.Max;
bufferSound.Write(0, buffer, LockFlag.None);
bufferSound.Play(0, BufferPlayFlags.Default);
System.Threading.Thread.Sleep(10000);
}
}
}
By my calculations, this should play for 5 seconds. It plays for half-time. If I change
int samples = 5 * waveFormat.SamplesPerSecond * waveFormat.Channels;
to
int samples = 5 * waveFormat.SamplesPerSecond * waveFormat.Channels
* waveFormat.BlockAlign;
Then the sound works alright, but that's an hack, right? Surely I'm doing something wrong, but I can't tell what.
Thanks for your time.
You will have 2 bytes per sample for 16-bit if I'm not mistaken, therefore your buffers byte count will be twice the sample count.