I am trying to use direct sound to play a wav file, so I may animate a picture box while the wav file is playing. I have made a device object and a secondary buffer object and when I run the program I get an error message(see attached image), but after I click continue, the wav file plays and it plays every time I click the play wav button. I am using a test project to work out the bugs before I implement the direct sound in my other project. Below is the the code I am using. Can someone tell me what I am doing wrong? The code needs a form named form1, and a button named xPlayButton.
Im looking to play a sound from a folder which is in my debug directory. I got this working for a PictureBox: PictureBox1.ImageLocation() = ("Resourcespicture.png"). But I cant find something to play a sound. This is what I had before: My.Computer.Audio.Play("C:Users......Soundseep-2.wav"). I dont really want to be writing the location of the files using special directories. Is there any way I can just set the location of the file to the directory in which the .exe is.
I have background sound loop with the My.Computer.Audio and it works fine. I want to play another sound (like a beep) when desired without stopping the background sound. Several examples I have found don't seem to work. I am in VB.NET 2008 Professional.
This works great, but I would like to make it so that I can tell it to play the sound file starting at, for example, 3 seconds and ending at 9 seconds in. For instance, I could have 2 Numeric Up Down boxes on my form and whatever NuD1.value = is the lower range and NuD2.value = higher range.
How do I specify at what point in the sound file I want to start and at what point in that same file I want to stop?
I am trying to build a small program which will allow some one to click on the exit button and the sound will play and at the end of the sound the program will then close. The sound clip is about 3 seconds long Here is what I have:
Imports Microsoft.DirectX Imports Microsoft.DirectX.DirectSound Public Class Form1 Private Dsound As CSoundDevice
With a steady tone feeding my audio input jack, the VU meters jump and bounce about 30%. I can also see the problem in the byte array of the capture buffer. I am running 8 bit mono so there isn't a chance that I'm getting a byte swap in a 16 bit word. My on board sound card is "Realtek HD Audio Input", direct sound 1.0.2902.0 and XP. Here is the real kick in the head, if I run anything that captures sound using the winmm library or if I use the winmm library in my application along with direct sound, the meters become stable. No errors are reported. Although I have written this in vb.net, I download another persons application that was written in C++ that uses direct sound with the same bouncing meters. I used the VU meters in Audacity to look at my audio levels and they are stable.
I am using visual studio/visual basic 2010 express,installed Microsoft DirectX SDK (June 2010),
added reference in my project by add reference>Browse>C:WINDOWSMicrosoft.NETDirectX for Managed Code1.0.2902.0Microsoft.DirectX.DirectSound.dll(5.4.0.2904)
I'm using OpenTK to get OpenAL lib.I'm using OpenAL to play multiple wav files at a time(or so i want).Do you know any tutorial/source code in .Net (VB/C# doesn't matter) that could help me use OpenAL to play multiple files?
i have designed my owm mp3 player . and now i want to add a sound visuvalizer in my program . but i dont now how can i do this? how can i find sound Frequence?
I want to play a sound on start. I imported my sound.vb, added m.wav as a resource. changed m.wav to embedded resource. but it wont work??? Just to check my code i made a new project, used the same code, and it worked fine.
I'm trying to play audio files (.mp3, .wav whatever it is) with mciSendString function but it's not working. Here's my codes
//// here is the api Private Declare Function mciSendString Lib "winmm.dll" Alias "mciSendStringA" (ByVal lpstrCommand As String, ByVal lpstrReturnString As String, ByVal uReturnLength As Integer, ByVal hwndCallback As Integer) As Integer
How can I play more than one sound at a time? I have a song that I want to play and a sound effect, but when I play one it stops the other. They are both dimmed as two seperate media.soundplayer and they are both pulled from the same reference folder and they are two seperate files. How could I do this?
i'm writing a game in vb 2008 and i want to play music and sound effects from my.resources at the same time,but when a sound effect plays the music stops playing.
How can I play a sound based on waveform data that my .Net program is generating from user input and mathematical functions? By "waveform data" I am mean SPL values in a fixed interval time-series (probably 44.1 kHz). I presume that this requires some kind of streaming buffer arrangement.Note, that this has to be live/real-time, so just creating a .wav file and then playing that will not be sufficient. VB.net is preferred, but C# is acceptable also.
I am new to programming I just started using visual basic to make windows mobile 6.5 apps. I have searched everywhere but I just cant find out how to play a sound file (.wav). I need the code to play the sound when the user clicks a button (or picturebox, I really don't mind either one).
I have been using the My.Computer.Audio.Play method for sounds in my program for a very long time, but now I have reached a point where the program needs to be able to play more than one sound at a time. What is the best (and preferably simplest) way to do this?
I am having problems locating any documentation or examples for rendering video on a form using DirectX. I need to use DirectX because I will be putting overlay's on the video loaded dynamically. I will also want to perform transitions between 2 video instances.
I can not find any documentation on Google or Microsoft's site, Such as render the video on a 3d object as a texture, maybe... IDK?
This is for Visual Studio 2010, .net framework 4.0, using vb.net.
I have a program which have to play a sound at a specific time in each day.Currently I made a timer with 450 interval and I put a code in it which check if datetime.now = mytime then it will play the sound.(the program runs in background)
It is working but the problem is that sometimes it doesn't play the sound. I think I didn't used a proper way to this.I have even tried checking datetime.now.hour & .minute & .second with mytime to make sure it does play it at the right time But I don't know why the timer sometimes miss it and the play sound won't be run.